RimWorld

RimWorld

Crystalloid
AtomicRavioli  [developer] 15 Apr, 2020 @ 9:16am
Bug Reporting
If you run into a bug or an issue, please report it here.
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Showing 1-15 of 57 comments
Tookatee 26 Apr, 2020 @ 4:08am 
I managed to revive a high level psyonic crystalloid that was an ascendant, but when they were revived they lost that trait and I cannot find a specific method in the hediff giver to grant them the hediff any higher than the base level.
AtomicRavioli  [developer] 26 Apr, 2020 @ 6:38am 
Yeah reviving pawns gets rid of some hediffs. You could spawn in psimutare and have the pawn take it until you get the hediff as high as it was.
Jet 18 May, 2020 @ 5:01pm 
Not sure if its a bug or WAD but id like to echo Vastin's point in the comment section

"Love the mod! Just as a balance point now that royalty introduced psionics and your mod takes advantage of the psionic system:

The stacking bonus to entropy recovery from being a royal psycher AND a psimutare enhanced psionic results in a crazy recovery level which basically lets you chain fire very expensive psionic abilities constantly. With invisibility and berserk pulse this pretty much allows a single high-end psionic to destroy entire attack waves by themselves with impunity. Amusing god-mode play, but it gets old after a bit.

If you can figure it out, I think the straightforward solution would be to make the two types of core psionic to be exclusive to each other (natural psions cannot use psi-amps, and psi-amped individuals cannot take or benefit from psimutare) - though allowing the two types to learn each other's abilities doesn't seem to be a real problem."
AtomicRavioli  [developer] 18 May, 2020 @ 6:57pm 
I will take a look and figure something out for that, having both was unforeseen. At best, I could try to deny pawns from taking the drug or it having no effect if they have the psiamp. Also to try and prevent installation of the psiamp on pawns with the psionic buff.

At worst, I could remove psimutare from affecting other pawns, but it seems meh to remove a feature.
Jet 21 May, 2020 @ 1:09pm 
Or it could be a major drawback if using both? between royal, this and psitech mod rimworld is full to the brim with psionic potential. Love the mod btw
Tiny4741 4 Aug, 2020 @ 5:57am 
I have this problem where, if I draft a Valkyrie or a crystalloid, I can't undraft them. Actually, I can't click any of the buttons down there with the draft button. Draft, fire at will, melee attack, fire weapon, or any orders added by mods. The buttons just don't respond. And I can't use the keyboard shortcuts either. I can control where they move, but that's it. I tried adding a hediff to knock her down and then removing it, just to get her undrafted, but it won't let me give her hediffs either. I'd post my debug log, but the thing is, it's empty. Nothing shows up when I draft them or try to give them any orders. Any advice or solutions would be greatly appreciated.
AtomicRavioli  [developer] 4 Aug, 2020 @ 3:38pm 
probably having to do with the psychic changes, got to revist and recode it since the updates broke it
I have problem after the last update, my colonists can't use half of the psy abilities and can't vent psy heat, it only happen after i enable this mod. great mod btw
here what the log shows :
Exception ticking Tol (at (166, 0, 206)): System.MissingFieldException: Field 'RimWorld.SoundDefOf.PsycastSkipPulse' not found.
at RimWorld.Verb_CastAbility.TryCastShot () [0x00000] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.Verb.TryCastNextBurstShot () [0x00012] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.Verb.VerbTick () [0x00034] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.VerbTracker.VerbsTick () [0x00019] in <7b345446a85d4ed599f9c604ae61854b>:0
at RimWorld.Ability.AbilityTick () [0x00006] in <7b345446a85d4ed599f9c604ae61854b>:0
at RimWorld.Psycast.AbilityTick () [0x00000] in <7b345446a85d4ed599f9c604ae61854b>:0
at RimWorld.Pawn_AbilityTracker.AbilitiesTick () [0x00010] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.Pawn.Tick () [0x00173] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.TickList.Tick () [0x0015c] in <7b345446a85d4ed599f9c604ae61854b>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Last edited by Van De Andreo (USSRSSSEBFF); 12 Aug, 2020 @ 9:07am
Llacer 28 Sep, 2020 @ 2:51am 
It was working propertly at 1.1 until you update to 1.2. Can you include 1.1 versión in package too please? I can't load propertly my save game now :( . You don't even have to update further 1.1, but leave it possible for us to playi it please.
Last edited by Llacer; 28 Sep, 2020 @ 2:53am
AtomicRavioli  [developer] 28 Sep, 2020 @ 9:15am 
My bad, I have a backup of the 1.1 files and I can add them to the mod so you can keep playing it.
Llacer 28 Sep, 2020 @ 11:12am 
Originally posted by AtomicRavioli:
My bad, I have a backup of the 1.1 files and I can add them to the mod so you can keep playing it.
Thank you a lot, I really do.
Dinomation 29 Sep, 2020 @ 1:19pm 
I am having a problem where an animus prism was killed in a raid but it wont actually die, so now I just have a corpse shambling around my base and I can't get rid of it, is there anything that might have caused this?
AtomicRavioli  [developer] 29 Sep, 2020 @ 3:18pm 
That is weird, I will look into it
ed asner 5 Oct, 2020 @ 6:53am 
Currently the reconfiguration chamber seems to make crysteel out of nothing, anyone can just produce 5 crysteel at a time without any crystal going into it.
EDIT: I'm dumb as hell nvm, didn't realise it was fuelled by crystal
Last edited by ed asner; 12 Oct, 2020 @ 6:30am
IntelWise 16 Nov, 2020 @ 2:33pm 
Seems to be a bug with the Seige hub. The constructs give up their raid like other factions do and any new constructs produced from in will flee the map as well. it could be a conflict on my end but i thought i should post it
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