RimWorld

RimWorld

More Creepjoiners
85 Comments
Metalocif  [author] 19 Jul @ 10:49am 
Tiny update: Palliate now displays whether using the ability on a target would down it. Its hediff shows remaining time.
Metalocif  [author] 17 Jul @ 12:39pm 
Fixed a bug with ReSplice on 1.6 and added support to devour Archean trees.
Kaden Ha 12 Jul @ 6:08am 
There's an error in this mod. Here's the log [gist.github.com]
Charles M. Freakston 25 Jun @ 5:17am 
Heyo, might have found the mod responsible for the problem with the UI disappearing then using the creep's abilities. RimPikmin! Too bad really cause it is super cute :hatty: but was causing other isues as well, I think
FlamingLlama 18 Jun @ 2:29pm 
1.5.
Metalocif  [author] 18 Jun @ 6:01am 
1.5 or 1.6?
FlamingLlama 17 Jun @ 6:33pm 
I am seeing a slight issue with the Metallicizer: The ability works as intended, but the cooldown does not actually trigger, and the charges do not deplete when the ability is used.
Metalocif  [author] 14 Jun @ 4:31am 
Updated with a mod options menu that uses VEF. It lets you can individually disable individual creepjoiner benefits. Downsides are unaffected.
VEF is not required; the mod options will only appear if it is enabled.
All benefits from this mod and vanilla are covered.
The Inhuman Meld may generate benefits you turned off; this will be fixed in the next update.
Items related to benefits you turned off (bioferrite limbs, voidmetal) will continue existing and may still appear.
If you disable a benefit mid-run, creepjoiners who already have that benefit will be unaffected.
Metalocif  [author] 14 Jun @ 2:58am 
Not sure why that happened, since I didn't change that file at all.
It's fixed now. Integrate doesn't deal damage at all anymore and just kills the pawn.
Added an extra downside, some effecters on abilities that didn't have visuals, and so on.

