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RimWorld => Releases => Mods => Outdated => Topic started by: AtomicRavioli on October 15, 2016, 06:49:47 PM

Title: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: AtomicRavioli on October 15, 2016, 06:49:47 PM
(http://i.imgur.com/8eePQ01.png)

Mod Overhauled!
Download Available: Version 2.1
~~Download Link~~ (https://www.dropbox.com/s/zxdr27a87xmrma7/CrystalloidV2.1.zip?)


EPOE Patch
~~Download Link~~ (https://www.dropbox.com/s/f03ijjs59ilgp52/CrystalloidEPOEV2.zip?dl=0)

CE Patch (by SeniorScore)
~~Forum Link~~ (https://ludeon.com/forums/index.php?topic=36029.0)



Requires AlienRaces Mod (https://github.com/erdelf/AlienRaces/releases)
~~Download Link~~ (https://github.com/erdelf/AlienRaces/releases)

Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=972897322)

Load in this order:
Alien Races -> Crystalloid -> EPOE patch



~~
This mod currently adds a race of xenohumans called the Crystalloids, along with some content to flesh them out.

This mod is fairly large in scope

Huge thanks to the Alien Races framework! This mod would not of been possible without it. (https://ludeon.com/forums/index.php?topic=29353.0)


(http://i.imgur.com/m46HZvb.png)
(http://i.imgur.com/TXKiH1U.png)
(http://i.imgur.com/znUIfLs.png)
(http://i.imgur.com/H5v9qi5.png)
(http://i.imgur.com/1OSSegT.png)
(http://i.imgur.com/pqk5Cd4.png)



Background Lore:
Crystalloids are unique hyper-evolved xenohumans that are thought to of originated from a transcendent world. Crystalloids are primarily made of a hard organic crystalline material, and lack most organs (save for a brain and intake system). Just simply known as crystal in the game, the organic material is linked to Crystalloid DNA. They build most of their things out of this crystalline material and worlds dominated by them are dubbed "Crystal worlds" (This technically makes their things Bio-tech (http://tvtropes.org/pmwiki/pmwiki.php/Main/OrganicTechnology)). True to what is known about many other transcendent races, the Crystalloids' minds are connected in a neural network. However, unlike the others, their means of connection lack any mechanical aspect to them at all, and instead utilize their powerful minds. The connection exists a powerful matrix of Crystalloid minds that collectively pools their consciousness, while still retaining their individual personas and bodies. Each individual Crystalloid is to some degree, psionically capable, and passively feeds into the collective psionic strength of the network.


About:
Crystalloids in game are functionally similar to humans, they are distinguished by their unique anatomy, psionic ability (in which some are stronger than others, they roll for an aptitude based on 5 ranks), and their sensitivity to psychic phenomenon.
 
Some research in the mod requires a Crystalloid to research it for the colony, if you are starting off with a human colony.

Weapons:
Two sets of weapons are also in the game, psionic and shard:

Psionic weapons are mostly unobtainable to your colonists (The weapons are powered by the psionic collective). They fire searing bolts of energy, leaving nasty burn wounds.

Shard weapons fire crystalline projectiles and are dropped by Crystalloids, they generally favor high rates of fire at the penalty of low damage and accuracy.



Everything else:
Crystal resource is at the root of all progression for items in this game. You need it to build most things, and more often than not, you will need to refine it to be used in crafts. You can obtain crystal in a number of ways: either mining it out of rock, purchasing it from Crystalloid traders, butchering constructs, or generating it from crystal synthesizers.


Constructs:

Prism:
Basic construct with weak innate psionic beam attack, its sturdy and angular shell protects it quite well from a variety of weak attacks. It falls easily however, to blunt damage and armor piercing attacks.

Guardian:
Standard combat construct, carries psionic and shard weapons into battle. About as sturdy as a mechanoid scyther, and boasts a protective armor shell. Weak against blunt damage and piercing attacks, especially to the legs. Watch out for the heavy variant, which carries deadly anti-infantry weaponry. Melee variants also exist, named volatile guardians, they are purple in color and explode on death.

Colossus:
Behemoth siege construct. Fires long ranged psionic artillery, which explode in a wide radius with crushing brute force. Melee is not advised, as it can lash out with enough psionic force to easily sever limbs. Extremely tanky, its weak points are its 4 brains. One of the best candidates for a psychic shock lance. When butchered, it drops a large amplifier crystal.



Whats Next:
- Small content additions

Known Issues:
- None, currently

Changelog:
V2.1 Psionic Additions

-Many thanks to ChJess who implemented a psionic field system! :)

-Added Psionic Scanner to help you find psionic fields, when it is powered you can select it to show the fields.

-Prism raid appearance frequency lowered from 125 to 80
-Prism raid point cost increased from 33 to 40
-All other construct raid point costs increased by 10 (Raid points are spent by the AI to "purchase" units to use in a raid, higher costs means less you will see less units in a raid)

-Shard weapons nerfed, slower rate of fire, damage tweaks
-Both psionic rifles slightly slower rate of fire
-Crafted psionic rifle has new art
-Renamed Psionic sniper -> Psionic lancer

-Added craftable Psionic Crystal Light Lancer, a psionic scout rifle for taking down mid/long range targets

-Colossus reworked, new graphics, uses Guardian bodytype now

-Crystal synthesizer replaced with synthesizer basins, it now "grows" like a crop.

-Psionic Power Generation is now based on the psionic field strength, when the building is selected for construction, the fields are visible. White zones are the highest concentration.
-Recipies have been tweaked for the power generators
-Ancient ruins have strong psionic fields

-Added <DeepCommonality> to crystal resource

-Research that requires a crystalloid, now informs you in the research tooltip.

-All pawns in this mod now have their meat set to human. While nothing butchers into meat, this means you won't get traders or drop pods full of unobtainable meats from prisms and others.

-All Crystalloid Races have their psychic sensitivity set to 1
-Psionic class determines increases to psychic sensitivity, starting at +25% with Emergent, and increasing by 25% each class. (This also means if you remove the node, their sensitivity is the same as a human)
-Psionic fields gives buffs to people inside them, only pawns with psychic sensitivity above 100% will get any affect, the greater the sensitivity, the better the buff.

-New backstories, esp for childhood.


V2 Overhaul

-Crystalloids now appear with more headshapes (oops)
-Crystalloids now have head tatoos of various designs
-Crystalloids have a smaller chance of appearing in your colony, down from 15% to 5%
-Updated Crystalloid Guardian art
-Updated Amplifier Crystal art, thanks to Sera!

-Added Psionic Forge, work table for psionic materials.

-Added Refined Crystal, mid-late game resource improves on basic crystal with better stats and added bonuses for weapons and workbenches. Forge it at electric smithy or research improved refining to refine it at the psionic forge for half the work cost.

-Added Psionic Crystal Rifle, craftable psionic rifle, slightly weaker than the psionic rifles the Collective uses in raids.
-Shard Pistol, Shard Rifle, and Shard Scatterer are now craftable, recipes at the Psionic Forge. (Note that selling prices have changed due to this and they should be smeltable)

-Added Psionic Generator, generator that produces a low amount of electricity at a steady rate (Currently 625)
-Added Psionic Reciever, larger version of the psionic generator, same size as the Geothermal Generator. (Currently 2700)

-Added 2 kinds of Crystal flooring; Crystal Tiles, which are somewhat beautiful and sort of cheap, and Smooth Crystal Floor which is beautiful, expensive, and laborious.

-Added Prism turret, non mobile construct prism that fires nearby enemies. Less total damage than an improvised turret, but can ignore certain types of armor with its burn damage.

-Amplifier Crystal recipe changed, requires refined crystal now. Recipe taken off of smelter and moved to psionic forge.
-Construct hub recipe changed, no longer requires plasteel, replaced with refined crystal.
-Crystal synthesizer is now slightly cheaper, and no longer requires plasteel, meant to be accessible for earlier game.

-Research tab for Crystalloid added
-Refactored research requirements and times.

-Crystal Resource overall weakend, weaker stats, less beauty, less hp on items. Flavor text updated.
-Crystal resource now can be found in mining, as crystal ore

-Weapon stats tweaked, shard weapons fire a little faster and are worse at range
-Weapon flavor texts updated

-Removed Amplifier weapons
-Removed Stasis beds and accessories




Download and unzip to rimworld's mod folder, then activate it in the mods menu in game.
Feel free to digest and re-purpose my xml editing to adapt to other projects.

Modpacks need only to notify me if they choose to add this mod.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: kaptain_kavern on October 15, 2016, 06:55:23 PM
Here they are !  8)

Congrats on the release (I recall the start of this mod in the WIP section)!

Cheers
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: Napple on October 15, 2016, 07:37:45 PM
Maybe you can make them a different start like the tribals

Also you got the wrong version uploaded.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: masterpain on October 15, 2016, 07:52:58 PM
I dont see the download link for 1.0.  The link posted goes to v0.83
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 15, 2016, 07:55:12 PM
Quote from: masterpain on October 15, 2016, 07:52:58 PM
I dont see the download link for 1.0.  The link posted goes to v0.83

I noticed that, it is fixed now.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: masterpain on October 15, 2016, 07:57:42 PM
That was fast.  Thank you.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: TOWC on October 17, 2016, 09:19:29 AM
Crystal creatures "rot" for some reason. And bleed out. And get infections. Is that how you wanted it to be?
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 17, 2016, 09:38:58 AM
Quote from: TOWC on October 17, 2016, 09:19:29 AM
Crystal creatures "rot" for some reason. And bleed out. And get infections. Is that how you wanted it to be?

Yup this is intentional, their crystal bodies are organic and can decompose. They don't bleed out though, they have parts that show bleeding, and they leave purple puddles of blood, but they don't actually suffer from blood loss (This is something I haven't fully come to a conclusion on, and is subject to change. The same goes for the infections).
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: ChromeMax on October 17, 2016, 10:53:55 AM
Oh my gosh! Atomic, you finally released this! Can't wait to use this mod. Just to clarify, can I use this in a previous game if I have Orion's faction discovery?
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 17, 2016, 11:23:44 AM
Quote from: ChromeMax on October 17, 2016, 10:53:55 AM
Oh my gosh! Atomic, you finally released this! Can't wait to use this mod. Just to clarify, can I use this in a previous game if I have Orion's faction discovery?

I haven't tested it with this mod, but it should be likely.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: Wolf619 on October 17, 2016, 04:09:13 PM
wow looks cool! going to try this one out!
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: Mr.Sockez on October 19, 2016, 12:58:34 AM
This Mod looks amazing! Definitely something worth downloading.
I however think you should make a new start like the tribal start, that would make this mod about 15% cooler (in total 115% cool  8) )
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 19, 2016, 08:37:42 AM
Quote from: Mr.Sockez on October 19, 2016, 12:58:34 AM
This Mod looks amazing! Definitely something worth downloading.
I however think you should make a new start like the tribal start, that would make this mod about 15% cooler (in total 115% cool  8) )

Embarking with Crystalloid colonists are done and ready for the next update :)
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: ChromeMax on October 19, 2016, 10:20:04 AM
Would it be much work to change the color of crystalloid meat? I understand why you want the crystalloid to be organic, but could you at least change the color of crystalloid meat, just to add a bit of immersion?
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 19, 2016, 10:38:08 AM
Quote from: ChromeMax on October 19, 2016, 10:20:04 AM
Would it be much work to change the color of crystalloid meat? I understand why you want the crystalloid to be organic, but could you at least change the color of crystalloid meat, just to add a bit of immersion?

There shouldn't be any way to get meat from anything this mod adds... Whats butchering into meat?
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: ChromeMax on October 19, 2016, 10:48:15 AM
Might'be been the the A14 version I was playing then. I remember butchering dead crystalloid constructs into meat or something.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: TOWC on October 22, 2016, 08:07:30 PM
Quote from: AtomicRavioli on October 19, 2016, 10:38:08 AM
There shouldn't be any way to get meat from anything this mod adds... Whats butchering into meat?

