RimWorld

RimWorld

Spirits
69 Comments
MorphingE 20 Jul @ 6:28pm 
Hello, would it be possible to make the Spirit Wolf summon already have the Training options fully trained?

No sweat if not, it'd just make them more immediately useful, cause mine is just drifting about aimlessly.
Dishonest  [author] 18 Jul @ 6:01pm 
@Aquo67890 - I probably should have mentioned in my earlier comment; this passive loss/gain rate can be changed in mod options.
Dishonest  [author] 18 Jul @ 6:00pm 
@Rime Pendragon @Maal - Thanks for the details! I'll look into this weekend.
Maal 17 Jul @ 12:21am 
Also getting similar error for the faction I enabled the spirit for in the mod's option.

https://gist.github.com/HugsLibRecordKeeper/167a843c14e218425aa2d5e1ff74293b
Rime Pendragon 16 Jul @ 2:03am 
Ok, that was quick. I get the errors when I only have Spirits and the Vanilla Expanded Framework active.
Rime Pendragon 16 Jul @ 1:57am 
Probably :-) I have 300 mods active at the moment. I will see if I can weed out the problem.
Dishonest  [author] 15 Jul @ 7:43pm 
@Aquno67890 - Yes, intended feature.

@Rime Pendragon - These are patches for basegame RimWorld's ancients faction (cryptosleep people) and tribal factions. Unrelated to Vanilla Factions Expanded mods. Are you using a mod that might affect the vanilla factions?
Rime Pendragon 15 Jul @ 12:03pm 
I get these errors:

Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="Ancients"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_Ancients: Error

Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="TribeCannibal"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_TribalCannibal: Error

There are more of each of these errors, but there is a char limit

But I'm not subscribed to Vanilla Factions Expanded: Ancients or Vanilla Factions Expanded: Tribal.

If I delete:
1.6\Patches\Vanilla_Factions_Ancient_Patch.xml
1.6\Patches\Vanilla_Factions_Tribal_Patch.xml
The errors go away.
Anto:-. 13 Jul @ 8:58pm 
looks so cool!
Aquo67890 13 Jul @ 2:38pm 
Should dreamwalkers passively lose essence in corporeal form?
Unlucky Colonist 13 Jul @ 11:05am 
@Dishonest
Thank you for fix.
Dishonest  [author] 12 Jul @ 4:37pm 
@ziggydfsm - Glad to hear!

@Unlucky Colonist - Thank you for the details. Please try un-subbing and re-subbing to force the update. 1.5 shouldn't have any more missing texture errors.
Unlucky Colonist 12 Jul @ 9:12am 
There is no error displayed on the screen, but an error is occurring saying that the texture cannot be found.
(RimWorld 1.5)

・Log
https://gist.github.com/HugsLibRecordKeeper/c4e63f63d432b9b13aa189370036d9b6

・Used MOD List
Harmony
Biotech
HugsLib
Vanilla Expanded Framework
Spirits
ziggydfsm 12 Jul @ 7:14am 
@Dishonest. It seems to work now. I had to resub, I must have caught that end of the test version, and it didn't want to update.
Dishonest  [author] 11 Jul @ 5:26pm 
@ziggydfsm - No, the game shouldn't have been trying to grab those anomaly files. I've gone ahead and just taken out the anomaly references for now. Might get some minor errors if you try to dev in the spirit mutant w/o anomaly, but nothing noticeable.

Other users WITH Anomaly and 1.6 saves - this update may cause some errors regarding missing hediffs. Don't worry these are completely benign. It's expected and shouldn't impact anything. If you believe it has, then please let me know. Apologies for the trouble.

Thanks, Dishonest
ziggydfsm 11 Jul @ 2:56pm 
Does this now require Anomaly? because the game crashes when I try to load the mod.
Dishonest  [author] 9 Jul @ 10:26am 
@Wraith - Sorry, I accidentally uploaded the test version of 1.5 when I pushed the 1.6 update. Some of the time-based stuff is probably really short. I'll update tonight.
Wraith 8 Jul @ 5:57pm 
The spirit wolves are described as permanent/semi-pernanent/lasting a quadrum pretty much everywhere, but for me they disappear after slightly over an hour. Is that intentional?
Dishonest  [author] 8 Jul @ 12:25pm 
@MorphingE - Depends on the spirit, Dreamers xenotype will return similarly to VRE archons sometime between 30-60 days at night in a special weather event. Echo xenotype will be gone permanently. Mutant spirits will return similarly to Anomaly DLC's revenants from their spine over time.
MorphingE 7 Jul @ 11:57pm 
Are Spirits permanently gone when they die, or do they reappear similar to Archons?
Kaden Ha 6 Jul @ 11:59pm 
idk why Anomaly does not include Ghost/Spirit, since they would've made the "storytelling" a lot more interesting than ghouls and shamblers.
Dishonest  [author] 6 Jul @ 12:54pm 
Updated to 1.6
Added Spirit mutant
- w/ unique respawn feature similar to revenant's from Anomaly DLC.

