RimWorld

RimWorld

Deathpallcalypse
106 Comments
snakes Jun 30 @ 11:38am 
I can confirm I'm using 1.5, that's probably the case. Thanks.
Phaser Rave  [author] Jun 30 @ 10:41am 
@snakes Which version of the game are you on? I was able to reproduce the issue after attempting to cremate a few hundred shamblers in Rimworld 1.5, where 3 of them did resurrect, but none of the hundreds in 1.6 did. I think it might be a vanilla 1.5 issue.
snakes Jun 30 @ 9:50am 
@Phaser Rave My crematoriums resurrect corposes into shamblers every time. I managed to find a few reddit posts with similar issues, but no solutions. Likely caused by a mod incompatibility if I had to guess:

https://www.reddit.com/r/RimWorld/comments/1cdmf21/anomaly_bug_death_pall_and_its_interaction_with/

https://www.reddit.com/r/RimWorld/comments/1gr9i6t/crematoriums_not_working_during_death_pall/
Phaser Rave  [author] Jun 30 @ 9:44am 
@StockSounds Thanks, I've uploaded a fix. Seems I accidentally repeated a line.

@snakes Could you give more info? I can't seem to reproduce the bug. I created a roofed building and was able to cremate a group of shamblers without them resurrecting.
snakes Jun 30 @ 9:32am 
Noticed a bug with this mod. Attempting to cremate a corpse at the crematorium causes it to wake up as a shambler and come out of the crematorium, even while the corpse and crematorium are both inside away from death pall. This renders the mod completely unplayable in my opinion.
StockSounds Jun 30 @ 6:04am 
I'm getting an error on startup,
"XML RimWorld.ScenPart defines the same field twice: isFinished."
It references the "ShamberSwarm" incident so I can only assume it's from this mod.

Seems like it doesn't do anything wrong, but it also looks fixable.
Phaser Rave  [author] Jun 23 @ 3:19pm 
@StockSounds In the 1.6 version, I've added a new shambler raid type which was added to the base game after the initial release of this mod. These shamblers will attack you and are not affiliated with the modded shambler faction. I still kept the 3 wandering shambler events, and upped the frequency of all four shambler events (the scenarios can be edited to your desired difficulty). You'll either have to make a new game or edit the save file.
swaggy Jun 22 @ 10:17am 
@stocksounds get thisrimofmine and start a run in a city with cai fog of war, trust me, its hard
🌸♡Emily♡🌸 May 24 @ 1:07pm 
can someone make a dedicated medieval overhaul expansion for this mod
ShivKnight Apr 27 @ 5:20am 
Does this work well with rimwar? Id love to see the undead hordes wiping out nearby factions.
StockSounds Apr 18 @ 6:49pm 
Sadly, it seems like the death pall isn't enough of a threat on its own, and neither are shambler hordes in their middling quantity and with their docile nature, so I just end up with a surplus of archotech shards instead of a persistent threat.
Phaser Rave  [author] Mar 15 @ 7:53pm 
Thanks, and don't apologize. If it's my mod I'd want to try to fix it.
Born Of Birch Mar 15 @ 4:12pm 
From what I can find it does seem shambler events do appear without touching the monolith.
I might just be getting a weird amount of them.
Since I didn't have either scenario.

I do apologize, I love the mod.
Phaser Rave  [author] Mar 15 @ 4:06pm 
I don't think so. This mod just adds scenarios and a faction, both are things the player must choose to add at new game creation. With the mod disabled at the time of starting a new game, when choosing a vanilla or other mod's scenario, this mod can't have an effect. The scenario is what controls the onslaught of perpetual shambler events for my mod.

