RimWorld

RimWorld

Big and Small - Vampires and the Undead
718 Comments
keirests Aug 13 @ 9:32am 
Hello i want to ask what could cause weird thing like this to happen, lycanthrope to split in two, i imprisoned one and then saved the game and when i came back to play there were two of them of the same person, one in wolf form and the other is in human, but they don't switch between wolf and human they just stay the way they are. I am playing 1.5
Grey Aug 11 @ 11:54pm 
Same issue with lycanthropy as described couple pages above.
After reloading a save it bugs out and pawn stays partially in form (facial animation disables itself like it should, yet werewolf head doesn't apply)

Also may not be related but in this form seems like healthtracker bugs out as well and wounded torso with 22/50 hp remaining may randomly tick to 0 and pawn perishes. On reloading a game everything fixes itself and torso becomes 125 max hp (pawn is lycan/white rose hybrid)
TcT Goth98 Aug 7 @ 7:28pm 
Anyway to make our own or change people into Frankensteins?
Gatoviejo =^,^= Aug 5 @ 7:28pm 
Hello, can I disable the Xenotypes I choose? I'd like to try just the Dracul and White Rose xenos.
SupaMalaman Aug 2 @ 11:04am 
doing a Solo Frankenstein run in a world modded with dozens of Xenotypes is truly the most fun Ive ever had, slowly becoming the perfect being
Spy That Isn't a rock Jul 31 @ 11:05am 
Ahhh thank you so much
RedMattis  [author] Jul 30 @ 11:16pm 
@Spy
It takes days, or sometimes weeks. Earliest is 2/3 of a day.
Alexander Moonflower Jul 30 @ 7:54pm 
Very cool!!
This fits perfectly on the vampire hunter run i'm planning to do:D
Spy That Isn't a rock Jul 30 @ 5:47pm 
I just have a question about the revenants, all the race says is they return if not killed by fire but mine haven't, in not sure if it is like a time thing, and there are non-rotted bodies on the map
RedMattis  [author] Jul 30 @ 10:35am 
@Richie
It is in the mod options under Big & Small Framework.

@cakemonster112
It infects them with a disease that will turn them full werewolf if not tended to.
RedMattis  [author] Jul 30 @ 10:34am 
@Blacksoul
Could you post a log here on on the discord. If there is a known error I don't think I have it logged anywhere.

@dom
Does that happen with only my mods? The baseliner issue doesn't sound like something from my mod.
Blacksoul Jul 30 @ 9:38am 
@Reidlos or @RedMattis any update on the PsychicBondProximity error happening with the succubus? It does slow the game noticeably if you have multiple bonded succubus due to throwing that error all the time.
The Milkman Jul 29 @ 9:32am 
okay sorry. somehow it works again.
cakemonster112 Jul 28 @ 5:10pm 
how does the gene infector for werewolves work?
The Milkman Jul 25 @ 12:53pm 
i have a problem. my vampire dracul still needs food. even with hemogen eater xenogene.
dom Jul 22 @ 4:10am 
Hey again, and first off, thanks a lot for keeping up this mod, it's one of my favorite mods by far (alongside other B&S mods)!

I have... an odd issue. I think it may be a mod mismatch, so I apologize deeply.

But I think draculs & white roses aren't counted as bloodfeeders. If I have any Dracul or white rose in my colony, they will not help themselves to auto-feed from members of the colony with the "Auto feed bloodfeeders" mod. Every other bloodfeeder will automatically seek out their food source. With VE Aspirations, they will also not get the "become a sanguophage" aspiration from becoming a dracul/white rose.

Other odd issue is that "Sanguophage feed" or "Bloodfeed" option (Biotech) only works on baseliners. And when they do get bit by a dracul, they always get infected, even when not hostile.

Thank you for your time, and sorry for the bother.

https://i.imgur.com/VuDgFnY.png
https://gist.github.com/HugsLibRecordKeeper/74351080a1d508fcac852b048f4bac56
Richie Jul 21 @ 8:22pm 
man i love everything in this mod except the returned, anyway i can get like a mod option to turn on or off some of the stuff, this mod has quite a few things :steamhappy:
Dust Jul 15 @ 10:59am 
Ok! Ty for the info update!

Also for anyone curious, the perpetual darkness of the Glowforests do keep werewolves locked in their proper werewolf form permanently (not the cosmetic bug). So you have constant super healing melee fighters who never sleep, BUT, your colonists are constantly unskilled and having mental breaks all the time due to the -25 werewolf rage.

An really interesting way to run a colony though.
RedMattis  [author] Jul 15 @ 10:27am 
@Dust
I have some code that tries to restore whatever their previous settings were. It is possible they lost the original face data. This can for example happen if the cache is force-cleared via the dev-command.

It could also be a bug causing the data to go missing, or the cache was dropped due to discovering an error when loading a save, etc.
Dust Jul 14 @ 1:08pm 
Ok, I am seeing the eternal werewolf bug, sorta. They are reverting and shrinking down, but keeping their wolf faces. No errors when it happens, and only a visual bug (their skills return to normal). But just an FYI. (I did try a full restart, but issue still happens).
I don't have the alien races mod either (I know that can cause issues in the past)
Dust Jul 14 @ 11:48am 
I missed the werewolves were darkness based, rather than time based. Gonna have to test this with the new mushroom biome.
Mortagon Jul 13 @ 5:10pm 
Sounds good thanks for the amazing mod!
RedMattis  [author] Jul 13 @ 12:23pm 
@Mortagon
It is quite harmless.

It was a gene blacklisted from AG's wretches, but the gene in question has since been removed.

I'll fix it in the next update.
Apocrypha Jul 13 @ 10:01am 
@Mortagon Its a conflict with alpha genes.
Mortagon Jul 12 @ 7:04pm 
This only occurs with this mod active, not the heaven and hell mod
Mortagon Jul 12 @ 7:04pm 
Getting a red error: "Could not resolve cross-reference to Verse.GeneDef named VU_Disguised_Succubus (wanter=blackListedGenes)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.GeneDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.GeneDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)"
Ashtromancer Jul 11 @ 8:31pm 
I'm not sure if this is an error or not, but Dracul don't seem to benefit from the mood bonus of blood torches, probably because they have an alternate bloodfeeding gene.
RedMattis  [author] Jul 11 @ 2:06pm 
If you link the errors here or on my discord, I can have a look.
Apocrypha Jul 11 @ 12:56pm 
I'm sure the update and DLC has got you an every modder running around like crazy right now but I wanted to let you know that I'm getting an error on the succubus genes with this mod and alpha genes installed. Removing one of the two fixes the error.
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
Lucillius 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?