RimWorld

RimWorld

RimMagic (1.0-1.5) -- now with Ascendant Vampires, Resurrection and Healing!
672 Comments
martingolding96 Feb 28 @ 5:01pm 
@Magical Liopleurodon No benefits to Deathrest for non Sanguaphage pawns and it seems this mod doesn't like to play nice with the Official DLC as Ideology stuff gets blocked by it.
Magical Liopleurodon  [author] Aug 6, 2024 @ 10:43am 
Ahh, some RimMagic vampires don't have a sleep need. Are there benefits/necessity of deathrest?

Otherwise, I would say from a lore perspective it's reasonable to expect different "strains" of vampirism to conflict with each other. That doesn't mean you can't mix them, but there might be complications.
Athanos Aug 3, 2024 @ 11:22pm 
Pawns with the Deathrest gene, like Sanguophages.

But here's the thing, when I put the vampire in the casket, it jumps out after just one second. What's up with that?
Magical Liopleurodon  [author] Aug 3, 2024 @ 8:22am 
What's death rest?
Athanos Aug 3, 2024 @ 4:11am 
Death rest still not working ?
teamgracek Jul 20, 2024 @ 12:48pm 
sadly it doesn't work with Mechanitors :c
moonstar67ppm Jun 24, 2024 @ 11:47am 
Ah yes, sounds logical to me now. Thanks for the explanation.
This is just a personal favor, if you make changes or patch for the unaffected mod I mentioned, please do not make exception for Rimjobworld. It is really helpful to have archotech genitals since they have option to unlock/block pregnancy. At least this is good for population control :)
Magical Liopleurodon  [author] Jun 24, 2024 @ 5:03am 
Thanks for that very detailed list, that must have taken time to compile!

From all that you've mentioned, I think I'm remembering that being intentional I think, it does seem like there is some sort of tag that defines something as an implant. And to me it makes lore sense that vampirism would reject an implant; it would constantly be trying to regenerate based on genetics, so just like it's able to heal bullet wounds, it would be trying to "heal" an implant. I could also see a lore reason to support implants, you could say something about intention, but lore wise I've always liked the ideas that vampires can't have tattoos or piercings generally because their body would always be trying to reject them.

I don't know, what do you think?
moonstar67ppm Jun 24, 2024 @ 3:46am 
Hi sorry for late reply. I can confirm that below parts/mod is not affected by Ascendant Vampirism.
- Archotech Regenerator from Archotech+ (continued)
- Rimjobworld
- whole body headiff GeneSeed Growth from Warhammer 40k - Gene Seed

These body parts/mods will be missing with Asc Vamp:
- Doom - Factions (continued)
- Polarisbloc - Core LAB tmp port
- All gene seed organs from Warhammer 40k - Gene Seed
- implant IUD from Biotech official patch
- Integrated Implants
- Nanomachines, Son!
- vanilla Bionic Eye
Magical Liopleurodon  [author] May 20, 2024 @ 1:03pm 
Thanks for the kind words!

Which implant was it? Because of how the healing code handles hediffs, I have to manually add exceptions to keep them from being removed. I think I have a few with this case, but from a lore perspective, you could also think of this as the vampiric immune system rejecting the implant.
moonstar67ppm May 19, 2024 @ 4:46pm 
Thanks for this amazing mod. Been one of my must have list. I am on 1.5 and just noticed that having ascendant vampirism will immediately reset my pawns' implant headiff.
Magical Liopleurodon  [author] Apr 9, 2024 @ 6:02pm 
Probably not any time soon, this mod is 8 years old and I'm pretty strictly in maintenance mode, just not breaking existing features/support.

There's always a chance I'll go in and patch things, but it's not likely. What issue are you having with the bun race?
Scarlet Ice Apr 9, 2024 @ 3:14pm 
Could you please make a patch for bun race pls! Many thanks!
Magical Liopleurodon  [author] Apr 9, 2024 @ 2:55pm 
Updated to 1.5, post any issues here. I am not planning to add special compatibility for the new expansion, but if any existing features break I will try to fix them.
Magical Liopleurodon  [author] Dec 20, 2023 @ 5:54pm 
You need Visual Studio, and then you should be able to open the solution file directly. There's a (relatively) straightforward health tick method that goes through and looks for different conditions to remove. That's what needs to be updated. The main thing is, you'll need to look up the HeDiffs and then choose a particular trait.

