RimWorld

RimWorld

Deathpallcalypse
140 Comments
Phaser Rave  [author] 3 hours ago 
@SSS-class Warlock Sorry I wouldn't know how to do that. I think they'd have to add support for shamblers on the Compressed Raids mod for it to affect this mod.
SSS-class Warlock 17 hours ago 
Could you possibly get this to work with compressed raids?
Phaser Rave  [author] 22 hours ago 
@Riven Shamblers ignore bugs in vanilla, so I included that.
Riven Oct 7 @ 10:58am 
Are shamblers suppose to ignore bugs? They don't fight insects right in front of them which is kinda lame
SSS-class Warlock Oct 6 @ 7:10am 
It's really cool early game, but once your colony wealth is through the roof, hordes of absurd size get spawned. I don't know about you, but my PC can't handle attacks of 300 shamblers very well at all, and compressed raids has no impact on this.
Riven Oct 3 @ 10:24am 
This is the hardest mod I've used yet, holy hell it's relentless I love it
Nectar Sep 27 @ 4:55am 
Looks like that worked! Amazing!
Phaser Rave  [author] Sep 27 @ 2:28am 
@Nectar I've uploaded a tweak I found, can you tell me if you still have the issue? It's likely that you'd have to test it on a new save.
Nectar Sep 26 @ 6:26am 
So I believe that the issue with fction leaders is that shamblers are an invalid selection for the game for leader, even if you manually select one and make it faction leader, the game throws an error every tick. I've been getting major slowdown with this mod and Rimwar because I believe that Rimwar might make the game check for faction leader more often. I'm not sure if there is a workaround for this but I thought I'd share the results of some of my testing.
Jetwolf Sep 17 @ 2:46pm 
THANK you! :skullb:
Hazard Maks Sep 9 @ 11:27am 
Yep so far it works perfectly, and makes the world much more alive (or dead depending on your interpretation), thanks for this faction!
Phaser Rave  [author] Sep 9 @ 11:02am 
@ferny it was unintentional.
@Hazard Maks It adds a regular faction. I haven't used Rim War, but if that mod works with any modded faction then it might.
Hazard Maks Sep 9 @ 7:55am 
Does this add a fully fledged shambler faction that can be detected by Rim War?
ferny Aug 24 @ 2:39am 
What happened with this mod being randomly being deleted for a while?
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.
kasket 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.