I do remember, that prisms can be butchered into meat. Also it was them who bled and got infections. You might wanna look into them.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 23, 2016, 02:53:40 AM
Quote from: TOWC on October 22, 2016, 08:07:30 PM
Quote from: AtomicRavioli on October 19, 2016, 10:38:08 AM
There shouldn't be any way to get meat from anything this mod adds... Whats butchering into meat?

I do remember, that prisms can be butchered into meat. Also it was them who bled and got infections. You might wanna look into them.

You can butcher the constructs (and it game does it automatically if you have a butcher's table set up) to get the crystal resource, they don't butcher into anything edible though.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: TOWC on October 23, 2016, 10:03:05 AM
Quote from: AtomicRavioli on October 23, 2016, 02:53:40 AM
Quote from: TOWC on October 22, 2016, 08:07:30 PM
Quote from: AtomicRavioli on October 19, 2016, 10:38:08 AM
There shouldn't be any way to get meat from anything this mod adds... Whats butchering into meat?

I do remember, that prisms can be butchered into meat. Also it was them who bled and got infections. You might wanna look into them.

You can butcher the constructs (and it game does it automatically if you have a butcher's table set up) to get the crystal resource, they don't butcher into anything edible though.

Still, prisms bleed and get infections as I mentioned before, I saw that with my own eyes. You can spawn them through dev mod and check if I'm right or wrong. If that's how you wanted it to be then okay, I'm just giving some feedback when I can.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 23, 2016, 11:21:29 AM
Quote from: TOWC on October 23, 2016, 10:03:05 AM
Quote from: AtomicRavioli on October 23, 2016, 02:53:40 AM
Quote from: TOWC on October 22, 2016, 08:07:30 PM
Quote from: AtomicRavioli on October 19, 2016, 10:38:08 AM
There shouldn't be any way to get meat from anything this mod adds... Whats butchering into meat?

I do remember, that prisms can be butchered into meat. Also it was them who bled and got infections. You might wanna look into them.

You can butcher the constructs (and it game does it automatically if you have a butcher's table set up) to get the crystal resource, they don't butcher into anything edible though.

Still, prisms bleed and get infections as I mentioned before, I saw that with my own eyes. You can spawn them through dev mod and check if I'm right or wrong. If that's how you wanted it to be then okay, I'm just giving some feedback when I can.

Yup, and its intentional.

Let me explain why it is intentional:

Crystalloids, and their constructs, are primarily made of a hard organic crystalline material. Just simply known as crystal in the game, it is synthesized by Crystalloid bodies (This techically makes it Bio-tech (http://tvtropes.org/pmwiki/pmwiki.php/Main/OrganicTechnology)). In game, this material is considered solid in their bodies, like bones. They do not suffer from blood loss when they take damage... However, they have parts inside of them that are soft, which can. Now Crystalloids, currently, only have 2 soft parts: their brains and their nutrient intake organ. If those parts take damage, then they can suffer blood loss.

The constructs are a different story. Guardians have a brain like organ in their heads that can bleed, like the Crystalloids. Prisms and the Colossus are much different though, they both have a soft core and a hard shell.

All of the constructs are technically grown organic bodies that are animated by a psionic collective. They can bleed out or fall victim to a infection in their vital organs, but they are not very harmed from damage to their mostly solid limbs. Crystalline blood courses through their bodies, but in very small quantities, meaning if they got shot in the leg.. You could see a small blood splatter on the ground, but to the whole body, it is only a very minimal loss.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: ChromeMax on October 28, 2016, 01:06:12 PM
Any update on this mod? Interested in seeing more features for the crystalloid colonists. Maybe something like allowing bionic crystalloid parts, as a collaboration project with the creator of EPOE? That would be pretty cool. I'm gonna start working on a mod myself, which is basically a gun with Nanite augmented ammunition, and wanted to know if you had any tips
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on October 28, 2016, 01:14:29 PM
Quote from: ChromeMax on October 28, 2016, 01:06:12 PM
Any update on this mod? Interested in seeing more features for the crystalloid colonists. Maybe something like allowing bionic crystalloid parts, as a collaboration project with the creator of EPOE? That would be pretty cool. I'm gonna start working on a mod myself, which is basically a gun with Nanite augmented ammunition, and wanted to know if you had any tips

Yeah update coming relatively soonish, need to iron out the wrinkles though. New art and sounds, bunch of small tweaks, Valkyries got more fleshed out, Crystalloid embarking, and finally Human psionics (an optional feature).

I had an EPOE patch when the mod was in the pre-release stage, it needs some updating (Which I have been working on).

And all I could say about making new guns is to make new damage definitions and hediffs, you can do some neat effects with just XML.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: ChromeMax on October 28, 2016, 02:01:34 PM
I love you  ;D
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: AtomicRavioli on October 29, 2016, 01:30:27 PM
Updated:

Art improvements!
Some things got retextured, thanks to MasterDihtung for making new weapon textures!

Sound improvments!
To compliment the art being redone, some of the sounds are also redone.

Human psionics:
There are 2 scenarios added to the game that allow you to start the game with a chance for every human to be psionic, on the same scale that a Crystalloid is on.

Crystalloid embarks:
One of the two included default scenarios embarks with Crystalloids. Nearly the same as Crashlanded, except with Crystalloid weapons. You can also create your own embarks with the scenario editor. Also in regular embarks with humans, there is a low chance one of them might be a Crystalloid.

Valkyries:
Valkyries got more fleshed out with the update, some minor cosmetic changes and knights can spawn with a special suit of power armor that only Valkyries can wear. They all have their own backstory set now too.

Balancing and tweaks:
Various number tweaks that should be mostly unnoticeable. One important change is the recipe for the Amplifier Sniper, which now requires a large amplifier crystal to craft (drop from Colossus).

EPOE patch has also been made available for download.



Warning: Saves will be broken when updating from a previous version
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: Neen on October 29, 2016, 04:54:22 PM
The update seems to break my existing save, with a "Could not load reference to Verse.ThingDef named Crystalloid" error.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: AtomicRavioli on October 29, 2016, 05:05:52 PM
Quote from: Neen on October 29, 2016, 04:54:22 PM
The update seems to break my existing save, with a "Could not load reference to Verse.ThingDef named Crystalloid" error.

I had to change the definition name of the Crystalloids to get something to work for this update... You might want to revert it to the old version if you want to continue on that save.

My bad for not stating that in the updates.

I catalog my old updates so I still have the old version available for download:
https://www.dropbox.com/s/0rxk8jmo9lli0j4/CrystalloidV.1.zip (https://www.dropbox.com/s/0rxk8jmo9lli0j4/CrystalloidV.1.zip)

That is the previous update
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: Napple on October 29, 2016, 05:23:04 PM
What's the load order for the  compatibility patches.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: Neen on October 29, 2016, 05:28:50 PM
Thanks for updating the notes.
And I'm very likely going to regret this later, but mass-replacing '<def>Crystalloid' with '<def>Alien_Crystalloid' in the save worked :D
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: AtomicRavioli on October 29, 2016, 06:13:57 PM
Quote from: Napple on October 29, 2016, 05:23:04 PM
What's the load order for the  compatibility patches.

Crystalloid first, then EPOE patch, then the Prepare Carefully patch
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: Commander Blackwatch on October 30, 2016, 11:23:13 AM
[A15] Crystalloid ~ Xenohuman Race (Updated 10/29)

Problem:
I have Minor Problem why i cant use both Crystalloid and Alien Races and also why i cant change my colonist race to Crystalloid using Prepare Carefully .

The Mod is Impressive and the Texture is Great and Add some new Furniture and Security the Weapons are good the damage are balance and also some weapons are powerful and also faction are helpful and powerful and the Crystal Lamp little useful and requires little power but Great and Stasis Bed are Impressive useful and also Amplifier lamp helping the colonist Sleep well.

Average : Later i want to see all new update in the future
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: Pink Omega on October 31, 2016, 07:02:36 PM
Great mod. Keep up the good work.
I have an suggestion, what about crystal tiles/floors? it would be great, or at least a type of floor that uses crystals to make.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: AtomicRavioli on November 01, 2016, 01:16:31 AM
Quote from: Pink Omega on October 31, 2016, 07:02:36 PM
Great mod. Keep up the good work.
I have an suggestion, what about crystal tiles/floors? it would be great, or at least a type of floor that uses crystals to make.

Sounds good, I have been wanting to do something like that.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 10/29)
Post by: Cpt.Ohu on November 01, 2016, 03:31:17 AM
Quote from: Blackwatch27 on October 30, 2016, 11:23:13 AM
Problem:
I have Minor Problem why i cant use both Crystalloid and Alien Races and also why i cant change my colonist race to Crystalloid using Prepare Carefully .

This may have to do with the fact that there was the need for a lot of bugfixing for Alien Races and the PC patch recently, so the version of the assembly in the Crystalloid-mod is probably outdated. Please download the latest version of the alien-race assembly and the patch, and simply replace the AlienRace.dll in every mod that has it with the newest assembly.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: ChromeMax on November 01, 2016, 07:35:13 AM
Quote from: AtomicRavioli on October 23, 2016, 02:53:40 AM
Quote from: TOWC on October 22, 2016, 08:07:30 PM
Quote from: AtomicRavioli on October 19, 2016, 10:38:08 AM
There shouldn't be any way to get meat from anything this mod adds... Whats butchering into meat?

I do remember, that prisms can be butchered into meat. Also it was them who bled and got infections. You might wanna look into them.

You can butcher the constructs (and it game does it automatically if you have a butcher's table set up) to get the crystal resource, they don't butcher into anything edible though.
Actually, you're wrong I butchered one of the crystalloid people and I got crystalloid meat.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: AtomicRavioli on November 01, 2016, 01:35:55 PM
Updated to include the new alienraces.dll and some xml changes

This was just a minor bugfix patch, but I did include Valkyries to be in embarks. And Crystalloids and Valkyries will both have their correct backstories at embark. (Scratch that, it seems to be acting up again)
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Released 10.15)
Post by: AtomicRavioli on November 01, 2016, 01:51:29 PM
Quote from: ChromeMax on November 01, 2016, 07:35:13 AM
Quote from: AtomicRavioli on October 23, 2016, 02:53:40 AM
Quote from: TOWC on October 22, 2016, 08:07:30 PM
Quote from: AtomicRavioli on October 19, 2016, 10:38:08 AM
There shouldn't be any way to get meat from anything this mod adds... Whats butchering into meat?

I do remember, that prisms can be butchered into meat. Also it was them who bled and got infections. You might wanna look into them.

You can butcher the constructs (and it game does it automatically if you have a butcher's table set up) to get the crystal resource, they don't butcher into anything edible though.
Actually, you're wrong I butchered one of the crystalloid people and I got crystalloid meat.

Yeah tested it, didn't think about butchering the actual humanoids. Added a simple tag that should resolve it for when V1.2 is ready
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: ChromeMax on November 01, 2016, 03:54:01 PM
PSsttt Make a crystalloid mutation pill <3
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Pink Omega on November 06, 2016, 02:17:27 PM
Do the '' Psionic (stunted) '' actually develops randomly into Psionic 1, 2, 3 and 4?
If yes how much time it takes?
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: AtomicRavioli on November 07, 2016, 04:32:42 AM
Quote from: Pink Omega on November 06, 2016, 02:17:27 PM
Do the '' Psionic (stunted) '' actually develops randomly into Psionic 1, 2, 3 and 4?
If yes how much time it takes?

