[A17] Crystalloid ~ Crystalline Humanoid Race V2.1 (Updated 10/08)

Started by AtomicRavioli, October 15, 2016, 06:49:47 PM

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AtomicRavioli

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.

Canute

- 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.

123nick

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,

Canute

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.

123nick

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.

123nick

#95
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.



edit: i take that bakc. apparentrly i just had to exit and re-load the save again after updating and loading it, my bad.

asquirrel

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




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Mst

Hi there!
Have somebody tried to add this mod in the middle of playthrough with Factions Descovery?

AtomicRavioli

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

asquirrel

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.

AtomicRavioli

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.

AtomicRavioli

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

asquirrel

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?

AtomicRavioli

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

Treason5240

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.