The shambler events I use are vanilla events, but they are controlled through the scenario (in my mod). Because of this it's possible to create unending shambler swarms using the scenario editor without my mod, but it'd have to be done manually (or with another downloaded scenario). Other than that, I think it's likely another mod, or bad luck.
Born Of Birch Mar 15 @ 3:47pm 
No, I'm talking about a completely new game after removing the mod completely.
Not midgame, maybe shamblers show up without touching the monolith, but they seem to show up very often which is what makes me question if this mod might still be effecting the game somehow.
Phaser Rave  [author] Mar 15 @ 2:08pm 
@Born Of Birch @decom70 The deathpall and shambler events can be disabled by using the Scenario Amender mod, or editing the save file and removing the relevant bits. I don't know the effects of removing the mod mid-save if you have the shambler faction, but it might cause issues. I would keep the mod enabled, and just amend the scenario.
Born Of Birch Mar 15 @ 11:46am 
Yeah i'm having the same issue, removed the mod and started a new game, but shamblers keep showing up.
Seems to still be effecting my game even when deleted.
Alexios II Komnenos Feb 8 @ 9:23am 
@decom70 Rule number 1º of Rimworld, never remove mods because it will mess stuff (unless like texture only mods or so)
Zerosinker Jan 16 @ 7:49pm 
i remember listening to an audiodrama where there were "smart ones" among the zombies that would occasionally steal things and kidnap people for experiments so rather than immersion breaking i'd like to imagine what they're going to do with them
decom70 Dec 18, 2024 @ 9:32am 
Even after removing the mod, they keep coming... How can I stop the hordes from constantly showing up on my doorstep?
decom70 Dec 18, 2024 @ 8:28am 
This mod is unplayable mid to late game. The sheer amount of shamblers being spawned + their pathfinding + their corpses afterwards kills frames. I sometimes get hundreds of them spawning right after each other.
Blue Zergling Dec 5, 2024 @ 4:28pm 
@rainbowwilliam Alpha Genes adds various xenogene based traits for shamblers, including shambler infection chance. So far, no incompatibilities between the two mods.
TheTrueJohnMadden Dec 5, 2024 @ 4:14pm 
@AcetheSuperVillain Compactable lmao
Cat Kraken Nov 30, 2024 @ 7:35pm 
yeah im not an anomaly owner but these people are so stupid. i wish they did a non anomaly version like what we had before zombieland became outdated but this is literally just an upgrade of the anomaly shambler not a independent zombie system. people are stupid
Swagatron Nov 29, 2024 @ 7:39am 
People asking for an update that removes anomaly requirement - how are you going to remove the requirement of the entire framework the enemies rely on to exist? It can't and won't happen. This is a tweak for the anomaly shamblers, not custom zombies.
Koiaterasu Nov 25, 2024 @ 7:41pm 
@rainbowwilliam
urban ruins adds necrotis (or whatever its called) which is the shambler infection
rainbowwilliam Nov 23, 2024 @ 10:24pm 
This is the only zombie mod working we need a optional setting for infectious bites! Please... :steamsad:.
AcetheSuperVillain Nov 21, 2024 @ 7:26pm 
How's it going to be compactable without DLC since it uses content from the DLC?
drshahramanvariazar Nov 15, 2024 @ 6:16am 
as an excuse PLEASE MAKE IT COMPACTABLE WITHOUT DLC CUZ OTHER ZOMBIE MODS ARE OUTDATED AND NOT FUCTIONAL (zombieland one is bugging the game that makes you when selected the colonist you can interact when right clicking
caroline Nov 14, 2024 @ 8:36pm 
can you make it so if a wound made by a shambler gets infected and the colonist dies from the infection the corpse gets revived as a shambler?
Phaser Rave  [author] Nov 11, 2024 @ 5:22pm 
@Booser Bob I did not create three new shambler swarm events. Those are vanilla Anomaly events, which all shared the same label "shambler swarm". My patch renames the labels to distinguish them from each other in the scenario editor (small, regular, and animal), so that I and other players may configure the scenario without guesswork.
blahblah761996 Nov 11, 2024 @ 3:05pm 
@Phaser No nothing significant. But I think i might have excluded the empire faction which bugged a bunch of Royalty mods
Booser Bob Nov 11, 2024 @ 2:08pm 
Installing this mod will create some errors in your game. The author created 3 new incidents in the scenario editor that do basically the same thing (different shambler swarm varients). If you ever uninstall the mod, your scenario editor will be left with 3 identical "Shambler Swarm" events in the event list that will never go away and the game gives you constant errors.