Psionically stunted means that the individual is psionically handicapped, their impeded grip on psionics has affected their ability to even control their bodies properly (loss of capacities, but pain resistance). The condition is permanent (Unless the individual is a Crystalloid and you remove their psionic node on their brain).
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Admirer on November 26, 2016, 12:00:30 AM
I'm just wondering if there's an ingame way to create psionics from humans with the prepare carefully mod. I found no option to do so.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Cpt.Ohu on November 26, 2016, 01:51:59 PM
That question was already asked over in the Alien Races Thread. Currently that option isn't available. However since the psionics are based on hediffs, it should be possible to integrate them into the modified PC version. I'm currently looking into it.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Admirer on November 27, 2016, 09:35:21 AM
Wew, thanks for humoring my ignorance anyway! You're an absolute treat!
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Smexy_Vampire on December 07, 2016, 03:50:50 AM
is the epoe patch broken or is my other mods braking it ?
i have orsans installed.
looking at both the race epeo patches yours has a different layoyt and all i get is remove node and euthenize
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Smexy_Vampire on December 09, 2016, 05:26:55 AM
still having issues with crystalloid race surgeries . it seams fine and works on the humans and orasans even the other medicals work on them so it must be how you did your race ? or that epoe patch isent even workin all i get is euthenize and remove node if thay got one
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Dragoon on December 12, 2016, 10:17:55 AM
Could you add a prepare carefully patch that does not require epoe?
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: Smexy_Vampire on December 12, 2016, 08:10:02 PM
i still havent figgered out my ishue i cant install bionics on them like your sapose to beable to do
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: AtomicRavioli on December 16, 2016, 02:42:04 PM
Fixed a small problem with the EPOE patch. Redownload it and replace the old one, should fix the issue with installing the parts. Tested minimally, let me know if something comes up.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: 123nick on January 10, 2017, 10:14:35 PM
will this be updated to A16?
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: drakemasta on January 11, 2017, 10:31:43 AM
i would like a a16 version of this mod
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: AtomicRavioli on January 12, 2017, 09:10:33 PM
Quote from: 123nick on January 10, 2017, 10:14:35 PM
will this be updated to A16?
Quote from: drakemasta on January 11, 2017, 10:31:43 AM
i would like a a16 version of this mod

It's coming, I am ironing out some odd bugs before it will be released.
Title: Re: [A15] Crystalloid ~ Xenohuman Race (Updated 11/1)
Post by: 123nick on January 12, 2017, 09:10:59 PM
Quote from: AtomicRavioli on January 12, 2017, 09:10:33 PM
Quote from: 123nick on January 10, 2017, 10:14:35 PM
will this be updated to A16?
Quote from: drakemasta on January 11, 2017, 10:31:43 AM
i would like a a16 version of this mod

It's coming, I am ironing out some odd bugs before it will be released.

GREAT! :D
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: AtomicRavioli on January 19, 2017, 11:03:08 PM
Updated for A16, read the change logs for the details :)
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: asquirrel on January 21, 2017, 11:57:11 AM
Big error for me when I load this mod.  Help please!! :)

https://gist.github.com/c63cca787702e15b35a028924142230e

Edit - I fixed it.  Deleted all mods involved (Chystalloid, Human alien mod, and orassan mod plus all patches).  Then reinstalled everything.  I think there might have been xml files from prior versions that were in there and were screwing up everything royally.  Now it's smooth as duck poo. :)

[attachment deleted by admin due to age]
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: DarkXanatos on January 21, 2017, 11:28:07 PM
Greetings,

I was curious where a pawn's psionic stats are located. I ask, because I can't find the stats on any of my 3 Crystalloid pawns. None of them appear to have any stats, as far as I can tell. Which by your own description, should be impossible - unless I misread/misunderstood. Or I am experiencing a bug. Not sure yet. As I could simply be blind as a bat and just keep missing the stats.

Thanks.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: 123nick on January 22, 2017, 12:46:36 AM
i think there needs to be a faction leader for the faction, as when i click on the faction using fluffys relations tab mod, i get errors spammed : http://i.imgur.com/d9XBthD.png , and it isnt the fault of fluffys relation tab, it just expects all mod factions to have a leader- which most do, except yours, i think ?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: AtomicRavioli on January 22, 2017, 02:39:40 AM
Quote from: DarkXanatos on January 21, 2017, 11:28:07 PM
Greetings,

I was curious where a pawn's psionic stats are located. I ask, because I can't find the stats on any of my 3 Crystalloid pawns. None of them appear to have any stats, as far as I can tell. Which by your own description, should be impossible - unless I misread/misunderstood. Or I am experiencing a bug. Not sure yet. As I could simply be blind as a bat and just keep missing the stats.

Thanks.

Appears in the health tab of the pawn, unless you really are experiencing a bug.



Quote from: 123nick on January 22, 2017, 12:46:36 AM
i think there needs to be a faction leader for the faction, as when i click on the faction using fluffys relations tab mod, i get errors spammed : http://i.imgur.com/d9XBthD.png , and it isnt the fault of fluffys relation tab, it just expects all mod factions to have a leader- which most do, except yours, i think ?


Faction leaders for crystalloid communities were causing the game to crash in testing, that is why they are disabled. Trying to fix it for next update.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: DarkXanatos on January 22, 2017, 03:01:13 AM
Quote from: AtomicRavioli on January 22, 2017, 02:39:40 AM

Appears in the health tab of the pawn, unless you really are experiencing a bug.


Edit: Ah, damn. I went back and looked at your do list... totally missed the EPOE Patch, specifically. NOT EPOE itself. I downloaded the EPOE mod itself, totally not realizing the patch was not the same thing... I am going to download the patch and make up a quick colony. To test if things work properly.

Edit II: Still can't see psionic talents, even with the patch added. Below still applies then. Bummer.


I don't see it on any of my three Crystalloid pawns. I don't even see the option to surgically remove the node, either.

Another thing I've been noticing, is I haven't seen a Valkyrie yet. My game hasn't gone on for long, but I also tried rolling for some in my starting group and never saw one (in two different starts). Not even sure where they are identified as such.

Now, I am really unfamiliar with how to retrieve the information you need. Such as save game info and the other thing mod authors request. If you or anyone can point in the direction, I'll happily get the info for you. I am looking forward to using this mod to its full extent.

One thing I can give you, is my mod list. All mods are A16 compatible.

-Additional Joy Objects
-Alien Races
-AllowTool
-Cheaper Components
-Crystalloid
-EPOE
-HugsLib (needed for AllowTool)
-More Vanilla Turrets
-RimEffect - Asari of the Rims

Mod Order In Game

-Core
-Hugslib
-Cheaper Components
-More Vanilla Turrets
-Additional Joy
-Humanoid Races (Alien Races)
-Crystalloids
-RimEffect - Asari
-Crystalloid EPOE Patch
-EPOE


Thanks for your time.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: vlad.lapadat93 on January 22, 2017, 03:10:35 AM
I have some error regarding the Comms Console and i found out that Crystalloid Mod is causing it. I tested with Hugs Lib, Alien Framework, and Crystalloid and after that i tested it with Hugs Lib, Alien Framework and other alien factions mods. The error only happens when Crystalloid is activated.

When trying to use the coms console with any kind of pawn, both human or alien i get the next error:
Object reference not set to an instance of an object
  at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
  at AlienRace.MenuMakerMapRestricted.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0


Other problem that i found out is that the psionic traits almost never spawns on pawns (both human or alien). When forcing them to spawn with AddHediff in debug mode it returns the following error:
Part is null. It should be set before PostAdd for PsionicStunted.
Verse.Log:Error(String)
Verse.Hediff_AddedPart:PostAdd(Nullable`1)
Verse.HediffSet:AddDirect(Hediff, Nullable`1)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1)
Verse.Pawn_HealthTracker:AddHediff(HediffDef, BodyPartRecord, Nullable`1)
Verse.<Options_Hediff_BodyParts>c__AnonStorey4DB:<>m__8AE()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


And when using the Make Full Colony it returns this errors (the latter is recurring with every tick):
Exception filling window for Verse.Dialog_DebugActionsMenu: System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.HediffComp_Immunizable.CompPostPostAdd (Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at Verse.HediffWithComps.PostAdd (Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.AddDirect (Verse.Hediff hediff, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at RimWorld.Autotests_ColonyMaker.MakeColony (RimWorld.ColonyMakerFlag[] flags) [0x00000] in <filename unknown>:0
  at RimWorld.Autotests_ColonyMaker.MakeColony_Full () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.<DoListingItems_MapTools>m__934 () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.DoListingItems_MapTools () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.DoListingItems () [0x00000] in <filename unknown>:0
  at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Exception ticking Devlin: System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.HediffComp_Immunizable.SeverityChangePerDay () [0x00000] in <filename unknown>:0
  at Verse.HediffComp_SeverityPerDay.CompPostTick () [0x00000] in <filename unknown>:0
  at Verse.HediffWithComps.PostTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I hope it helps you with debugging.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Canute on January 22, 2017, 05:18:07 AM
Hi,
ok i can understand that you create subspecies like ascendant and valkyrie.
But why does these subspecies need to drop create different kind of meat too ?
It is allways a pain to find and deselect all these "cannibal" meats.
Or maybe you can tag then with a subcategory.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: asquirrel on January 22, 2017, 10:50:42 AM
vlad.lapadat93, not sure if this is related but after I installed  a bunch of mods including Crystalloid, I could not use the comms console either.  When I did that extended logging thing I was getting object not an instance of an object when I tried to use the console.  I disabled a bunch of mods (including Crystalloid)  and was able to access it.  I'm not sure if it is related.  I have a ton of mods running though so I suspect it's a conflict somewhere.  I was able to access the comms console with that cat person mod running though, which uses that human / alien framework thing.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: vlad.lapadat93 on January 22, 2017, 11:35:23 AM
Quote from: asquirrel on January 22, 2017, 10:50:42 AM
vlad.lapadat93, not sure if this is related but after I installed  a bunch of mods including Crystalloid, I could not use the comms console either.  When I did that extended logging thing I was getting object not an instance of an object when I tried to use the console.  I disabled a bunch of mods (including Crystalloid)  and was able to access it.  I'm not sure if it is related.  I have a ton of mods running though so I suspect it's a conflict somewhere.  I was able to access the comms console with that cat person mod running though, which uses that human / alien framework thing.

I posted about the comms console on "Humanoid Alien Framework" thread too and from what I understand the problem is caused by the fact that crystalloid factions do not get a faction leader assigned. Another side effect of this can be seen if using Fluffy's Relations tab which shows NULL instead of crystalloid factions on factions view in the added tab. The conflict is between Crystalloid and Humanoid Alien Framework because everybody expects factions to get a leader assigned but AtomicRavioli designed the faction's lore as a collective mind which is very nice but it needs some fixes because the game requests a leader for factions.
Erdelf posted a fix for Humanoid alien framework which should work until Crystalloid gets stable.
Sorry for my grammar.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: AtomicRavioli on January 22, 2017, 04:17:22 PM
Here's the issue everyone; the renegade communities couldn't have a leader that was not Human, otherwise the whole game will crash when you try to create a world. That caused a few things to bug out since they need a faction to have a leader... I could just throw in a human leader for now and the problems will be fixed, but it clashes with the aesthetic lol.



Also, the bug where psionic traits were not appearing on your pawns is fixed with the latest version of AlienRaces. That was an issue that AlienRaces fixed just prior to this mod's A16 update.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: DarkXanatos on January 22, 2017, 05:49:04 PM
Quote from: AtomicRavioli on January 22, 2017, 04:17:22 PM
...
Also, the bug where psionic traits were not appearing on your pawns is fixed with the latest version of AlienRaces. That was an issue that AlienRaces fixed just prior to this mod's A16 update.

I just checked, and I see the Psionic levels now. Excellent. Thank you.

One last thing, is the Valkyries. You mentioned there is a chance for them to be colonists. Is this only through a random in game event/capturing one? Or can they be randomly rolled? So far, I have seen none while rolling. Also, where is it mentioned that one is a Valkyrie? Does the name replace Crystalloid or does it just get tacked on?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Dryerlint on January 22, 2017, 08:06:55 PM
Whatever values you're using to generate raids are way off. A raid of crystaloids will usually be about 5x harder than one of a normal faction generated by the same storyteller.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: AtomicRavioli on January 23, 2017, 12:51:36 PM
Quote from: DarkXanatos on January 22, 2017, 05:49:04 PM
I just checked, and I see the Psionic levels now. Excellent. Thank you.

