RimWorld

RimWorld

Big and Small - Vampires and the Undead
689 Comments
Apocrypha Jul 1 @ 12:33pm 
Awesome Red, thanks. Don't know if this will help you at all but I've noticed that the transformation only bugs out when reloading a save in game. Exiting the game entirely and then loading back in fixes the issue.
Zlygork Jun 28 @ 4:55am 
The game started in a desert, by the time the pawn got infected I had moved the colony into temperate forest. No special permanent weather effects.
RedMattis  [author] Jun 28 @ 1:05am 
@Zlygork
Eclipse or special biome? The transformation is based on the same map light values solar panels use.

@Apocrypha
Noted. Thanks. I'll put investigating it on my to-do. :)
Zlygork Jun 27 @ 7:56am 
My infected pawn transformed into werewolf and never transformed back. He never needs to sleep and is permanently transformed, even during the day
Apocrypha Jun 25 @ 10:52am 
Yeah same issue here. No CE mods but the lycanthrope transformation becomes bugged after while in game.
awmrko Jun 24 @ 9:20am 
I have the same mistake with the werewolf. I don't have any CE mods.
Aegael Jun 23 @ 1:00pm 
I tested by removing all mods besides this one, the official DLCs, and your other race mods, I didn't have CE.
RedMattis  [author] Jun 23 @ 9:07am 
@arget03
I think I set a few of the vanilla xenotypes have a rare chance to show up as returned, but otherwise that shouldn't happen. What is the issue you're seeing exactly?

@StoneByStone
I suspect the loves bites might trigger both. When I designed the abilities I didn't really consider that both might be on the same xenotype.

@Aegael, Level 3 Sentry
Is this with Combat Expanded? If so the werewolf form gets removed due to the werewolf fangs (added by the form) not being set up by the CE people, causing the werewolf form to error and get disabled.

@CrackaJack
Sinew? Admittedly not much. The skeletal returned should probably have some sort of "brittle" weakness along with fragile instead. Perhaps I'll work on them again sometime later.
arget03 Jun 23 @ 3:28am 
Is there a way to prevent the genes from randomly spawning on custom/modded xenotypes? I have custom made xenotypes. Randomly one will spawn, that has undead genes. Still the right xenotype and everything, just undead.
StoneByStone Jun 22 @ 7:22pm 
I wanted to ask-is there a way to give both the white rose bloodfeed and the dracul bloodfeed at the same time in one bite? I noticed it happen once, but I've been unable to make it happen again.
Aegael Jun 11 @ 12:06pm 
It seems like hard reloading the game works, but reloading a save in the middle of play messes things up.
Aegael Jun 11 @ 12:47am 
There seems to be a bug with the Involuntary Werewolf gene where it stops working after saving and reloading the game. Testing with just the DLCs, Harmony, and all the Big and Small mods, giving a pawn the Involuntary Werewolf gene will have it function as normal but after saving and reloading the pawn appears to get stuck in either their human or werewolf form indefinitely.
Level 3 Sentry May 11 @ 2:27pm 
Also, when trying to attack anything at night in a werewolf form, the pawn instantly transforms back without even applying one hit and only retains its fangs afterwards
Level 3 Sentry May 11 @ 2:00pm 
The killer gene on lycantropes is kinda broken, they don't seem to fulfill it while killing downed raiders (downed by the pawn with the gene). I doubt it's a mod issue since the gene itself is from biotech itself, but removing it from the race's genepool or coding a similar gene that works better would be really appreciated!
AlexiTrinune May 8 @ 2:43pm 
I wonder if this is where the lost one is made from or is it in the base framework. Either way a colonist came back to life lucky for him we have lots of bionics.
CrackaJack May 6 @ 5:13pm 
question, what is left to deteriorate on skeletal returned? they have the deterioration gene
Nanook Apr 24 @ 12:56pm 
lycanthrope bugged as hell. i have a pawn with this genes and equipped with lots of prosthesis, but it suddenly disappeared and make my pawn limbless
Zike Apr 21 @ 11:55pm 
I'm having some issues with the lycanthrope transformations. The first few days are fine with pawns possessing this xenotype. Afterward, strange things happen. One instance is transforming back into human but still retaining lycanthrope skin, ears, and tail. Another instance is transforming into a lycanthrope only for the pawn to transform into a larger version of themselves with none of their traits. During this second instance, with facial animation in use, the pawns face reverts to the standard Rimworld face (Black eyes, no mouth) until they transform back during the day. Restarting/Cloning the pawn with character editor fixes the pawn's original form but not the issues with their lycanthrope form.
FATTALLERROR3030 Apr 21 @ 3:27am 
this mod is amazing but i did find one od thing. the roaming undead and returned count as industrial in technology if the royalty DLC is not instaled. not that big of a deal just a small thing
Apr 17 @ 11:19pm 
Thank you for your mod.I've been scrolling through comments for a long time but haven't found the answer. Werewolves remain stuck in their wolf form, whether it's day or night. Restarting the game fixes the werewolves' transformation mechanism, but the error again after playing for a while.
monkmith Apr 17 @ 7:38am 
what are the mechanics behind converting a pawn to a half vampire? because it seems somewhat inconsistent in my game. i've had pawns convert when they reach immunity at 90% but that's not always the case. is it intentionally random?
RutraNickers Apr 16 @ 7:33pm 
is there a way to "revive" the Returned? Like using a Ressurect Mech Serum on a Returned pawn to make him alive once more?
Reidlos Apr 16 @ 2:48pm 
I think I narrowed it down, and got it a bit more consistent. https://gist.github.com/HugsLibRecordKeeper/2fefa11c10a8f00a91cd0f4bb63e73d7