Not necessarily game breaking but it is very annoying
Phaser Rave  [author] Nov 10, 2024 @ 9:35pm 
@blahblah761996 did you have a significant increase to colony wealth between those waves? I just tested it with that mod up to wave 8, and it gave the normal amount of spawns.
blahblah761996 Nov 10, 2024 @ 9:09pm 
When I combine the mod with Winston Waves of Oskar, at wave 8 it gives me 600 shamblers from 10 shamblers at wave 7 :( any way to fix it?
Xeneo Nov 10, 2024 @ 1:11pm 
it could be cool if there was a way to stop the death pal, even is its just temporary, imagine this, after years of fighting shamblers, your colony finally manages to build an artifact that stops the death pall, and they can finally see the sky after all that
Fuzz Oct 30, 2024 @ 8:09pm 
Screethegargoyle You can create an incident in the scenario editor and cause it to repeat by changing the cross to a tick. You can also have it randomise how often it happens between a bracket of every minimum and maximum days.
Fuzz Oct 30, 2024 @ 8:07pm 
Any chance of a shamblers tab (like the wildlife/animals tab) or even just a 'number of shamblers: xx' indicator on the right side information similar to the zombieland mod?

I love the DLC focused style of play rather than a modded run, but when there are always shamblers all the time it's too easy to lose track. Even if you remember where groups are, the odd shambler or two don't clump.

If you had a counter to compare to, a headcount would at least let you know you've found them all instead of having to double check everything every time.
Early game it's kind of atmospheric, but lategame with higher scaling and more events its just a tedious grind.
(≡◉‿‿◉≡) Oct 16, 2024 @ 5:45am 
It's working now. Just wrong mod positioning. The only problem in my case is that they don't wear Medieval Overhaul equipment that much. I always encounter industrial to spacer items.

How about a separate patch for please?
Screethegargoyle Oct 15, 2024 @ 5:12pm 
is there a way to have a incident repeat on a loop?
Lady Sorcia Oct 11, 2024 @ 4:19am 
@phaser rave You need to change the "pawn kind" "Shambler Swarmer" and "Shambler Soldier" to have "Apparel tags" from "Industrialbasic" to "medieval"

For users that want a quick fix use RIMMSQOL and change it in the mods settings, takes like 2 seconds and any zombies that spawn will have the respective gear.
Rin Oct 7, 2024 @ 5:54pm 
it not fine it broken delete all mod and try this mod it very error and broken:deadrat:
Phaser Rave  [author] Oct 7, 2024 @ 1:59pm 
Broken how? I just tested it and it seems to be running fine. Might be a mod incompatibility.
Rin Sep 27, 2024 @ 11:56pm 
error wait to fix do not use game broken:stress::stress:
Krei Aug 27, 2024 @ 9:00am 
For those who are annoyed with the BeepBoop notification sound from resurrection messages, https://steamcommunity.com/sharedfiles/filedetails/?id=2901941345&searchtext=individual+sound try this mod out and look for "message_NegativeEvent" lower the slider or mute entirely, this affects every negative beepboop sounds in the game, so just treat it as a temporary fix.
S.E.A.F Commando Aug 26, 2024 @ 12:00am 
get error on start up with this mod saying too many incidents within time? maybe conflicting with faction war mod?
CronoSenior Aug 25, 2024 @ 10:07pm 
@Flash you need to add it in faction menu, the shambler faction have a black icon
Flash Aug 16, 2024 @ 1:22pm 
Or is the faction invisible? and only appear after the world creation?
Flash Aug 16, 2024 @ 7:57am 
When starting a new game, the shambler faction dont appear.
Lira Aug 9, 2024 @ 9:46pm 
Something I'm noticing on the secondary scenario, the one without a permanent death pall, is that the majority of my "raids" - and indeed the majority of my events - are shamblers wandering in but not actually attacking. It's trivial to avoid them until they collapse so it's the equivalent of just not getting an event, except that it occasionally gifts me with shards when they fall apart. Not sure if there's a way to tune this so that the "wandering" event is less common or removed outright, but if it's possible, I'd suggest it.