One last thing, is the Valkyries. You mentioned there is a chance for them to be colonists. Is this only through a random in game event/capturing one? Or can they be randomly rolled? So far, I have seen none while rolling. Also, where is it mentioned that one is a Valkyrie? Does the name replace Crystalloid or does it just get tacked on?

The chance for them to appear on embark is really small. Crystalloid towns sometimes travel with them though. From there you can steal them as prisoners or look to a mod like hospitality and recruit them.



Quote from: Dryerlint on January 22, 2017, 08:06:55 PM
Whatever values you're using to generate raids are way off. A raid of crystaloids will usually be about 5x harder than one of a normal faction generated by the same storyteller.


Do elaborate, I aim to make them slightly more difficult than mechanoids, with some weaknesses that abusing will make them more easy (Blunt damage is one, melee combat is another). Do you think there are too many pawns in a raid? Or do you think the pawns are too strong?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Treason5240 on January 23, 2017, 03:08:16 PM
I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: AtomicRavioli on January 23, 2017, 03:31:31 PM
Quote from: Treason5240 on January 23, 2017, 03:08:16 PM
I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.

Question, did you get AlienRaces from the Github link? Since it hasn't been updated in a long while there, most recent versions come from the Steam link.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Treason5240 on January 23, 2017, 03:40:22 PM
Quote from: AtomicRavioli on January 23, 2017, 03:31:31 PM
Quote from: Treason5240 on January 23, 2017, 03:08:16 PM
I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.

Question, did you get AlienRaces from the Github link? Since it hasn't been updated in a long while there, most recent versions come from the Steam link.

I was beginning to suspect that!  Thank you for the confirmation.  I was indeed using the github link.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Canute on January 23, 2017, 04:25:44 PM
QuoteDo elaborate, I aim to make them slightly more difficult than mechanoids,
I think the strengh of a Crystallid raid is like a commando raid from Glitter tech.
Compared to regular pirate they appear, they are 5-7 times stronger.
And when a colossus appear too, it is like a Siege with sapper attack at once.
At last the colossus should need more points to spawn, so his escort isn't that strong.
Quote from: Treason5240 on January 23, 2017, 03:08:16 PM
I'm going to have to chime in and say that the psionic stat is not appearing on my crystalloid colonists despite having the latest version of Humanoid Alien Framework, Crystalloids and the EPOE patch.
Can it be that you use Pre. carefully to create your colony ?
I just found out, when i create a new colony with PC no psionic treats appear.
And even worser, when you don't use PC, but PC is still activ it can happen that on a new colony no pawns spawn.
I complety removed PC for a new colony i started.

BTW. the github release link isn't updated, but when you download the master, you are geting the latest version.
Lazy modder :-)
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: asquirrel on January 23, 2017, 04:37:46 PM
Hey Canute, have you been able to fix the problem with the comms console?  When I enable this mod I can't call any factions on it.  I get an error something to the effect of "null reference to an object."  Thanks!
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Canute on January 23, 2017, 06:39:49 PM
Yes, like previous post said, update the AlienRaces Mod !
But the auther of the other mod is lazy with the non steam release.
Use
https://github.com/erdelf/AlienRaces
and then "clone or download".
Edit:
Doh, i just notice Com. console don't work again because "random crystalloid crash fix and remove of last fix" he removed the last fix.
Atomic need quickly find the crystalid hive mind and set it as leader ! :-)


AtomicRavioli,
the crystal lamp is from you i assume. I think 100W for a lamp that isn't even brighter then regular lamp is to much, i think 25W are better.

Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: asquirrel on January 23, 2017, 07:18:26 PM
Quote from: Canute on January 23, 2017, 06:39:49 PM
Yes, like previous post said, update the AlienRaces Mod !
But the auther of the other mod is lazy with the non steam release.
Use
https://github.com/erdelf/AlienRaces
and then "clone or download".
Edit:
Doh, i just notice Com. console don't work again because "random crystalloid crash fix and remove of last fix" he removed the last fix.
Atomic need quickly find the crystalid hive mind and set it as leader ! :-)


AtomicRavioli,
the crystal lamp is from you i assume. I think 100W for a lamp that isn't even brighter then regular lamp is to much, i think 25W are better.

Hey Canute.  I grabbed the alien races mod from your link at github.  Extracted into the mods folder.  Put alien races mod at top of my mod list.  Put Crystalloid at the bottom of my mod list. Same error.  Object reference not set to an instance of an object.  Happens when I click on comms console.  I can't contact anyone. Check out my screenshot.


[attachment deleted by admin due to age]
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Treason5240 on January 23, 2017, 10:48:02 PM
Little disappointed:

This mod conflicts with the "Cave Biome" mod in that each uses a "crystal lamp" but the one from Crystalloid seems to overrule the other.  Which is a shame.  The other one is a cold inducing light source that was pretty nifty.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: Lennbolt7 on January 23, 2017, 11:53:21 PM
I'm having the same comms console error.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/19)
Post by: DarkXanatos on January 24, 2017, 12:35:31 AM
Quote from: AtomicRavioli on January 23, 2017, 12:51:36 PM

The chance for them to appear on embark is really small. Crystalloid towns sometimes travel with them though. From there you can steal them as prisoners or look to a mod like hospitality and recruit them.


Ah, I see. Thank you.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on January 24, 2017, 01:48:53 AM
Updated

The issues with comms console and other side effects of not having a leader for a faction are fixed, the Crystalloids are able to have a leader once again.

Update features a new minor faction, the Athena Initiative...
Militant researchers who seek answers about the oddities of Rimworlds, the Crystalloids included.

Change log:
Changelog:
V1.3 Athena
- Unveiled minor faction: Athena Initiative
- High tech militaristic researchers who are more than willing to torch your base and sift the remains.

- Added Athena weapon set:
- RAD-S1: Large pistol with debuffing bullets
- SPBR: Extremely accurate 3 round burst rifle
- ETC-DMR: Moderately damaging rifle that ignores armor
- HCR: charge projectile light machine gun
- Added Athena Jumpsuit

- Added Athena Scyther, lighter variant of the mechanoid designed for Athena Initiative.

- Colossus raid value raised drastically

- Faction leader issue is fixed (hopefully)
- Make sure you have latest AlienRaces version
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on January 24, 2017, 03:58:16 AM
Quote- Faction leader issue is fixed (hopefully)
Yes it is fixed, but only for new colonies.
Existing colonies/saves still don't got a a leader, and the com console don't work.
Spawn/Killfactionleader from dev-tools don't help, since there is not leader to spawn or kill.
You need to open the savegame with a texteditor, search for the factio name,
there you find abit above the faction name:
<leader>null</leader>
Now you need to find a crystaloid which don't belong to your base, search for
Thing_Alien_Crystalloid
until you find one which don't belong to your colony, remeber the number behind Thing_Alien_Crystalloid.
Now replace the
<leader>null</leader>  with <leader>Thing_Alien_Crystalloidnumber</leader>
Not sure what consequese it got to set a random pawn as leader, but i can use the com console with the existing game.

Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on January 24, 2017, 04:25:55 AM
Atomic,
it is wanted that Athena scyther spawn with regular mechanoids ?
Since i know from other mod, you can't prevent this when you declare them as mechanoid.

Edit:
- How do you create Crystalsilk, or isn't added yet ?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on January 24, 2017, 05:39:42 PM
Quote from: Canute on January 24, 2017, 04:25:55 AM
Atomic,
it is wanted that Athena scyther spawn with regular mechanoids ?
Since i know from other mod, you can't prevent this when you declare them as mechanoid.

Edit:
- How do you create Crystalsilk, or isn't added yet ?

Yeah, the Scythers will appear in ship part crash events because the game looks for anything that has the mechanoid flesh type for that. I, personally, am fine with that, but if people get annoyed from that, then I will change it.

Crystalsilk is non-craftable, but purchasable, like synthread or hyperweave
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on January 24, 2017, 06:06:34 PM
I think 4 amp. crystals for the stasis bed accessiour are to much, 1 crystal should do it, since you allready need 4 crystals for the bed.

I think i got trouble with synthetic organs. I can install bionics, but synthetic or surrogate organ's don't appear on the operation list.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on January 24, 2017, 06:39:29 PM
Quote from: Canute on January 24, 2017, 06:06:34 PM
I think 4 amp. crystals for the stasis bed accessiour are to much, 1 crystal should do it, since you allready need 4 crystals for the bed.

I think i got trouble with synthetic organs. I can install bionics, but synthetic or surrogate organ's don't appear on the operation list.

That's because Crystalloids don't have organs to begin with
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on January 25, 2017, 06:12:37 AM
They eat, they breath, they get sick, they have organs !
Ok, maybe not the same like humans, but it should be that hard to made crystal organs (crystal + plasteel/vanadium).
If you say crystaloid don't got specified organ, their whole body works as organ, ok then lets replace top/middle/down torso part with synthtic body that enhance blood fliter/pump, Meta, eating, breath by 5-10% each part.

But at last spine's should be possible, do you know how old they can be, and the game give people over a specified age the chance for bad backs/frail.
And a spine isn't much different then leg's/arm's beside the nerves. At crystaloid don't got nerves at this way anyway.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on January 25, 2017, 01:27:42 PM
Quote from: Canute on January 25, 2017, 06:12:37 AM
They eat, they breath, they get sick, they have organs !
Ok, maybe not the same like humans, but it should be that hard to made crystal organs (crystal + plasteel/vanadium).
If you say crystaloid don't got specified organ, their whole body works as organ, ok then lets replace top/middle/down torso part with synthtic body that enhance blood fliter/pump, Meta, eating, breath by 5-10% each part.

But at last spine's should be possible, do you know how old they can be, and the game give people over a specified age the chance for bad backs/frail.
And a spine isn't much different then leg's/arm's beside the nerves. At crystaloid don't got nerves at this way anyway.

They have 4 organs in their bodies, eyes, brains, psionic node (attached to the brain), and a nutrient extractor (Food intake). I am ok with the organs, I do want to add a heart like organ to them though. Artificial organs weren't touched on because their organs are much different than a human, EPOE would have labeled replacement organs the same as a human too. Either way, I would have to create my own replacement organs, and I will look into that.

Spines... I am going to include them.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: muriloqsiqueira on January 27, 2017, 04:48:04 AM
I discovered that the Crystalloid mod is who caused the conflict. It's a shame to have to remove it from the game, because I like the idea of ​​having a planet disputed by several factions
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on January 27, 2017, 01:57:26 PM
Quote from: muriloqsiqueira on January 27, 2017, 04:48:04 AM
I discovered that the Crystalloid mod is who caused the conflict. It's a shame to have to remove it from the game, because I like the idea of ​​having a planet disputed by several factions

What conflict?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on January 27, 2017, 05:57:17 PM
Thats the problem with forum user, they quote anything and add a word or sentence below it, or they never quote.

He mean the Com. console, which you allready fixed.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Treason5240 on January 27, 2017, 07:30:25 PM
I've found a strange bug that creeps up after the first raid by Crystalloids.

After repulsing them, all icons related to the state of a pawn cease to function.  The little exclamation mark that rises from a downed pawn, the "zzz"s from sleeping pawns, the positive or negative moodlets; all cease.

Saving and reloading restores these icons, but it's a consistent "feature."  It doesn't break anything, but it's still..odd.

Edit: Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on January 28, 2017, 02:55:23 AM
I am playing with serveral mod's and crystalloids too.
But that didn't appear with me yet.
Try to delete the alienframe and crystalloid mod, and reinstall them.
There was serveral updateds and maybe you just overcopied them.
If that still happen, you should post the output_log.txt after it happen so atomic can have a deeper look.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on January 28, 2017, 02:00:59 PM
Quote from: Treason5240 on January 27, 2017, 07:30:25 PM
I've found a strange bug that creeps up after the first raid by Crystalloids.