Install mods listed.
Start game with 1 succubus (i did tribal start)
Once game loads, succubus romance person (did male/female)
make bed for them, fast forward till they sleep, or intimate (not sure if it maters).
Save game. Exit game 100%
open game, load save.
do misc things for a bit, save game.
Load game right from the load menu
See error? (pretty consistent for me but dont think its 100%) repeat one more time or second half a few times)

Im going to poke Bradson to see if he has anythoughts incase its fish/prepatcher releated.
vavilonskij Apr 14 @ 6:39am 
I found a bug when a pawn with genes that add new hediffs (for example DraculTeeth or Talons) tries to attack, the attack is interrupted and these body parts are removed, then two errors appear (Exception in JobDriver tick for pawn Morales driver=JobDriver_AttackMelee and Exception ticking hediff (VU_DraculTeeth jaw ticksSinceCreation=279) for pawn Morales. Removing hediff... ) Probably some problems with CE, but until recently everything worked fine.
Reidlos Apr 13 @ 12:44pm 
cant get it consistant :( but its 100% consistant on my main save, maybe its like highmates tweaks to the thought? it only goes away with a full game restart, reloading a save has a 95% chance (think it didnt do it once) to trigger. The bond initiator cant leave the map while this error is going off, but partner can, if partner leaves, the error stops, but continues after returning. ill just suck it up for the time being, maybe someone else will provide somthing someday, or maybe its just somthing in my save?
Reidlos Apr 12 @ 10:22am 
the melee error was by accident but glad it got found lol/

The other thing is kinda a problem, ill try and find a smaller / more consistent way to do it, but so far not having luck with just vamp etc., tried with just rocketman and not ez either.

The new save log took a few mins but was very random , didnt notice any particular sequence. ill see if i can lock it in better
RedMattis  [author] Apr 12 @ 12:57am 
@mrclumps8973
Try verifying files, the skeletal look wasn't working for a bit.

@Reidlos
Found the with the melee attack when attacking an animal.

Latest framework version should fix it.

Tried to replicate the soul bond error, but with or without Rocketman/Fish/Fishery/Prepatcher I did not manage to do so.
Reidlos Apr 11 @ 8:19pm 
here is a new game, with only Vampires and pre requs, hugs for log and the normal performance set, fishery/perfsih , dubs and optimizer and rocketman.
error took a bit long to pop in this new game, but it did but its a slightly different form?
https://gist.github.com/HugsLibRecordKeeper/dd5bc2e9595b7d81ea74d813a5891b3b
Reidlos Apr 11 @ 7:54pm 
bah ill just post the log, sorry this is a messy one, its repeatable very easy, could still be this one particular case, or Mod X causes this when Y. Ill do a only this mod test at somepoint too, hopefully its a easy fix and not a 3rd party interference. https://gist.github.com/HugsLibRecordKeeper/f71234bf2d28c396dfba3cfaa062f273

I got rid of the alert side of the error by disabling in rocketman. but even disabling/Unpatching the bondproxy patch with dubs it keeps. nothing in game I could think of undoes it either, sides maybe forceful break up.

Thanks!
Reidlos Apr 11 @ 7:34pm 
I could do a proper log and test file to get this alot cleaner but if you need a dirty log to see more ill post it, but I am getting this error set with a Succubus thats bonded ONLY after I save game, and reload, either in place or from menu. and its spams slowly but endlessly.
could be somthing else im sure, but wondering if you had any thoughts first.
https://pastebin.com/f70pGitH
mrclumps8973 Apr 3 @ 12:46am 
Are there any settings or mods that might interfere with the appearance of the skeletal returned? All of the ones I generated on the pawn selection screen looked perfectly human, even if it showed the gene for the skeletal body was active
Futthewuk Mar 27 @ 7:28pm 
For some reason I cant seem to find the Bloodfeeder (Dracul) gene which is making it impossible for me to use the 'infect' gene. Can anyone help me out?
Vulkandrache Mar 23 @ 9:37am 
It is possible that im misremembering.
Maybe i myself set it to be a normal gene for that old modpack.
RedMattis  [author] Mar 23 @ 9:23am 
@Vulkandrache
Pretty sure it was always archite. You sure you didn't have a mod changing the gene costs?
Vulkandrache Mar 23 @ 9:18am 
I noticed that Incoporate has been turned into a Archite gene.
Aside from changing the inheritance at birth has the overall functionalty changed?
In 1.4 i did a run with all genes having 0 metabolic,
and just kept piling on bonuses over several generations.
RedMattis  [author] Mar 20 @ 4:40am 
@Mismagius
It is a bit random and depends on how low their hemogen levels are. If they aren't hungry at all they won't ever bite.

