Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This doesn’t require Zombieland
@Heavy
Yes, at least for now. The 3 varieties of humanlike Returned rely partially on genes.
Those are unfortunately required. You can use the Cherry Picker to remove the xenotypes you don't want though, which would leave you mostly with the revenants.
Here is an unofficial 1.5 version of CherryPicker:
https://steamcommunity.com/sharedfiles/filedetails/?id=3230046902
I understand that the question is a little strange, but I am not very interested in the magical and mythical side of Rim World, but I liked the mod for these “revenants”.
Yes. Someone made a sub-mod that makes the size traits stop spawning:
https://steamcommunity.com/sharedfiles/filedetails/?id=3260734448
Is it possible to disable the spawning of characters with genes like tall and short and just play with the mod for these walking dead?
Resubscribe to the framework. There was a 1.5 bug a week back that stopped the events from triggering.
Either that or chance. The event can only ‘roll’ for trigger chance occasionally. The number of deaths doesn’t matter.
Doesn't look like it is from my mods though. "PogoAI.Patches" is where the error is occurring, and from the looks of it the error never entered my code.
Probably "PogoAI" is trying to update some sort of pathfinding grid and failing. No idea what mod that is btw.
Exception ticking world pawn Foulloo. Suppressing further errors. System.NullReferenceException: Object reference not set to an instance of an object
at PogoAI.Patches.Pawn_HealthTracker_SetDead.GridOnDeath (Verse.Pawn_HealthTracker __instance) [0x0005d] in <6c42a41e108647d0a2b4accebdb152d2>:0
at PogoAI.Patches.Pawn_HealthTracker_MakeDowned.Postfix (Verse.Pawn_HealthTracker __instance) [0x00000] in <6c42a41e108647d0a2b4accebdb152d2>:0
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.MakeDowned_Patch8(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.CheckForStateChange_Patch2(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) ...
This mod is basically a config file and a mod-setting menu. All the actual implementation is in the big & small framework. That’s why this mod hasn’t changed much.
Cause for me it looks strange because the entire Big and Small mods forks, except this one.
I really appreciatе your work, this mod is so original and add cool features.
I've only updated and tested 1.5 code. The 1.4 is untouched, since maintaining both versions would be too much work.
Had a look at this mod, and indeed in 1.5 a few things had stopped worked as intended. (It couldn't identify what map the pawn died on)
It should be fixed now. Enjoy your undead apocalypse. :)
Yes, the mech reanimator (craftable with healer mech serum, or findable rarely) lets you do it.
@CrackaJack
I’ll keep it in mind if I return to develop this further. :)
Absolutely.
The reanimation doesn't fix scars or missing bodyparts, but injuries and freezing is removed in the process.
Normally no. But there is one exception that can 're-roll' the chance.
Also depending on trigger the reanimation can sometimes happen much much later. Like over a year later, iirc.
Glad you like it btw. :)
Hm. I should probably prevent robots from reanimating. Normally pawns can only do that once, but since they reject genes they probably can keep reanimating.
I'll add it to my to-do to prevent robot pawns (e.g. VRE Androids, and MH Androids) from reanimating.
Not sure what to do with all the skulls, but at least you stop the dead.
Not really sure what you'd do about that aside from making non-player factions unable to trigger animal revenge if such a thing is even possible.
What androids are you talking about? Android Tiers, VE Androids, or one of the other android mods?
I've never used CE, so I have no idea if the bullet-resist thing works with it. It checks for (among other things) the bullet damage def, but if the CE bullets have their own defs then it probably won't help against them.
also this may be jsut me or the mods i have but haven CE with arsnal revolution the shotguns from AR jsut drops returned its like they saw resitant to bullets and shotguns being uneffective and said BET
It is configurable in the mod settings. If you increase the odds of them going manhunter instead of berserk they won’t attack each other.
The Returned have “numb”. Literally can’t feel pain (or comfort or, …). The wimp trait doesn’t really matter to them. They are quite dangerous.
>my best fighter just got killed by what was a wimpy gardener