After repulsing them, all icons related to the state of a pawn cease to function.  The little exclamation mark that rises from a downed pawn, the "zzz"s from sleeping pawns, the positive or negative moodlets; all cease.

Saving and reloading restores these icons, but it's a consistent "feature."  It doesn't break anything, but it's still..odd.

Edit: Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.

Weird, the motes are breaking. The only thing I could possibly imagine being the cause is the explosions of the shard launcher / colossus cannon, since they are the only motes I added to the game.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Codexehow on January 28, 2017, 03:22:00 PM
Thanks for fixing the comms thing. Took me like 2.5 hours to figure out which mod had killed mah comms. :P Others will not have to go through the same :P
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on January 31, 2017, 03:57:13 AM
Next update is going to completely rework Psionics.


The old system used to assign psionics as an added part (like bionics), that replaced a part of the Crystalloid's brain (Psionic node). It was assignable for each individual type of unit, for instance I could set a higher chance for tough unit types, like the specialists, to have a higher chance of getting Class 4. That's where the benefits end, and the problems begin... It disallowed Crystalloids to ever spawn with other added parts, certain events where a Crystalloid could join you never had psionic ability, it did not allow for any changes to their abilities, manipulation buffs were too op, inability for humans, etc. etc. etc....


The new system gives every Crystalloid the first tier of Psionic ability at birth, renamed from "stunted" to "emergent". As they get older, their ability develops, with ancient Crystalloids more often than not being Class 4s. Crystalloids can be prodigal and climb tiers faster than others, its all luck based. The new system does not utilize fake bionics either, its all organic. This allows me to spawn Crystalloids with bionic or artificial parts and implants now. The perks of Psionic abilities will also change, from no longer offering manipulation boosts, they will instead increase consciousness (Small boosts for manipulation will still be given to Class 3 and 4).

One thing that won't return, however, is the additional attacks that Class 3 and 4 gave. I will look into substitutions for it.

Everything detailed here is still tentative. Number tweaking to get the growth for psionic ability just right is very nitpicky, and balance might be thrown off afterwards. Just very excited to share the news that I am dropping the clunky old system.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on January 31, 2017, 06:34:54 AM
- Maybe you should modify ALL entitys to have psionic, even human.
Or at last add these organ to all even when they are shunted (no boni/no malus).

- preciously psionic bonus attack was mellee only. Not sure if it is possible to combine the effect from the psionic organ with weapons.
Shunted pawn's could equip and use these weapons, but no damge.
To do damage they need to have at last lvl 1 psionic.
And higher psi level means more damage.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: 123nick on February 02, 2017, 02:08:52 AM
i think this mod bugs the comms console, something about the new faction(s) not having like, an identified leader ? if you gave em a leader i think i t would be more compatible,
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Canute on February 02, 2017, 02:23:31 AM
Quote from: 123nick on February 02, 2017, 02:08:52 AM
i think this mod bugs the comms console, something about the new faction(s) not having like, an identified leader ? if you gave em a leader i think i t would be more compatible,
i think this user bugs the forum, he don't read a bit older posting nor he update his mods to the newest versions.

The problem with the comm console is fixed.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: 123nick on February 02, 2017, 02:34:13 AM
Quote from: Canute on February 02, 2017, 02:23:31 AM
Quote from: 123nick on February 02, 2017, 02:08:52 AM
i think this mod bugs the comms console, something about the new faction(s) not having like, an identified leader ? if you gave em a leader i think i t would be more compatible,
i think this user bugs the forum, he don't read a bit older posting nor he update his mods to the newest versions.

The problem with the comm console is fixed.

my apologies. im just used to steam workshop auto-updating, as most mods are on steam workshop. atleast, most of the mods i use. this one isnt.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: 123nick on February 02, 2017, 02:40:52 AM
Quote from: Canute on February 02, 2017, 02:23:31 AM
Quote from: 123nick on February 02, 2017, 02:08:52 AM
i think this mod bugs the comms console, something about the new faction(s) not having like, an identified leader ? if you gave em a leader i think i t would be more compatible,
i think this user bugs the forum, he don't read a bit older posting nor he update his mods to the newest versions.

The problem with the comm console is fixed.

apparently, the problem with the comm console isnt fixed, unless your talking about a different problem. right clicking the console, after updating, still does not open up a right click menu for me to call traders, and sends an error message too the log.

(http://i.imgur.com/qIZ0xrA.png)

edit: i take that bakc. apparentrly i just had to exit and re-load the save again after updating and loading it, my bad.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: asquirrel on February 02, 2017, 01:44:58 PM
Hey nick!  I was a real pain in the butt in this thread about the comm console bug.  After the latest build it's working for me.  Couple things you should check out.  When you do the update delete the previous crystalloid folder and also the human / alien hybrid folder.  Then put them back in.  Also, human/alien hybrid should be loaded before all the other mods that use it (including crystalloid mod).  Also, try starting a new game.  If all that fails, next thing I would do is  do a backup of your mod load order with this mod:

https://ludeon.com/forums/index.php?topic=29420.0

Then delete all your files out of this folder path:
C:\Users\your computer name\AppData\LocalLow\Ludeon Studios.  "your computer name" is actually the name of your computer.  Best way to find the file path would be to just search for "ludeon studios" in windows and you'll find it.  Some of the subfolders in there could be config, hugslib, modlistbackup, saves and scenarios.  Don't delete your modslist backup folder because you'll need it in the next step.  When I deleted all the data in there it reset a bunch of the mods for me and everything worked out fine from that point. 

Once you've deleted all that crap, go back into rimword.  Enable hugslib first and molistbackup second.  Then restart rimworld. Then restore the backup in your modslistbackup.  That will put all your mods back in the order you originally had them.  Then you should be good to go. Hope this helps. :)  Oh, and this is why you need mods list backup. I have so many mods, they go to infinity and beyond.  They play nicely . . .  more or less. :)

https://gist.github.com/a63c4af23c15348a83ca73a999833c65




[attachment deleted by admin due to age]
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Mst on February 02, 2017, 02:03:24 PM
Hi there!
Have somebody tried to add this mod in the middle of playthrough with Factions Descovery?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on February 03, 2017, 09:30:31 PM
Jumping another version, major rebalancing and the psionic rework :)
Quality of life changes abound as well.

Don't update until you are ready, saves will be broken


V1.4 Psionic Rework update
Saves WILL be BROKEN

- EPOE patch updated

- Tweaked Crystalloid caravan's merchandise
- Crystalloid Bulk Goods caravans sell Crystal Silk cheaper
- Tweaked Crystalloid raid values
- Lowered Crystalloid raid frequency

- Gave all Crystalloids hearts, located in their heads (they are small too)
- Gave all Crystalloids spines
- EPOE replacement spines added to patch
- Crystalloids can now appear with bionics and added parts
- Rebalanced Ascendants, nerfed hp, increased mental break point, vastly increased hunger rate and eating speed. (Changes in case they end up in player colony)
- Ascendants can have added parts, EPOE patch included
- Crystalloids can spawn in more color variations

- Changed definition name of the crystal lamp for compatibility purposes

- Heavy Guardians carry Cycle Cannons more often now (rather than Shard launchers)
- Crystalloid Specialists have a set minimum generation age, to encourage them spawning with high levels of psionics.

- Nerfed SPBR's accuracy assist and damage, incrased recharge times.
- Increased HCR's damage, burst shot count, recharge time, and warmup. Decreased accuracy slightly
- Psionic and Shard rifles both have slightly increased warmup times and recharge times.
- Increased Shard launcher's value

- Added Shard Scatterer, a shotgun-like crystal weapon, fires a volley of weak shards that are deadly at close ranges or against large targets.

- PSIONICS REWORK
- Backend redone, should function mostly the same, but more flexible in more situations
- Escape pod or otherwise added Crystalloids should now be psionic with the new system
- Psionic ability can improve over time, the older they get the higher the class, generally
- Psionic buffs rebalanced, mostly consciousness increases now
- Psionic Stunted replaced with Psionic Emergent, no longer a "negative" perk, gives minimal Psionic perks though
- Psionic given added attacks removed
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: asquirrel on February 03, 2017, 11:03:03 PM
With the latest build (2/3), did you update the EPOE patch for these guys?  Do I need to re-download it?  Thanks dude for the info.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on February 03, 2017, 11:06:25 PM
Quote from: asquirrel on February 03, 2017, 11:03:03 PM
With the latest build (2/3), did you update the EPOE patch for these guys?  Do I need to re-download it?  Thanks dude for the info.

Yes, EPOE patch is updated. Redownload everything, I removed old mechanics that would cause errors if they are still there. Also, saves will be broken.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on February 03, 2017, 11:07:32 PM
Steam link is up, finally made the choice to put the mod on steam, now that I feel it is in a stable position.

http://steamcommunity.com/sharedfiles/filedetails/?id=856415405 (http://steamcommunity.com/sharedfiles/filedetails/?id=856415405)
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: asquirrel on February 03, 2017, 11:10:12 PM
Awesome.  Thanks man!  So Just delete both folder from the mods subdirectory.  Then re-add the mods in this order (crystaloid + EPOE patch?)  Do I need to delete the config files from the ludeon studios directory?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on February 03, 2017, 11:12:19 PM
Quote from: asquirrel on February 03, 2017, 11:10:12 PM
Awesome.  Thanks man!  So Just delete both folder from the mods subdirectory.  Then re-add the mods in this order (crystaloid + EPOE patch?)  Do I need to delete the config files from the ludeon studios directory?

Yeah, completely delete the old mods in the mods folder, and replace them. Nothing else needs to be done. Load in that order
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: Treason5240 on February 04, 2017, 02:18:24 AM
Love the mod and I'm thrilled with the changes.

That said, the first time a Siege showed up from the Athenians my game immediately goes into a constant recycling of errors that freezes everything.

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LordToil_Siege.CanBeBuilder (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege+<UpdateAllDuties>c__AnonStorey28F.<>m__176 (Verse.Pawn pa) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[Pawn] (IEnumerable`1 source, Verse.Pawn& result) [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.UpdateAllDuties () [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Manually deleting and 'destroying' all the unbuilt schematics and killing the invaders did nothing to solve the problem.  Oddly enough, I couldn't use the development tools to 'kill,' 'down,' or 'destroy,' one of the Athenian scythers, either.  My tooltip would show that one existed there when I scrolled over the thing, but there was 0 interaction with it.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on February 04, 2017, 03:03:38 AM
Quote from: Treason5240 on February 04, 2017, 02:18:24 AM
Love the mod and I'm thrilled with the changes.

That said, the first time a Siege showed up from the Athenians my game immediately goes into a constant recycling of errors that freezes everything.

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LordToil_Siege.CanBeBuilder (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege+<UpdateAllDuties>c__AnonStorey28F.<>m__176 (Verse.Pawn pa) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[Pawn] (IEnumerable`1 source, Verse.Pawn& result) [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.UpdateAllDuties () [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Manually deleting and 'destroying' all the unbuilt schematics and killing the invaders did nothing to solve the problem.  Oddly enough, I couldn't use the development tools to 'kill,' 'down,' or 'destroy,' one of the Athenian scythers, either.  My tooltip would show that one existed there when I scrolled over the thing, but there was 0 interaction with it.

Thank you for the report. Athena should not be seiging, left an old tag in the faction .xml that allowed them to. Removing tag and re-uploading.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Mst on February 06, 2017, 07:10:18 AM
Quote from: Treason5240 on January 27, 2017, 07:30:25 PM
Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.

Noticed that too. Hope my future alive recruits won't do that. Have somebody else had that problem?
Also in Relations tab by Fluffy they look as common pawns but so are the Asari so maybe in this case it's related to that mod.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on February 07, 2017, 12:25:02 PM
Quote from: Kurt Russel on February 06, 2017, 07:10:18 AM
Quote from: Treason5240 on January 27, 2017, 07:30:25 PM
Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.