Added the faction toggles for xenotypes

Reworked spirit wolf ability - only 1 wolf; no upper limit

Other Anomaly Stuff:
I blew the time budget on making the new Spirit mutants + spine revival. Other anomaly related items are more time-consuming than I anticipated. Still under work - likely won't be here for Odyssey release.
Dishonest  [author] 5 Jul @ 1:14pm 
@Makazy - Should be a DEV mode tool to reset the spirit counter. 1.6 - spirit summons are slightly re-worked - will not have this validation check.
Makazy 4 Jul @ 8:59am 
Hi! There is a bug with the spirit wolfs when caravaning, if the summoning cooldown expire before the caravan returned, they stay summoned (the wolfs were with the caravan their summonner wasn't) and they do not have the hediff with the delay. It prevent resummoning the wolfs after even if they died.
Synanti 1 Jul @ 11:22am 
Very Sleepy
Dishonest  [author] 24 Jun @ 7:15pm 
@Makazy - Thanks! More than possible - I'm cooking some Anomaly-related features for the 1.6 update. Hail Horax!

@Yaveton - Thanks for reporting. RimWorld is a bit wonky with semi-transparency & graphic-design is my bane :drewsad:. It's on the list to tweak before 1.6 release.
Yaveton 24 Jun @ 10:15am 
Heya! Quick thing, please check the alpha chanel on spirit wolfs, it's not fully transparent around the lineart, it has some JPEG-esque artifacts
Makazy 22 Jun @ 3:02pm 
Nice mod! Is it technically possible to create a Anomaly ritual to bring back someone as a spirits? Sacrificing prisoners in a great ritual to Horax to bring back the dead muahahah!
Dishonest  [author] 19 Jun @ 7:15pm 
@sk4p3g04t - Ooo thanks, I might reach out and see how RedMattis is using the new mutant refactor with 1.6
sk4p3g04t 18 Jun @ 5:23am 
If you haven't, You could maybe reach out to RedMattis, the big and small monster mod has that functionality for ghouls and returned
Dishonest  [author] 17 Jun @ 9:39pm 
@sk4p3g04t - 100% agree; working on a function for that on the 1.6 version release

@mir_38 - I'm planning to add mod options for all factions. Part of the 1.6 version release is a complete rework of the spirit to the new "mutant" framework. So spirits can be toggled to be like ghouls and show up with the entities faction in a special event. Biotech will be opt-in; it'll no longer be required, but will have the xenotypes available if you have it enabled.

Side note: Also working on a separate version of this mod that doesn't have any required mods/dlc. Will use only the vanilla framework. Just need to figure out the revenant's death mechanics so I can recreate the spirit pawns' immortality.
mir_38 17 Jun @ 3:55pm 
Also having them spawn with the 'entities' faction similar to creepjoiners in a new event like the gray pall would be really neat as a way to find them more consistently, just my 2 cents though
mir_38 17 Jun @ 3:54pm 
I do think having spirits spawn in the ancient faction would be really nice for a medieval playthrough- although I hope hostile pawns with the xenotype dont come back lmao
sk4p3g04t 17 Jun @ 5:41am 
It'd be cool if when a pawn dies there's a chance they come back as a spirit
uerminosa 6 Jun @ 1:19pm 
Got it. I think it'd be cool if they could also spawn in the ancients faction as a post-industrial alternative, or maybe even as entities. Anyway, thanks for replying :)
Dishonest  [author] 3 Jun @ 10:30pm 
@uerminosa - Currently, there isn't a way to naturally encounter and recruit the new xenotypes without Alpha Genes. They're intended as starting pawns. For the next update, I'm adding a mod options to toggle for each of the tribal factions. IIRC, you use dev mode to flip an existing pawn's xenotype.
uerminosa 3 Jun @ 4:37pm 
Hi, I have a question. I don't really understand how I can find these xenotypes if I don't have Alpha Genes and they don't spawn in any factions? Thanks
Kadamien 24 May @ 6:07am 
This is perfect for the playthrough I'm doing.
It's about a group of rebels that gradually take on the world to destroy a corrupt archotech, while fighting against very powerful angelic creatures.
They worship a pantheon of spirits, essentially great people from before the reign of said archotech.
It's going to be so cool to have them in my colony towards the end of the game.
Thank you.
RAD EMERALD 13 May @ 2:13am 
ghost boooooooo~
Xeonzs 5 May @ 5:20pm 
Looks very cool, definetely giving this a try.
Yuri Bezmenov 5 May @ 1:18pm 
This is one big beautiful mod. I can imagine stories of colonies and tribes in times of crisis and being helped by mysterious forces which are the spirits. It's kinda nice, really nice.
Dishonest  [author] 5 May @ 12:25pm 
Updated a couple of typos in descriptions and clarified the Echo xenotype description.

