RimWorld

RimWorld

Deathpallcalypse
126 Comments
deadlieremu84 Aug 7 @ 7:58pm 
either way the error isn't doing anything to the game, some that play in dev mode just might find it annoying. it only happens when you load a save so I dont' see how it would be a problem.
Phaser Rave  [author] Aug 7 @ 9:55am 
I added the lines to add a faction leader. I'll be honest, I don't know what I'm looking at half the time with the logs. I think maybe that added new errors, but I can't tell if it's from mine or if it was there before I tried adding the leader.
deadlieremu84 Aug 7 @ 8:29am 
It worked, I can try it at game start later. Thank you for the update. One red error I keep seeing is that the faction leader is null, I get that it doesn't affect gameplay just pointing it out.
deadlieremu84 Aug 7 @ 8:16am 
I'm going to try adding it to an already going game with the Vanilla Factions expanded thing. I tried that when it didn't work at game creation and it still didn't work so I assume the faction Injection works the same just after game start.
deadlieremu84 Aug 7 @ 8:08am 
Ill update and get back to you. Thank you for the work.
Phaser Rave  [author] Aug 6 @ 5:24pm 
@Airless @deadlieremu84 I believe I have fixed the problem, just uploaded a patch. Seems to be working on my end, but please let me know if there are any issues.
Phaser Rave  [author] Aug 6 @ 2:13pm 
Thank you for the reports. I can confirm that it's my mod. I'm investigating.
deadlieremu84 Aug 6 @ 10:52am 
Same thing happened with me. Adding the faction at a new games creation makes all faction bases not spawn
Airless Aug 5 @ 8:17pm 
Game just updated so I think it broke the mod if you could fix it that would be very cool:steamthumbsup:
Airless Aug 5 @ 8:15pm 
(1.6) I don't know why but the mod randomly broke for me, when I tried to start a new game with the faction enabled it would not spawn them or show them in the faction tab when looking over the planet. Also it would make all other factions only spawn one base. When I took out the shamble faction everything worked like normal. I tested with only this mod enabled, re downloaded the mod, and verified my rimworld files but it still does not work.
Fenc Jul 28 @ 9:14pm 
oooh thank u first king
Phaser Rave  [author] Jul 28 @ 3:43pm 
@FirstKing No Forced Slowdown.
FirstKing Jul 28 @ 11:33am 
Is there a mod that makes it where the shambler events don't set my game speed to 1?
FirstKing Jul 28 @ 11:32am 
@fenc you can go into the scenario editor and remove them
Fenc Jul 23 @ 3:09pm 
option to completely remove shambler assaults or make them appear much less frequently?
Big Elmo Jul 21 @ 4:41am 
Thank you for the work! Can this be updated to have the option to remove the graphics effect, but keep the gameplay effects?
Phaser Rave  [author] Jul 17 @ 9:25pm 
@Drink4Jester The scenario can be edited to add permanent death pall and recurring shambler incidents with the Scenario Amender mod. As for the shambler faction, although I haven't really done it, the Vanilla Expanded Framework can add factions mid game. I recommend making backups first.
Drink4Jester Jul 17 @ 5:29am 
Can this start in a game already running?
Phaser Rave  [author] Jul 14 @ 2:51am 
@Ein Sorry I don't know why it'd be doing that. I didn't make any changes to the scenario editor UI. Maybe my scenarios just have too many options?
Ein Jul 13 @ 4:08pm 
@Phase howdy, 1.5, your mod + CE breaks the scenario editor window and pushes elements beyond the border (the window doesn't scale, no scroll bar)... either mod separately works, just not together. Thoughhts?
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?