Noticed that too. Hope my future alive recruits won't do that. Have somebody else had that problem?
Also in Relations tab by Fluffy they look as common pawns but so are the Asari so maybe in this case it's related to that mod.

Its something with the AlienRaces framework both mods use, its a relatively minor issue though. You can report it to erdelf.





I need to do some explaining for the Athena Initiative. As of right now, they seem like a weird tacked on thing for the mod with no relevance... I plan for them to be the source of bionic implants for psionic abilities, to use in humans. That feature is not implemented. The "lore" reason is that they researched the Crystalloids and created their own gadgets to tap into the local psionic field to use for their own benefit. Now I have been considering moving Athena to its own mod and make it fully fleshed out, and revive Mutagens and Psionic Drugs in it.

What do you guys think? Should I keep Athena within Crystalloid or move it?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Mst on February 07, 2017, 06:04:35 PM
Quote from: AtomicRavioli on February 07, 2017, 12:25:02 PM
Quote from: Kurt Russel on February 06, 2017, 07:10:18 AM
Quote from: Treason5240 on January 27, 2017, 07:30:25 PM
Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.

Noticed that too. Hope my future alive recruits won't do that. Have somebody else had that problem?
Also in Relations tab by Fluffy they look as common pawns but so are the Asari so maybe in this case it's related to that mod.

Its something with the AlienRaces framework both mods use, its a relatively minor issue though. You can report it to erdelf.

Thanks for the info! I'm ok with that as long as my recruits won't turn into witchers (not if that wouldn't be cool but that's a job for another mod).
Just got my first one by the way. Can you tell me about their life expectancy? Mine is over a 1300, is she too old?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: AtomicRavioli on February 07, 2017, 08:07:14 PM
Quote from: Kurt Russel on February 07, 2017, 06:04:35 PM
Quote from: AtomicRavioli on February 07, 2017, 12:25:02 PM
Quote from: Kurt Russel on February 06, 2017, 07:10:18 AM
Quote from: Treason5240 on January 27, 2017, 07:30:25 PM
Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.

Noticed that too. Hope my future alive recruits won't do that. Have somebody else had that problem?
Also in Relations tab by Fluffy they look as common pawns but so are the Asari so maybe in this case it's related to that mod.

Its something with the AlienRaces framework both mods use, its a relatively minor issue though. You can report it to erdelf.

Thanks for the info! I'm ok with that as long as my recruits won't turn into witchers (not if that wouldn't be cool but that's a job for another mod).
Just got my first one by the way. Can you tell me about their life expectancy? Mine is over a 1300, is she too old?

Living ones won't change on you, and they live to be around 2750 years old, and they gray at around 2100 years, for comparison to humans. Your Crystalloid is about 35 in human years.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 1/24)
Post by: Mst on February 08, 2017, 08:44:29 AM
Quote from: AtomicRavioli on February 07, 2017, 08:07:14 PM
Quote from: Kurt Russel on February 07, 2017, 06:04:35 PM
Quote from: AtomicRavioli on February 07, 2017, 12:25:02 PM
Quote from: Kurt Russel on February 06, 2017, 07:10:18 AM
Quote from: Treason5240 on January 27, 2017, 07:30:25 PM
Upon reloading the save, dead Crystalloids loose their coloration.  They all revert to pale skin and grey hair.

Noticed that too. Hope my future alive recruits won't do that. Have somebody else had that problem?
Also in Relations tab by Fluffy they look as common pawns but so are the Asari so maybe in this case it's related to that mod.

Its something with the AlienRaces framework both mods use, its a relatively minor issue though. You can report it to erdelf.

Thanks for the info! I'm ok with that as long as my recruits won't turn into witchers (not if that wouldn't be cool but that's a job for another mod).
Just got my first one by the way. Can you tell me about their life expectancy? Mine is over a 1300, is she too old?

Living ones won't change on you, and they live to be around 2750 years old, and they gray at around 2100 years, for comparison to humans. Your Crystalloid is about 35 in human years.

Nice, thanks!
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: basekil on February 09, 2017, 01:44:19 PM
almost all crystalloids have 80% immunity gain speed because age penalty(80+). how about modify this with crystalloid's life expectancy?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on February 09, 2017, 03:22:28 PM
Quote from: basekil on February 09, 2017, 01:44:19 PM
almost all crystalloids have 80% immunity gain speed because age penalty(80+). how about modify this with crystalloid's life expectancy?

I noticed that recently too, I might set the base immunity speed higher to offset it for them
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: ChairmanPoo on February 16, 2017, 05:10:10 PM
Somewhat off-topic: Will there be an update for "mutagens and psionic drugs"?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on February 17, 2017, 03:43:15 PM
Quote from: ChairmanPoo on February 16, 2017, 05:10:10 PM
Somewhat off-topic: Will there be an update for "mutagens and psionic drugs"?

There will, it will be redone as part of another mod.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: donoya on March 12, 2017, 01:25:17 PM
A recent update to the xenohuman races mod seems to have broken your mod. Either that or the steam upload isn't up to date. Also, I noticed on the main post that the latest update breaks compatibility with older versions. Are there any intentions to allow compatibility with pre-1.4 saves in a future version?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 2/3)
Post by: AtomicRavioli on March 13, 2017, 10:10:38 PM
Quote from: donoya on March 12, 2017, 01:25:17 PM
A recent update to the xenohuman races mod seems to have broken your mod. Either that or the steam upload isn't up to date. Also, I noticed on the main post that the latest update breaks compatibility with older versions. Are there any intentions to allow compatibility with pre-1.4 saves in a future version?

Yeah AlienRaces rewrote itself, I am a little ways behind it on the update for Crystalloid. I keep the links for the old versions of the mod if you need one, just make sure you also get an old version of AlienRaces for it.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: AtomicRavioli on March 16, 2017, 07:02:00 PM
Updated to V.1.5! Featuring new functionality from AlienRaces 2.0

New content and features have been added to the mod.
Athena content, however, has been taken out to migrate to a new mod, where psionic drugs and mutagens will also be released.

Huge thanks to ChJees for contributing code for a very new and special defensive building, and to Sera and Folgore for contributing new art :).

EPOE is updated as well


Changelog:
1.5 AR 2.0, Crystalloid/human divergence, and Cleanup
Saves WILL be BROKEN

- EPOE patch updated

- Races have been rewritten for AlienRaces 2.0, as a result new functionality is possible

- Crystalloids have unique thoughts about certain things now
- They react differently than humans from: Food, beauty, heat, cold, nudity, sleeping in less than ideal conditions, and more

- Added Crystal Synthesizer, a device only Crystalloids can build that generates crystal resource over time
- Added Construct Hub, a security building that deploys friendly mini prisms that attack enemies that get close. They make excellent decoys to draw enemy fire. This was made possible by ChJees, huge thanks.

- Both buildings have their own research to unlock
- Mentioned buildings and their research are race restricted, hopefully.

- New Art for Crystal lamp, Lucerne Hammer, and Amplifier SMG, thanks to Folgore!
- Art for the Crystal Synthesizer, Construct Hub, and new art for the Crystal resource done by Sera, thanks!

- Fixed Psionic Class 2's sight bonus from 80% to 8%

- Athena content has been moved out of the mod, it will return as a standalone mod.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: Ghasty on March 17, 2017, 08:21:36 AM
Thanks for the update for the new alienraces! Can't wait to get some of those sweet, sweet Amplifier weapons.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: donoya on March 17, 2017, 02:19:51 PM
Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: AtomicRavioli on March 17, 2017, 03:21:13 PM
Quote from: donoya on March 17, 2017, 02:19:51 PM
Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.

Find the version you want and its EPOE here: https://www.dropbox.com/sh/81b8ku3jpz6ppvf/AACmkHbDeZq4w_Z7eUmE89PKa
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: donoya on March 17, 2017, 04:30:55 PM
Quote from: AtomicRavioli on March 17, 2017, 03:21:13 PM
Quote from: donoya on March 17, 2017, 02:19:51 PM
Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.

Find the version you want and its EPOE here: https://www.dropbox.com/sh/81b8ku3jpz6ppvf/AACmkHbDeZq4w_Z7eUmE89PKa
Do I need the "CrystalloidV1.4 fix" as well as the "CrystalloidV1.4", or do I just use the fix?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: AtomicRavioli on March 17, 2017, 11:20:24 PM
Quote from: donoya on March 17, 2017, 04:30:55 PM
Quote from: AtomicRavioli on March 17, 2017, 03:21:13 PM
Quote from: donoya on March 17, 2017, 02:19:51 PM
Is there any way to obtain a previous version? I want to be able to play my older save without problems.

Edit: I also would like a download for the previous epoe patch if that's not too much to ask.

Find the version you want and its EPOE here: https://www.dropbox.com/sh/81b8ku3jpz6ppvf/AACmkHbDeZq4w_Z7eUmE89PKa
Do I need the "CrystalloidV1.4 fix" as well as the "CrystalloidV1.4", or do I just use the fix?

Just the fix
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: ZarZuf on March 20, 2017, 12:06:29 PM
Quote from: AtomicRavioli on March 16, 2017, 07:02:00 PM


- Added Crystal Synthesizer, a device only Crystalloids can build that generates crystal resource over time
- Added Construct Hub, a security building that deploys friendly mini prisms that attack enemies that get close. They make excellent decoys to draw enemy fire. This was made possible by ChJees, huge thanks.

- Both buildings have their own research to unlock
- Mentioned buildings and their research are race restricted, hopefully.

Does this mean that you have to start as a Crystalloid faction to be able to research and build them, or that you just need to have some crystalloid worker in your colony?
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 3/16) AlienRaces 2.0
Post by: Moo on April 15, 2017, 12:24:46 PM
I have a colony with 6 crystalloid pawns and I'm trying to build the crystal synthesizer. I have all the materials needed but no one will build it, I can't even force someone to prioritize it by selecting the pawn and right clicking the synthesizer, no menu shows up.
Title: Re: [A16] Crystalloid ~ Xenohuman Race (Updated 5/27) AlienRaces 2.0
Post by: AtomicRavioli on May 27, 2017, 09:45:39 PM
Updated For A17




Changelog:

V1.6 A17 update and biology changes

- Updated for A17

Changes to the way Rimworld handles bodies made me change some aspects of the Crystalloids
- They are now able to be properly cut and bleed from their wounds (Albeit, less so than humans)
- They now have bones inside their bodies
- They now have ring fingers
- They are now susceptible to scarring

- Caravans slightly tweaked, and bases now have sellers properly set up.
Title: Re: [A17] Crystalloid ~ Xenohuman Race (Updated 5/27) AlienRaces 2.0
Post by: AtomicRavioli on May 28, 2017, 01:57:55 AM
EPOE patch updated

Ascendants are also now able to benefit
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 5/27)
Post by: SNKcell on June 08, 2017, 01:22:06 AM
Can they get in love with normal humans?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 5/27)
Post by: Ashardalon411 on June 08, 2017, 09:55:19 AM
In their background, i see they very looks like protoss (just a little weaker i think because they don't have a shield integrated like in starcraft 2, maybe its earlier in the history and don't have finish the research ?).
It is possible to make them hate and hunt the megaspiders hive in priority ?
And the same for the Araknid's swarm ? (the mod is here:https://ludeon.com/forums/index.php?topic=32625.0 (https://ludeon.com/forums/index.php?topic=32625.0))
I hope an event will occurs when one of this factions are on the map who make an invade for purify this land of these corruption, stronger these factions are, stronger these invade will be. (The race maybe can have a little cumulative boost mood every times they inflict damage on a bug and an average cumulative boost for kill a bug ?)
Great for a three way futuristic warzone !