@anonymouse - Thank you! :drewhappy: Yeah, the Echo description was indeed confusing in hindsight. No worries at all! I appreciate new ideas with the content; I'm open to updating or expanding in the future.

@Korppi - Sorry, Echo had a confusing description. Echoes are stuck as corporeal spirits and are mortal. (i.e. they don't respawn the same way Dreamers do.).
Korppi 5 May @ 11:49am 
So.... if I'm reading this right, are the Echoes stuck being incorporeal all the time?
anonymouse 5 May @ 10:55am 
Made a new tribe but realized that reading "lost their human form" led me astray with Echoes (I imagined ghost teachers and elders that don't consume but can't contribute to corporeal tasks), because I didn't expect them to need food vs the ones that still have human bodies :P The old one only disabled food when ethereal, right?

(Now I kinda wish I had something that worked like that, like a Dreamer that's stuck after corporeal death, could hypothetically still use some spirit abilities but doesn't regen essence and vanishes when it's gone, or something. Maybe regular Dreamers could donate some of their own essence to keep them going longer or... oops that got away from me, I know the thing every mod author loves is when people comment "this completely different thing would also be cool tho" :D)

For my current tribe I just turned off certain jobs on my elder Echo to get the vibe, but now I am poking files...

Thanks for the mod and sending speedy recovery etc!
NuanKi 4 May @ 11:52am 
Ty
Dishonest  [author] 4 May @ 11:51am 
Updated descriptions. Apologies that it's a wall of text; I don't have access to my usual computer setup right now. So no pretty infographics yet...

@FacuPlay525 - Thanks, I might try to update the flavor text to be more open-ended later. Like give the spirit's existence a few more excuses for existing in vanilla rimworlds.

@NuanKi - It's a tab option added from Facial Animations. 2nd Icon from the bottom right that looks like a head. That screenshot also uses the Vanilla re-texture mod - which is why the pawn looks less anime-like.
NuanKi 4 May @ 11:14am 
which mod did u use to see the pawn (4th photo)
Dishonest  [author] 4 May @ 10:52am 
I'll update the description shortly.

@spanese - By default none; with Alpha Genes mod active, the Echo xenotype has a 2% spawn rate with the xenohuman union & xenohuman pirate factions. I may add some toggles so they're more prevalent later.

@Commander Link - Just the two xenotypes. Regular pawns are unaffected aside from four new hairstyles and a few tattoos. The spirits have different death effects. Dreamer xenotype's corpse will skip away and return after 30-60 days in a special weather event that will only occur if there is currently a dead dreamer waiting to return. Echo xenotype's corpse will simple skip out of existence, never to return.

@Nattly - Dreamer xenotype can go into ethereal mode to regenerate spirit essence, body parts, and become invisible. However, they lose access to most worktypes. Corporeal mode is unrestricted like a normal pawn, but they gradually lose spirit essence unless a mod option slider is changed.

@StockSounds - :drewsad: 👉👈 I'll try again
FacuPlay525 4 May @ 10:41am 
ooh and yes put more details in the description pls, great thumbnail
FacuPlay525 4 May @ 10:40am 
ngl with so much strange xenotypes we have in vanilla and every random shit its caused from nano-mechanits and ArqueoTec this can be vanilla without problems, like some random super advanced AI Core copies the memories from random people on the rim and make them appear because, yes, its fun.