RimWorld

RimWorld

Vengeful Dead
60 Comments
RedMattis  [author] Apr 5 @ 12:07am 
@Arvay6
This doesn’t require Zombieland

@Heavy
Yes, at least for now. The 3 varieties of humanlike Returned rely partially on genes.
Arvay6 Apr 3 @ 6:39pm 
Isn't Zombieland like really out of date?
HEAVY Mar 15 @ 12:19am 
does this absolutely need biotech?
Pfc. Hungry P Tiredman Nov 5, 2024 @ 10:39pm 
Why isn't there a Thrumbo in yours?
Futstub Nov 5, 2024 @ 9:17am 
Why is there a Thrumbo in your kitchen?
Lekoda Oct 27, 2024 @ 5:14pm 
Also can you make it so getting beheaded impedes resurrection?
Lekoda Oct 24, 2024 @ 9:30am 
Is there any way to tie these resurrection to in game events like Eclipse or modded events like Bloodmoon?
xindl.petus Aug 26, 2024 @ 11:50pm 
Smash
Dr Jimothy Jul 26, 2024 @ 7:12am 
Having my ghouls live in the oversized corpse freezer while using this mod has resulted in it regularly being home to the most horrifying levels of undead gang violence. The revenants get up, and they're so quickly put back down. The sheer brutality of it is kinda impressive.
rubeezog Jun 29, 2024 @ 2:59am 
Thank you!
RedMattis  [author] Jun 29, 2024 @ 12:08am 
@rubeezog
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
rubeezog Jun 28, 2024 @ 2:39pm 
For this mod, is it necessary to use Big and Small - Genes & More, Big and Small - Framework, Big and Small - Vampires and the Undead, or can some be removed?
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”.
RedMattis  [author] Jun 27, 2024 @ 2:56am 
@rubeezog
Yes. Someone made a sub-mod that makes the size traits stop spawning:
https://steamcommunity.com/sharedfiles/filedetails/?id=3260734448
rubeezog Jun 27, 2024 @ 2:51am 
Hello!
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?
Malinovsky Jun 3, 2024 @ 9:48am 
I used this mod on 1.5 and it works really well. Thanks to the author for such amazing mechanic.
RedMattis  [author] May 15, 2024 @ 11:54pm 
@ [ATX] Apollo
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.
Apollo May 15, 2024 @ 10:48pm 
hey so, I'm trying this mod and no matter how many pawns die the event just doesn't occur.
RedMattis  [author] May 11, 2024 @ 8:09am 
@★ Egor Malinovsky ★
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.
Malinovsky May 10, 2024 @ 2:42pm 
After some tests i found this error. I'm not sure if this problem is caused by the mod, however I have no other ideas what could go wrong:

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) ...
RedMattis  [author] May 3, 2024 @ 8:21am 
Feel free to post errors here.

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.
Malinovsky May 3, 2024 @ 7:00am 
I try to start new game via dev mode with debug concole. Can i send here an error, if i found it?

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.
RedMattis  [author] May 3, 2024 @ 6:43am 
@★ Egor Malinovsky ★
I've only updated and tested 1.5 code. The 1.4 is untouched, since maintaining both versions would be too much work.
Malinovsky May 3, 2024 @ 6:30am 
Thanks for your responce! Will the mod now work successfully on 1.4 too?
RedMattis  [author] May 3, 2024 @ 5:33am 
@★ Egor Malinovsky ★
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. :)
Malinovsky May 3, 2024 @ 4:50am 
Is this mod working? Seems I have some problems with it, i have a title "There is restless feeling in the air", but nothing happens.
RedMattis  [author] Apr 16, 2024 @ 1:03pm 
@Morcalvin
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. :)
Morcalvin Apr 16, 2024 @ 8:20am 
Is there a way to force a colonist to rise as returned?
CrackaJack Apr 12, 2024 @ 3:26am 
one suggestion tho, an option to behead animal corpses xD those undead bears can be a real nuisance
CrackaJack Apr 12, 2024 @ 3:24am 
sincerely disagree^^ ice+zombies go too well together
[JdG] Pejman Mar 5, 2024 @ 4:07am 
one would think that freezing the body would keep them from comming back (insert colony moving to artic teritories to protect themselves from zombie plague xD)
RedMattis  [author] Mar 5, 2024 @ 12:25am 
@[JdG] Pejman
Absolutely.

The reanimation doesn't fix scars or missing bodyparts, but injuries and freezing is removed in the process.
[JdG] Pejman Mar 4, 2024 @ 1:01pm 
Do frozen bodies come back ?
CrackaJack Feb 27, 2024 @ 2:06am 
it kinda makes sense for robots to reboot somehow :P still sounds a bit imba
RedMattis  [author] Feb 9, 2024 @ 12:51am 
@fitznorway
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. :)
RedMattis  [author] Feb 9, 2024 @ 12:47am 
@Lich King
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.
Lich King Feb 8, 2024 @ 10:59pm 
@RedMattis sorry for the late replie but its android teirs i have a colony where i killed abunch of roids and they keep coming back lits like how many times do i have to teach you this lesson robot hell wont even let me scrap them but thats anthor issue.
fitznorway Feb 8, 2024 @ 12:49pm 
Oh, also, do corpses re-check everytime there's an event? Like, if one of my colonists dies, and they arent immediately resurrected, but I leave the body out - is there a chance they'll resurrect the next time the event triggers?
fitznorway Feb 8, 2024 @ 12:26pm 
This is a really amazing mod. Far and away my favorite rimworld zombie experience.
Dust Dec 24, 2023 @ 1:04pm 
Pro tip for anyone with Ideology: Remove Skull for all bodies, and they'll instantly die when they come back.
Not sure what to do with all the skulls, but at least you stop the dead.
Velvet Dec 18, 2023 @ 5:52pm 
Not sure if this is really fixable, but Returned attacking animals causes them to go manhunter if the revenge chance triggers, even if those Returned are other animals.

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.
RedMattis  [author] Dec 12, 2023 @ 11:46pm 
@Lich King
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.
Lich King Dec 12, 2023 @ 8:46pm 
idk if this is something but constantly having andriods return and i have to keep putting them down like cattle its like how many times do i have to teach you this lesson.

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
Sleeeper Dec 10, 2023 @ 4:00am 
My freezer is now main battleground lol.
VoidRose Nov 12, 2023 @ 10:40pm 
This mod and void it's a nightmare when you don't remove the body and lord I'm loving this. I have a habit of leaving the rotting dead in the corner of the map causing them to rise up. Highly recommend the mod for that zombie theme and the added fear of the dead pawn in your freezer rising up and grabbing a gun.
Lennybolt7 Oct 20, 2023 @ 6:40am 
Really enjoying this one! Thanks for making everything configurable. I always love being able to tweak everything exactly how I want it.
RedMattis  [author] Oct 11, 2023 @ 11:02pm 
@pooruglypeasant
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.
PoorUglyPeasant Oct 11, 2023 @ 7:57pm 
I have some issues with the mods, the returned are attacking themselves, so i got a raid of primitives and shelled the living f of them, then they came back alive and they attacked each other till incapacitation...
Ivsternater Oct 5, 2023 @ 1:44pm 
The Lost Faction is hilarious. My hunter brought home a turkey, was in the middle of butchering it into meat, and the turkey revived, pecking the hunter in the eye lmao. Gobble gobble mf.
RedMattis  [author] Oct 5, 2023 @ 1:12am 
@bum ghost
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.
Bum Ghost Oct 4, 2023 @ 3:25pm 
>i built a fortress on haunted grounds for funsies
>my best fighter just got killed by what was a wimpy gardener