(think to don't make spawn this event if the megaspiders what we said are tamed ;-) )

Also, can they became a pawns of your colony ? answer readed
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: AtomicRavioli on June 11, 2017, 12:18:25 PM
Update to V1.7

V1.7 Names and Backstories

- Crystalloids and subspecies now have a custom name pool
- Many new backstories, esp for Valkyries

- Maintained weapons:
- Weapon cooldowns tweaked
- Accuracy brought up to date, comparable to vanilla

- Fixed the bug that disallowed the construction of the Construct hub and Synthesizer. Anyone can build it now.


So Crystalloids now have custom names now, and a couple more backstories too. Valkyries now have a variety of backstories too, instead of being limited to just one or two. Guns were noted to be unbalanced since vanilla guns have changed over the past few alphas and they haven't been touched in a long while. And finally, that issue with the construct hub and synthesizer is now resolved.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: zassi12 on June 30, 2017, 06:45:36 PM
I have a quick question about the crystal synthesizers as they seem to deteriorate over time is there a way to fix that or is that supposed to be that way . Have a hard tie finding any information on that.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: Waltago on July 05, 2017, 08:08:11 PM
Yo! Thanks for the mod. Just downloaded it and checking it out now.

I read this a little before playing it and noticed the comments about crystaloid meat. I'm not sure what version I have, although I just downloaded it from steam yesterday, but the first trade caravan that came by my colony had "Valkyrie meat x730." My valkyrie is now traumatized for life, very confused because crystaloids don't produce meat (in the traditional sense), and unfortunately had to slaughter the caravan because of it. Maybe they were just scamming people into thinking that valkyries could produce edible meat to mark up the price, but still, they had to die. It may be a known issue (I read most of this thread but not all of it) and I'm not sure if it's a result of any of my other mods, but I thought I'd point it out.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: asquirrel on July 05, 2017, 09:26:39 PM
"My valkyrie is now traumatized for life, very confused because crystaloids don't produce meat (in the traditional sense), and unfortunately had to slaughter the caravan because of it. . . . but still, they had to die."

Laughed my ass off envisioning that encounter.  Where do I get these valkyries?  Are they a mod?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: asquirrel on July 06, 2017, 04:59:10 PM
I can't seem to do any operations on my Crystalloid pawns.  I can remove cuts, burns, scars, etc. with humans though.  I am running about 150 mod though.  But my load order for my medical and alien stuff is:

Humanoid / Alien Races 2.0
EPOE
Orassans
Orassans (EPOE patch)
EPOE - Limb harvester enabler
Chrystalloid (xenohuman race)
Crystalloid EPOE patch
Adogsaid
LBE's adogsaid easy patcher
Orassans ADS addon
Improved Surgery
mod medicine patch
QualitySurgeon
DE Surgeries
Medical Training
[sd]medicaddons
Medical Tab
Startrek federations
Starwars factions

Do you see a conflict? :D  Yeah, too many mods.  You don't want to see my full mod list . . . or do you? :)
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: Canute on July 06, 2017, 05:45:40 PM
I am currently a crystalloid colony too. I don't have problem with operations, i can install bionics like allways.
Maybe one of the extra medic mods interfere, i don't use these this time. You can compare your modlist with my one.
https://gist.github.com/51d47114a24c445a98f6cfaa7a2932b9
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: asquirrel on July 06, 2017, 06:17:29 PM
Hi Canute! 

Thanks for the link to your mod list!  Can you cure things on your Crystalloid pawns like bites, scars and gunshot wounds?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race (Updated 6/11)
Post by: AtomicRavioli on July 06, 2017, 09:36:30 PM
(https://cdn.discordapp.com/attachments/285249088751140865/332670223792734208/unknown.png)

Sneak peak of some of the new things coming out...

Also, I got to fix the meat problem, they don't butcher into meat but the game creates a def for meat for every creature. I think I can fix it by setting the meat def to a different one, like insects do.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: AtomicRavioli on July 10, 2017, 10:28:33 PM
Mod Overhauled!

Version 2 is live, will update to steam workshop shortly (it will have a new submission to allow those currently playing with Crystalloid to keep playing it as is)


Changelog:
V2 Overhaul

-Crystalloids now appear with more headshapes (oops)
-Crystalloids now have head tatoos of various designs
-Crystalloids have a smaller chance of appearing in your colony, down from 15% to 5%
-Updated Crystalloid Guardian art
-Updated Amplifier Crystal art, thanks to Sera!

-Added Psionic Forge, work table for psionic materials.

-Added Refined Crystal, mid-late game resource improves on basic crystal with better stats and added bonuses for weapons and workbenches. Forge it at electric smithy or research improved refining to refine it at the psionic forge for half the work cost.

-Added Psionic Crystal Rifle, craftable psionic rifle, slightly weaker than the psionic rifles the Collective uses in raids.
-Shard Pistol, Shard Rifle, and Shard Scatterer are now craftable, recipes at the Psionic Forge. (Note that selling prices have changed due to this and they should be smeltable)

-Added Psionic Generator, generator that produces a low amount of electricity at a steady rate (Currently 625)
-Added Psionic Reciever, larger version of the psionic generator, same size as the Geothermal Generator. (Currently 2700)

-Added 2 kinds of Crystal flooring; Crystal Tiles, which are somewhat beautiful and sort of cheap, and Smooth Crystal Floor which is beautiful, expensive, and laborious.

-Added Prism turret, non mobile construct prism that fires nearby enemies. Less total damage than an improvised turret, but can ignore certain types of armor with its burn damage.

-Amplifier Crystal recipe changed, requires refined crystal now. Recipe taken off of smelter and moved to psionic forge.
-Construct hub recipe changed, no longer requires plasteel, replaced with refined crystal.
-Crystal synthesizer is now slightly cheaper, and no longer requires plasteel, meant to be accessible for earlier game.

-Research tab for Crystalloid added
-Refactored research requirements and times.

-Crystal Resource overall weakend, weaker stats, less beauty, less hp on items. Flavor text updated.
-Crystal resource now can be found in mining, as crystal ore

-Weapon stats tweaked, shard weapons fire a little faster and are worse at range
-Weapon flavor texts updated

-Removed Amplifier weapons
-Removed Stasis beds and accessories
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: Canute on July 11, 2017, 03:43:01 AM
Quote-Added Psionic Generator, generator that produces a low amount of electricity at a steady rate (Currently 625)
I rather would call them Crystal Generator, like a big piezo one.

Quote-Added Psionic Reciever, larger version of the psionic generator, same size as the Geothermal Generator. (Currently 2700)
You are kidding ? 6x6 for just 2700 power ?
Why do you think about
- 1x1 portable small crystal generator   400W to power some turrets or caravan camp.
Building cost should need 10% less material then the Crystal gen, but 100% more work.
- 2x2 Crystal generator, 1000W (625)
- 4x4 Large Generator, 3000W (1900), just double the mat. of the Crystal Gen, 4x work.

Maybe a mega generator, like 8x8 with extra research but with real good power outpot (10kW+), not to speak about a nice explosion and toxic fallout (like the plant from https://ludeon.com/forums/index.php?topic=30547.0).

Quote-Weapon stats tweaked, shard weapons fire a little faster and are worse at range
I hope they got a match for orassans weapons, currently i rather use orassan weapons then shard ones.


Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: AtomicRavioli on July 11, 2017, 12:54:21 PM
Quote from: Canute on July 11, 2017, 03:43:01 AM
Quote-Added Psionic Generator, generator that produces a low amount of electricity at a steady rate (Currently 625)
I rather would call them Crystal Generator, like a big piezo one.

Quote-Added Psionic Reciever, larger version of the psionic generator, same size as the Geothermal Generator. (Currently 2700)
You are kidding ? 6x6 for just 2700 power ?
Why do you think about
- 1x1 portable small crystal generator   400W to power some turrets or caravan camp.
Building cost should need 10% less material then the Crystal gen, but 100% more work.
- 2x2 Crystal generator, 1000W (625)
- 4x4 Large Generator, 3000W (1900), just double the mat. of the Crystal Gen, 4x work.

Maybe a mega generator, like 8x8 with extra research but with real good power outpot (10kW+), not to speak about a nice explosion and toxic fallout (like the plant from https://ludeon.com/forums/index.php?topic=30547.0).


They don't require a resource to run, and you can hide them away indoors. Space becomes the only real downside later down the line as well, when generating crystal from synthesizers leaves only the steel and component cost.

I like the naming idea, since real crystal is piezoelectric after all.

The generators explode with psionic energy when they break too, lol.


Either way with the power generation, it is the first iteration. I am exploring options to make psionics a resource to power generation and create variable amounts of power from it.



Quote
Quote-Weapon stats tweaked, shard weapons fire a little faster and are worse at range
I hope they got a match for orassans weapons, currently i rather use orassan weapons then shard ones.

Shard weapons? They are balanced to be around the same power as mid game vanilla. (Orassan weapons seem to be balanced to be beyond vanilla). Shard weapons are bullet hoses that deal kinda low damage. The psionic rifle you can build though deals psionic burning damage, which ignores sharp armor (unlike bullets).
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: Canute on July 15, 2017, 08:22:34 AM
Quote-Crystal synthesizer is now slightly cheaper, and no longer requires plasteel, meant to be accessible for earlier game.

Does the synthesizer require some requirements then "not to cold, not to hot" ? I can place it anywhere, but they don't get build.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: Adalah217 on July 15, 2017, 09:22:51 AM
Quote from: AtomicRavioli on July 11, 2017, 12:54:21 PM
They don't require a resource to run, and you can hide them away indoors. Space becomes the only real downside later down the line as well, when generating crystal from synthesizers leaves only the steel and component cost.

I like the naming idea, since real crystal is piezoelectric after all.

The generators explode with psionic energy when they break too, lol.


Either way with the power generation, it is the first iteration. I am exploring options to make psionics a resource to power generation and create variable amounts of power from it.


Shard weapons? They are balanced to be around the same power as mid game vanilla. (Orassan weapons seem to be balanced to be beyond vanilla). Shard weapons are bullet hoses that deal kinda low damage. The psionic rifle you can build though deals psionic burning damage, which ignores sharp armor (unlike bullets).

Personally, I think the current generator is still a little overpowered for the resources required to run it. I think it'd be a great idea to have psionics power it somehow. The easiest way would have psionic be a job skill and just have them work at *something* to produce a fuel to run it, but of course another job skill might weigh down the mod with too many features. Another way might be to have an additional medical percentage, and while regular colonists have ~0% without the additional body part, crystals could have up to 100%, which is of course affects the speed of the job.

Overall, I really appreciate the attention to detail! I think this mod is fairly well balanced overall. I use it with combat extended despite the lack of a patch and just hand wave the fact that crystal weapons dont require ammo as a part of the lore :D
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: AtomicRavioli on July 15, 2017, 10:03:54 AM
Quote from: Adalah217 on July 15, 2017, 09:22:51 AM
Personally, I think the current generator is still a little overpowered for the resources required to run it. I think it'd be a great idea to have psionics power it somehow. The easiest way would have psionic be a job skill and just have them work at *something* to produce a fuel to run it, but of course another job skill might weigh down the mod with too many features. Another way might be to have an additional medical percentage, and while regular colonists have ~0% without the additional body part, crystals could have up to 100%, which is of course affects the speed of the job.

Overall, I really appreciate the attention to detail! I think this mod is fairly well balanced overall. I use it with combat extended despite the lack of a patch and just hand wave the fact that crystal weapons dont require ammo as a part of the lore :D

I've got changes for the generators for next update, they are still going to passively make power (at smaller amounts). But, thanks to Chjess, there will be psionic fields on the map that if you place the generators within, they produce more power. Also their recipes have been tweaked.

Other changes will be replacing the synthesizers, more buildings, and hopefully I can get in some more late-game weapons too.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: Adalah217 on July 15, 2017, 01:49:50 PM
Quote from: AtomicRavioli on July 15, 2017, 10:03:54 AM
I've got changes for the generators for next update, they are still going to passively make power (at smaller amounts). But, thanks to Chjess, there will be psionic fields on the map that if you place the generators within, they produce more power. Also their recipes have been tweaked.

