RimWorld

RimWorld

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Shamblers expanded:We are zombies now!
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Mod, 1.5
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660.557 KB
Aug 1, 2024 @ 12:21am
Mar 24 @ 3:39am
9 Change Notes ( view )
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Shamblers expanded:We are zombies now!

Description
!machine translation! (sorry my english is bad....)

CE √
Mutliplayer √ (XML)

Updated again , March 24
-Shamblers will randomly gets implants and wounds when they spawn (20% chance)
-Reduces the frequency of shamblers walking randomly or standing sluggishly, greatly improving performance(5→13)
-Shamblers can eat more food type

Updated again , Feb 22
-Slightly adjusted shamblers equipment durability cap and enriched the types of equipment(a bit)
-drafted shamblers will no longer wander randomly and search for food

Updated August 9
-I've removed the [permanent game condition: Deadth pall resurrection]'s fog effect (becasue it will obscures the view and causes other weather unusable!!!!)(this change will improve TPS)
-The red alert "Could not resolve cross-reference: No Verse.AnimationDef named NO found to give to RimWorld.MutantDef Shambler" I fixed it and made him not appear again!!

I can't reply to comments due to VPN issues, but I'll read them all

Updated August 5
-Your Shamblers will be able to divide the activity area!!!!!!

content:
-Shamblers no longer have a shaking animation, improve TPS
-Shamblers will starve and eat the corpses and meat around them
-Shamblers will be equipped with a wider variety of equipment, and the equipment durability will fluctuate more (perhaps increasing the difficulty)
-Remove Shamblers time limits, they will always be there (but will starve)
-Your human Shamblers can be Drafted,

Future Plans:
- Add exclusive weapons and equipment to the Shamblers!
- Make it possible for Shamblers to eat rotting corpses!
- Made compatible after VE Shamblers expanded out!

Shamblers Zombies Zombie Shambler undead deadth

[Answer]

Q: Why my shambler always eat my stored meat?
A: Zombies can be divided into activity zones, let them go to their defense and away from the food!


Q: Why my shambler walks around after being drafted
A: I fixed it!


Q: My shambler will appear in the top frame
A: Actually, the original version did not have this problem, I suspect it may be due to the game update
45 Comments
神说万岁 Apr 27 @ 6:19am 
实在不想打边缘魔法了,兼容性和bug的问题有点多了(
神说万岁 Apr 27 @ 6:18am 
能不能联动灵能扩展做一个真正意义上的死灵法师灵能体系?
海胆今天吃dm53 Apr 21 @ 5:58pm 
等会那些血肉兽蹒跚怪不会饿草(
xgxhp Apr 5 @ 9:54pm 
很好的mod能让玩家操控亡灵大军,就是头像过多以及异象的怪饿不死处决起来不方便,能否让蹒跚怪成为殖民地的动物这样宰杀起来方便些
hhhhhhh Mar 25 @ 10:05am 
不錯耶, 吃屍體
但希望餓死後就在再起不能
(可能用屍體完整度來限制之類的
XYM04689733 Mar 25 @ 8:17am 
更新后 蹒跚怪出现头像 会刷大量红字 蹒跚怪法伊特 started 10 jobs in one tick. newJob=Ingest (Job_70985) A = Thing_MealSimple46654 jobGiver=RimWorld.JobGiver_GetFood jobList=(Ingest (Job_70975) A = Thing_MealSimple46654) (Ingest (Job_70976) A = Thing_MealSimple46654) (Ingest (Job_70977) A = Thing_MealSimple46654) (Ingest (Job_70978) A = Thing_MealSimple46654) (Ingest (Job_70979) A = Thing_MealSimple46654) (Ingest (Job_70980) A = Thing_MealSimple46654) (Ingest (Job_70981) A = Thing_MealSimple46654) (Ingest (Job_70982) A = Thing_MealSimple46654) (Ingest (Job_70983) A = Thing_MealSimple46654) (Ingest (Job_70984) A = Thing_MealSimple46654) (Ingest (Job_70985) A = Thing_MealSimple46654)
XYM04689733 Mar 24 @ 11:21pm 
废话有点多 来点干货 目前拿武器CE环境可以设置拿去近战武器 穿衣服有个工坊装死的MOD和帮人穿衣,就是比较麻烦。很有潜力的MOD,期待您的作品。
XYM04689733 Mar 24 @ 11:18pm 
这点你做得很好,限制射击,食物需求很合理,可不可以饿了也会像食尸鬼一样发狂攻击,吃东西能触发再生的BUFF修好自己身上的缺少的部位。按玩家路过的都得要收过路肺尿性,个人觉得根本不会有人喂吃的,关起来饿死要用再复活就行了....又回到原版蹒跚怪的用法了。其实原版时长限制这个设定也不错,至少得消耗死灵弹换取存在时间,作为食尸鬼的下级替代。工作类型建议,可以借鉴类人食尸鬼MOD的方法 用配置文件设置工作类型更人性化想正义就正义。类人食尸鬼也只开了近战狩猎搬运和清洁已经很强了,僵尸炮灰工作能搬运清洁就很好拉。基础框架搭好再拓展玩法嘛。
XYM04689733 Mar 24 @ 11:17pm 
一点小建议 另外个是套的人类的行为树,把需求去掉,代码倒是省事,这个方法可以借鉴,穿装备和工作问题就解决了,是通过背景故事来限制工作类型,其实也没限制什么,可以做除了智识以外的全部工作,召唤后没有任何需求,全天候炮台,工作效率无衰减,甚至还加技能等级,生产专家???机械族???我在哪,我是谁 。平衡性emmmm相当离谱。
XYM04689733 Mar 24 @ 10:37pm 
体验了下新出类似的MOD 更喜欢你的思路 优点有很多 首先轻量化 1.优化后大幅度提高了蹒跚怪袭击的流畅度 2.是倒地就死 不用给僵尸治疗,再复活就完事了,定位准确,简易炮灰。