You generally want to avoid it though, they very much can kill their partner, especially if their partner already has severe blood-loss.

If you have mods changing Lovin' behavior it might make the gene fail to trigger. If it still doesn't work then I guess something may have broken after version 1.4
Mismagius Mar 19 @ 9:48pm 
hey umm, how does the love feedin work? they don't seem to be biting their lovers...
RedMattis  [author] Mar 16 @ 11:50am 
@Reidlos
There is a trinket you can craft using a healer mech serum which can force it.

Beyond that there are a few hidden events and hints. E.g. characters dying during the "there is a restless feeling in the air" event are more likely to return.

If you want full control over it, grab the "Vengeful Dead" sub-mod. It is basically a config menu for the Returned (though with far more aggressive default settings).

@SAUCE__GODD
Maybe, we'll see. :)
Reidlos Mar 16 @ 2:32am 
what determines if a pawn goes "returned" on death? I had 2 pawns that were jsut normal baseliners in my new game become undead and beserk and nearly wiped my new colony lol. I just want to make sure its work properly and if there is any thing i can do promote/prevent it.
SAUCE__GODD Mar 14 @ 10:59pm 
I have a suggestion: A hunched over "werewolf body" gene
SAUCE__GODD Mar 14 @ 10:58pm 
Is there a way for me to make it so that werewolves drop their clothes when transformed
dom Mar 13 @ 2:36am 
Thanks for letting me know! It could very well be one other mod, I assumed it was the Frankenstein pawns since any time I incorporated the genes on the Frankenstein it would create a duplicate of the pawn - one with the genes still as xenogenes integrated, one with the integrated genes (but genes not showing up as integrated).

I'm not running HAR (if it was the Humanoid Alien Framework), but it could be a conflict with the LTS system indeed. I originally downloaded the LTS for other reasons, but I noticed it seems to conflict a lot with mods I didn't think it would conflict with. Will ask the creator of that mod if they have any idea - thank you!
RedMattis  [author] Mar 13 @ 12:43am 
@makeshiftwings
Logs please. :)

@dom
I doubt the true origin is from my mod since the Frankenstein ability just touches on genes, and I have heard of this issue on modlists not including my framework.

There is a "BetterLoading" error in there, a which I know at least HAR has had issues with.

LTS Implants also has an error ("LTS_Implants.Gene_Active_Patch.Gene_Active_Patch_Postfix")

It could be the pawn broke due to something else prior to that if it is loading a save with the problem already present though.
makeshiftwings Mar 12 @ 12:07pm 
I had a weird bug with the Revenant from this mod; I was trying a scenario from Vanilla Factions Expanded: Empire where you start in a burning castle full of randomly generated corpses, and one of the corpses was a Revenant. This caused some kind of weird bug where it kept warping around to all the other corpses to try to respawn but couldn't. It caused a graphical glitch where if the revenant was on the screen, all other pawns and all the fire would go invisible. I tried using dev mode to delete the revenant several times, and even changed its xenotype to baseliner to try to stop it, but it somehow kept coming back. Probably a weird corner case but I figured I'd let you know just in case.
dom Mar 9 @ 2:48pm 
OK! This is probably my own fault since I run almost 500 mods... BUT, I noticed a bug wit the Frankensteins. Every since I incorporated and integrated some genes to a Frankeinstein pawn from - presumably another mod such as Fungoid, Highmate and one with Demon wings - my pawn keeps duplicating itself every time I open the save file. I originally had one Frankenstein, now I have 3. And only one of them can shoot and attack while drafted (the original one), the other ones just stand there and do nothing. Otherwise they function like a normal pawn.

In a way very Frankenstein-esque how it keeps multiplying, but ... Yeah. I uploaded the logs. I should have the patches but ofc may be any of the hundreds of mods causing the issue - but I suspect mostly this one. Sorry for the inconvinience and thanks in advance!

https://gist.github.com/HugsLibRecordKeeper/62321d4990ef57a38e8aaf656d93ac32
Dust Mar 3 @ 7:19pm 
@lavalink07 thanks!
RedMattis  [author] Mar 3 @ 1:13am 
@KnownSaturn9660
Yeah, nothing is removed. :)
KnownSaturn9660 Mar 2 @ 5:51pm 
i assume this doesnt overwrite the vanilla vampire from biotech
would be nice to have a ordinary vampire mixed with some of these cool modded ones
Lavalink07 Mar 2 @ 3:00pm 
@Dust It is not a Gene but the Werewolf Form Hediff that does that.
Dust Mar 2 @ 10:43am 
What causes the lycanthropes to regenerate their organs and limbs? I may just be blind, but can't find a gene that causes it.

And that healing factor is very useful.