Other changes will be replacing the synthesizers, more buildings, and hopefully I can get in some more late-game weapons too.

Interesting! I love it! I'm assuming this means the update will require a new map to work. I'm also curious if they have a graphical representation or if it's more like a temperature thing.

As far as buildings, if you were looking for ideas: a crystal lamp or a chandelier would be cool. And I'm not sure if this already exists or not, but the ability to make sculptures out of crystal.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: AngleWyrm on July 17, 2017, 11:12:37 AM
Posted in thread for Mines mod (https://ludeon.com/forums/index.php?topic=34231.30)

Quote from: Canute on July 17, 2017, 09:54:52 AM
Currently i am playing with Crystaloid race which add the crystal. Crystal ore is on the map and mineable, but it don't appear at the mine. Tried to move Mines before and after Crystaloid but nothing change.

If the above mentioned crystal resource were to add the tag ThingDef/deepCommonality then it would become a resource that mines, core miners, and drills can pull from deep underground. The value assigned to deepCommonality determines its scarcity.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: AtomicRavioli on July 17, 2017, 11:27:57 AM
Quote from: AngleWyrm on July 17, 2017, 11:12:37 AM
Posted in thread for Mines mod (https://ludeon.com/forums/index.php?topic=34231.30)

Quote from: Canute on July 17, 2017, 09:54:52 AM
Currently i am playing with Crystaloid race which add the crystal. Crystal ore is on the map and mineable, but it don't appear at the mine. Tried to move Mines before and after Crystaloid but nothing change.


If the above mentioned crystal resource were to add the tag ThingDef/deepCommonality then it would become a resource that mines, core miners, and drills can pull from deep underground. The value assigned to deepCommonality determines its scarcity.

Thanks for posting it here for me, I will add the tag for the next update :)
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: Canute on July 17, 2017, 02:16:12 PM
But you still didn't explain if the crystal synthesizer need some special love ! :-(
I placed the blueprint, got the resources but resources don't get delivered to it.


Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: AtomicRavioli on July 17, 2017, 03:17:55 PM
Quote from: Canute on July 17, 2017, 02:16:12 PM
But you still didn't explain if the crystal synthesizer need some special love ! :-(
I placed the blueprint, got the resources but resources don't get delivered to it.

The current version doesn't have any restrictions on building it, save the research. I don't know what would cause them to not be able to build it, unless they don't have the resources for it. I've doubled checked too, and the colonists are able to build it on my end.

Either way, the synthesizer is getting replaced for next patch.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: JadeXyan on July 17, 2017, 03:27:26 PM
I'm having a problem trying to research Crystalline Synthesizing, essentially my colonists act as though I had not selected any research at all and never go to the research bench, even if they are idle. I've met all its requirements, I can even get some research points into it if I trick them by researching something else and switching suddenly, eventually they stop researching and go back to pretending I never selected research.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: Canute on July 17, 2017, 04:58:40 PM
Quote from: AtomicRavioli on July 17, 2017, 03:17:55 PM
Quote from: Canute on July 17, 2017, 02:16:12 PM
But you still didn't explain if the crystal synthesizer need some special love ! :-(
I placed the blueprint, got the resources but resources don't get delivered to it.

The current version doesn't have any restrictions on building it, save the research. I don't know what would cause them to not be able to build it, unless they don't have the resources for it. I've doubled checked too, and the colonists are able to build it on my end.

Either way, the synthesizer is getting replaced for next patch.
Must me a mod conflic then. All other is working so far. I just place it with the god mode and destroy the resources currently.

Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: AtomicRavioli on July 17, 2017, 07:59:25 PM
Quote from: JadeXyan on July 17, 2017, 03:27:26 PM
I'm having a problem trying to research Crystalline Synthesizing, essentially my colonists act as though I had not selected any research at all and never go to the research bench, even if they are idle. I've met all its requirements, I can even get some research points into it if I trick them by researching something else and switching suddenly, eventually they stop researching and go back to pretending I never selected research.

You need a Crystalloid to research it for you
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.0 (Updated 7/10)
Post by: Canute on July 21, 2017, 07:14:12 AM
Quote

Quote-Shard Pistol, Shard Rifle, and Shard Scatterer are now craftable, recipes at the Psionic Forge. (Note that selling prices have changed due to this and they should be smeltable)

I think you forget to add the tag, currently they arn't smeltable.
When i add <smeltable>true</smeltable> behind the thingsdef i can smelt them at the electric smelter.

Edit:
Psionic forge isn't working.
None of the recipes are working, can't force anyone to work there.
Refine crystals at the electric smelter works fine.
I disabled all other mods to check if there is some conflict like with the construction of the synthesizer, but it didn't change any but i was able to construct the synthesizer then.
When i add
<li>TableMachining</li>
i can craft them at the mashining table.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: AtomicRavioli on October 08, 2017, 12:58:12 AM
At long last, update 2.1 is now live. Lots of flavor and backstory changes, new mechanics and systems, as well as some minor reworks and balancing. Many thanks to ChJess for their wizardry, making the psionic field system possible :) I recommend checking his new android race mod out as well: https://ludeon.com/forums/index.php?topic=35663.0



Most issues have been addressed, new systems also help tons.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: kaze0 on October 12, 2017, 08:55:24 AM
Psionic field scanner  disappearing upon finished building with  such  debug log:
Exception in Tick (pawn=Doc, job=FinishFrame A=Thing_PsionicFieldScanner_Frame596652, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__34 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=FinishFrame, curDriver=RimWorld.JobDriver_ConstructFinishFrame
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: AtomicRavioli on October 12, 2017, 01:04:01 PM
Quote from: kaze0 on October 12, 2017, 08:55:24 AM
Psionic field scanner  disappearing upon finished building with  such  debug log:
snipped

I can't reproduce this on my end, is the issue consistent and recurring?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: SeniorScore on October 12, 2017, 04:21:36 PM
Hey! I was playing Rimworld with Crystalloids and Combat extended running, when I realized they couldn't use guns from the mod properly. So I decided to fix it, so now they can use the guns properly, and be targeted correctly by pawns using CE. Even displays the nifty inventory thing CE has. I thought I should give you a heads up. Thanks for making this mod in the first place!



https://ludeon.com/forums/index.php?topic=36029.0
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: kaze0 on October 14, 2017, 08:54:02 AM
Quote from: AtomicRavioli on October 12, 2017, 01:04:01 PM
I can't reproduce this on my end, is the issue consistent and recurring?
Issue  resoleved , it was  some  weard interaction  with  other  mods load  order.Now there  is  other  issue  though ,but  most likely not  related  to your end ,cant  heal scars(epoe 2.0)  on regular pawns  ,crstaloids mend  scars  properly.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Canute on October 14, 2017, 09:33:22 AM
Thats new that you can't remove scars from human but from crystalloids.
You sure you got synthtic skin and glitterworld med. to mend scars on humans ?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: AtomicRavioli on October 15, 2017, 12:26:55 PM
Quote from: Canute on October 14, 2017, 09:33:22 AM
Thats new that you can't remove scars from human but from crystalloids.
You sure you got synthtic skin and glitterworld med. to mend scars on humans ?

I might of overwritten something on the patch, will look at it
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Call me Arty on October 24, 2017, 01:08:35 AM
 I'm not certain what's causing it, however, I'm also having an issue with the Psionic Field Scanner. Have it, build it, poof, gone along with the resources. Tried three times in normal mode and several times in god mode.

Here's what debug says between little things about Apparello and an animal mod,  "Aladus" is my main builder:

Exception in Tick (pawn=Aladus, job=FinishFrame A=Thing_PsionicFieldScanner_Frame301524, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__34 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=FinishFrame, curDriver=QualityBuilder._JobDriver_ConstructFinishFrame
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Thank you for any help! I love your mod, and want to thank you for adding something so awesome to the game!
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Bluntflame on December 04, 2017, 05:40:14 PM
When can we expect B18?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: TSB73 on December 08, 2017, 07:04:12 AM
Hi, I really like the crystalloid mod, but I've noticed that edb has errore prepare carefully, since you can not change the heads of the colonists, since the tattooed versions appear directly, the only way to change them is to load the previously saved preparations ..

I do not know if it is the patch that does not work, with the latest version of edb prepare carefully or it is the same mod mentioned above that fails with its mod.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Modraneth on December 26, 2017, 05:08:43 AM
when we will see a B18 version for no steam users?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Call me Arty on December 29, 2017, 05:07:22 AM
Quote from: Modraneth on December 26, 2017, 05:08:43 AM
when we will see a B18 version for no steam users?

I log onto Ludeon Forums. I click "show new replies to your posts." It's the Crystalloid mod. Finally, an update! Only to find that it's another person asking for an update. That's an unfair rollercoaster of emotions.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Modraneth on December 30, 2017, 06:35:13 AM
Quote from: Call me Arty on December 29, 2017, 05:07:22 AM
Quote from: Modraneth on December 26, 2017, 05:08:43 AM
when we will see a B18 version for no steam users?

I log onto Ludeon Forums. I click "show new replies to your posts." It's the Crystalloid mod. Finally, an update! Only to find that it's another person asking for an update. That's an unfair rollercoaster of emotions.

shame on me  :-X
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Call me Arty on January 01, 2018, 04:41:48 AM
Quote from: Modraneth on December 30, 2017, 06:35:13 AM
Quote from: Call me Arty on December 29, 2017, 05:07:22 AM
Quote from: Modraneth on December 26, 2017, 05:08:43 AM
when we will see a B18 version for no steam users?

I log onto Ludeon Forums. I click "show new replies to your posts." It's the Crystalloid mod. Finally, an update! Only to find that it's another person asking for an update. That's an unfair rollercoaster of emotions.

shame on me  :-X

Sorry, I was kinda harsh. I was just really excited thinking that there was an update.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: beeeboop on March 02, 2018, 11:02:25 AM
I hope this gets updated to B18 soon!!
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Canute on March 02, 2018, 11:14:24 AM
It is, but not for us forum user.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Harry_Dicks on March 02, 2018, 02:14:24 PM
I hope no one minds me posting this link, but here is B18 version. Can't find the extra patches for it, though. But the OP says that they didn't care if people used their XML, so I'm thinking this isn't too big of a deal. Either way, there is no ill will behind the link being posted.

http://lttlword.ru/download/rimworld/Mods/Crystalloid/B18/Crystalloid.zip
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Call me Arty on March 02, 2018, 02:28:40 PM
Quote from: Harry_Dicks on March 02, 2018, 02:14:24 PM
I hope no one minds me posting this link, but here is B18 version. Can't find the extra patches for it, though. But the OP says that they didn't care if people used their XML, so I'm thinking this isn't too big of a deal. Either way, there is no ill will behind the link being posted.

http://lttlword.ru/download/rimworld/Mods/Crystalloid/B18/Crystalloid.zip

Any idea if there's an EPOE patch or an easy way to make one? It's a must-have for me, and I've been holding-off until it released.
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: asquirrel on March 02, 2018, 02:40:11 PM
Thanks Harry for posting this.  It would be great if there was an EPOE mod for this as well as DEsurgeries, but I'll take what I can get at this point.  I miss beating the stuffing out of the Crystalloids, even though they can be a real challenge. Plus, having one on your side with their psionics is a plus.   Edit - do you know if this will work with an existing game?
Title: Re: [A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)
Post by: Harry_Dicks on March 02, 2018, 04:33:19 PM
Quote from: asquirrel on March 02, 2018, 02:40:11 PM
Thanks Harry for posting this. -snip- Edit - do you know if this will work with an existing game?
No problem! Also, if you want to add them to an existing game, then I think it will work but you will need to use the "Faction Discovery" mod by Kiame. As always, make backups of your saves, and give it a shot! I haven't done it myself, but I think it should be very doable :)