I agree that a menu to limit which benefits can appear would be nice; the more ideas I have, the less likely each individual joiner appears. The Inhuman Meld was an attempt at handling this.
Charles M. Freakston 14 Jun @ 1:25am 
Getting this error on start up since the update of your mod.
Error in More Creepjoiners, assembly name: MoreCreeps, method: CompAbilityEffect_Highlander:Apply, exception: System.MissingMethodException: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing,bool,bool,RimWorld.QualityCategory,bool,bool)
[Ref A0587C03]
user666crazyman 13 Jun @ 8:09pm 
Hey, could you please add an option on the mod config to control what kind of joiners you can get? I really like your mod, but I don't personally like the voidmetal and would like to be able to disable that, as an example. I'd bet other people also wish that was a possibility.
Charles M. Freakston 12 Jun @ 3:10am 
Any idea what kinda mod I would be looking for?
Got alot to sieve through :MoonlighterIrritated:
Metalocif  [author] 12 Jun @ 3:07am 
Reasonably sure it's a mod conflict; try to figure out which of your other mods is responsible.
Charles M. Freakston 12 Jun @ 2:55am 
Root level exception in OnGUI(): System.IndexOutOfRangeException: Index was outside the bounds of the array.
[Ref 872CB3E1]
Haven't encountered any other ability doing this.
The error is more then a 1000 characters but could post it piece by piece if you want?
Metalocif  [author] 12 Jun @ 2:46am 
Okay. Sounds like you have a silly mod conflict going on; I am currently updating the mod to 1.6 and not encountering anything like that.
Do you have a red error to show me?
Do custom abilities from other mods cause similar issues?
Charles M. Freakston 12 Jun @ 2:43am 
At least Integrade, Transfuse and Transmute Bioferrite.
Also the UI reapperas once I target something valid.
Also also while the UI is gone the game refuses all key inputs.
Also also also while the UI is gone, the colonist bar remains but that might be because i have the mod "SlaveBar".
Metalocif  [author] 12 Jun @ 2:12am 
Any specific ability responsible?
Charles M. Freakston 12 Jun @ 2:06am 
I have a problem with the UI disappearing then using the creep's abilities, any idea why?
Metalocif  [author] 11 Jun @ 5:40am 
I expect you have another mod that removed that creep or messed with it. The patch is straightforward and you should be getting errors for the other patches that do the exact same thing from the same file.
1724607211 11 Jun @ 4:40am 
[More Creepjoiners] Patch operation Verse.PatchOperationAdd(Defs/CreepJoinerFormKindDef[defName = "DarkScholar"]/requires) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3434682604\1.5\Patches\AddBenefitsToSomeCreeps.xml
Metalocif  [author] 27 May @ 8:00am 
Yeah, it picks from a list of valid options. It also has a cool custom head!
I was thinking that, with more benefits, it's rarer to see the one you want, so the meld helps with that.
Lennybolt7 26 May @ 3:10pm 
Is the meld second ability/downside randomized? That's pretty cool!
Metalocif  [author] 26 May @ 4:02am 
Warning on startup should be fixed.
Highlander steals abilities, benefits, and downsides, including traits. If you used it on the Inhuman Meld creepjoiner I just added, it's going to steal their actual benefit, not the benefit the form adds. If you didn't use it on a Meld, I have no idea what happened.
hekmo 26 May @ 2:35am 
Small thing, since the update I'm getting this warning on startup. Can you do a little fix on that? :P
Mod More Creepjoiners dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
Visoth 25 May @ 8:43pm 
Highlander creepjoiner says that it steals other abilities. When I used it on a Creepjoiner with an ability to turn things into fleshcreatures, it instead gave me Joyous. That seems random, rather than stealing their ability. Am I misunderstanding something?
Gerewoatle 23 May @ 3:22pm 
@Metalocif - Just off the top of my head, unbreakable voidmetal armors are probably going to be incompatible with mods like Yayo's Combat and Armored Up, both of which directly use damage to armor as one of their primary mechanics.
Metalocif  [author] 23 May @ 11:45am 
Fixed that issue, halved bioferrite parts psychic sensitivity (since a free +160% is a lot), and added a new kind of creepjoiner.
Also made voidmetal-stuffed armor immune to damage (so even if the pawn wearing it gets hit by 1000 bullets, the armor won't be destroyed). This took a Harmony patch, tell me if it breaks anything.
daddy devito 21 May @ 4:23am 
in regards to the Metalicizer there is a bug where despite the mod page and the description of the legendary quality arms saying that they are better than natural they only provide the sensitivity and study efficiency not the part efficiency
Metalocif  [author] 14 May @ 9:34am 
Yes, it should be fine.
Atcher♛ 14 May @ 8:15am 
Can I add this mod while playing the game halfway through?
陈毒秀 8 May @ 1:12am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3477858580
I have uploaded Chinese translation. Thanks again for making this great mod.
陈毒秀 7 May @ 1:43pm 
Good news, I found the problem after some troubleshooting --- probably caused by other mods. I'll continue with the rest of the translation and upload it as soon as it's done.
陈毒秀 7 May @ 12:59pm 
Hmm...I know how to create translation patches, and I have uploaded Chinese translation mods. that's why I was confused about the translation files not working.
Metalocif  [author] 7 May @ 12:54pm 
The good news is you don't need to study C# for a translation. Reverse engineer an existing Chinese translation mod and see how they do things, it's just XML.
陈毒秀 7 May @ 12:40pm 
Thanks for the advice. But I don't have much time for C# study at the moment, so sometimes I have to use AI to help me with some mod analysis. I will also check my translation files again.
Metalocif  [author] 7 May @ 12:05pm 
The mod does not, in fact, generate Defs dynamically at runtime. You should probably compare whatever drivel your AI spewed to an existing mod that adds a Chinese translation to another mod.
Generally speaking, AI should not be trusted with domain-specific knowledge like this; there is a lot of C# on the Internet but not that much Rimworld-C#. It's a fine tool if you can verify its output, but as a modding beginner, you cannot really do that, as much as I appreciate your endeavor.
With that said, my code has a few hardcoded strings displayed by abilities, which I will work on removing. They should not be affecting your translation, however.
陈毒秀 7 May @ 11:09am 
Hey, nice mod! I'm trying to translate this mod into Chinese, but no matter how much I test it, the translation never works. (Sorry but I know almost nothing about this) My GPT tells me the problem may be that the mod “generates Defs dynamically at runtime”. Anyway, can you open the translation port for this mod?
Halicade 22 Apr @ 6:32pm 
Hello! I get two errros for missing stats when Royalty isn't loaded.
Could not resolve cross-reference: No RimWorld.StatDef named PsychicEntropyRecoveryRateOffset found to give to RimWorld.StatModifier (null stat)
and PsychicEntropyMaxOffset
Lennybolt7 24 Mar @ 3:51pm 
Should voidmetal be reducing psychic sensitivity when used in armor, or show as green in stuffed things?
Aeternum 9 Mar @ 5:25pm 
Looks like that fixed it, thank you so much.
Metalocif  [author] 9 Mar @ 5:18pm 
Should be fixed. LoadFolders being capricious, it seems.
Aeternum 9 Mar @ 8:52am 
"Could not resolve cross-reference: No Verse.GeneDef named RS-Transfuse found to give to ReSpliceCore.GeneExtension
RespliceCore.GeneExtension"
There is this error for each of the abilities. Do you have an idea what may be causing the error?
Hamacelos 2 Mar @ 5:18am 
any chance we could get compat for ve psycasts? the entropy link doesnt work with it
Alerios 1 Mar @ 2:06pm 
Can confirm it works. Thanks.
Metalocif  [author] 1 Mar @ 12:52pm 
Should be fixed.
Alerios 1 Mar @ 10:46am 
The Entropy Link. Coming with the psychic servent. But you can induce this error loop by adding the ability to a pawn manually.
Metalocif  [author] 1 Mar @ 10:39am 
Which ability is that?
Alerios 1 Mar @ 10:37am 
If you don't find the issue, I can add you to my contact, copy-paste the error log and you can see in more details.
Alerios 1 Mar @ 10:36am 
Could not instantiate Verb (directOwner=RimWorld.Ability): System.MissingMethodException: Default constructor not found for type Verse.Verb
[Ref 29328FD5] Duplicate stacktrace, see ref for original

And for when I draft a pawn with the ability:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF576F69]
at RimWorld.Ability.get_Casting () [0x00006] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.Command_Ability.GizmoOnGUI (UnityEngine.Vector2 topLeft, System.Single maxWidth, Verse.GizmoRenderParms parms) [0x00063] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1[T] gizmos, System.Single startX, Verse.Gizmo& mouseoverGizmo, System.Func`2[T,TResult] customActivatorFunc, System.Func`2[T,TResult] highlightFunc, System.Func`2[T,TResult] lowlightFunc, System.Boolean multipleSelected) [0x0050b] in <69945a8ed6c540cf90b578de735e0605>:0
Alerios 1 Mar @ 10:31am 
I found an error with the entropic link, it induces an error loop when a creepjoiner spawns with it. Same if I add the ability to a pawn.