I'd like to fix these, but at the same time there's a gameplay argument/lore that vampirism "interferes" with other conditions. You could say the vampirism is rejecting the psycast, for example. But yeah, theoretically the source code and VBN file should be in the mod folder, which would be in your workshop folder under the same ID as the mod, 775650249
Tydy21 Dec 18, 2023 @ 11:57pm 
I also have an issue with some beneficial effects being removed, specifically from the Vanilla Psycast Extended mod. I have tried to change the mod myself to exclude the hediffs but I can't seem to get it to work. If you could give me some pointers to properly fixing the C# code I would be forever grateful.
Magical Liopleurodon  [author] Dec 9, 2023 @ 3:25pm 
That's a fair statement; it could probably be renamed. But yeah, the buff is pretty generous and I use it early game to kickstart my economy and so on.
UtterlyFlabbergasted Dec 9, 2023 @ 11:44am 
is fresh blood something that is temporary because if so, why does it last so friggin long?
Magical Liopleurodon  [author] Sep 19, 2023 @ 11:07am 
Thanks for the report, I don't know a ton about mechlinks, I'm going to guess they're an hediff. The code must be removing them because of that...hmm
Rothis Sep 18, 2023 @ 12:44pm 
And with further testing, Ascendant vampires instantly heal away their mechlinks, even when RimMagic is one of three loaded mods (the others were Harmony and Character Edit)
Rothis Sep 18, 2023 @ 12:35pm 
It seems that if an ascendant vampire installs a mechlink, they will heal the mechlink away.

I'll be doing some further testing to see if it's not just a weird mod conflict on my end.
edsai Jul 6, 2023 @ 9:11am 
Thank you! I really found. I just thought that suddenly there is an opportunity, when choosing a character and his characteristics, to immediately start, for example, as a necromancer without any altars. Thanks for the mod!
Magical Liopleurodon  [author] Jul 6, 2023 @ 8:50am 
I'm not sure, there should be a new crafting station, "Magic Worktable". Try god mode to see if it's active or not.
edsai Jul 6, 2023 @ 8:47am 
I subscribed to the mod and it installed. But if you go into the game, then no change. I chose "activate the mod", but it still does not work. Did I install it wrong somehow?
Magical Liopleurodon  [author] Jun 6, 2023 @ 7:24am 
Hey, great to hear! I also like overpowered so I get it :)
Count De Ville Jun 6, 2023 @ 12:00am 
hai just came by and say ive reinstalled rimworld and whenever im looking for vampire i came here again, jecs vampire is cool but this is more of my thing, Overpower ;) .
Magical Liopleurodon  [author] Apr 28, 2023 @ 4:45pm 
Thanks! 😀
Monster Encyclophedia Apr 28, 2023 @ 4:22pm 
Thanks for making a great mod.
Magical Liopleurodon  [author] Mar 7, 2023 @ 5:40pm 
I don't think it does, Combat Extended changes a lot.
flightofdawn Mar 7, 2023 @ 5:20pm 
Does this work with combat extended? I've tried to use the two together and I got magic staffs that don't shoot and abounding staffs that shoot Nato Bullets. Unless there is something to go with them?
[JdG] Pejman Feb 5, 2023 @ 7:50am 
any plans on merging the vampire into the new dlc one (adding a stronger rarer gene version of the sanguophage)

it would be weird having multiple version of the same thing (also would allow better compatibility and interactions)
Magical Liopleurodon  [author] Jan 23, 2023 @ 10:01am 
@funestis

You'd use the scenario editor for that, relevant hediffs would be

- [vampirism/ascendant vampirism] (whole body)
- [fresh blood]

Look at how the "crash landing" scenario adds vomiting/sickness to starting colonists, that's how you'd do it.

Similarly I think you should be able to add weapons to raiders the same way, but I've not tried that.

Good luck!
funestis Jan 23, 2023 @ 6:35am 
Is there any way to enable vamps and those weapons to spawn as raiders and raider weapons for additional level of myhem?
BanDHMO Dec 22, 2022 @ 12:49pm 
Yes, if I recall correctly it was making the mod not work, throwing the error during Rimworld startup before even loading or starting a new game. I can't test again to be sure, because I got Royalty since then. Probably, it'd be equivalent to just misspelling the name of whatever stat you were using to make it not exist.
Magical Liopleurodon  [author] Dec 22, 2022 @ 12:05pm 
I have now updated the mod to remove boosts for DLC traits; these were all really small anyways, and the vanilla boosts to skill gains and so on make these unnecessary. If I add them back then I'll make sure to test with no DLC, because I don't want to make DLC required, even though I personally have all the DLC.
Magical Liopleurodon  [author] Dec 22, 2022 @ 9:31am 
It's not required, no--sorry for the late reply also. That should be benign--is it making the mod not work? I'm not sure how to suppress it, but yeah it's just trying to boost those stats if they exist.
BanDHMO Nov 19, 2022 @ 11:01pm 
Getting the below whenever I enable this mod now. Seems like this is stuff from Royalty DLC, which I don't have. Is it supposed to be required?

Could not resolve cross-reference: No RimWorld.StatDef named PsychicEntropyMax found to give to RimWorld.StatModifier (null stat)

Could not resolve cross-reference: No RimWorld.StatDef named PsychicEntropyRecoveryRate found to give to RimWorld.StatModifier (null stat)

Could not resolve cross-reference: No RimWorld.StatDef named MeditationFocusGain found to give to RimWorld.StatModifier (null stat)
Magical Liopleurodon  [author] Nov 4, 2022 @ 8:17pm 
It looks like Healing and Resurrector potions both needed to be fixed; I just put an update out that fixed them, hopefully the workshop won't be annoying.

Thank you very much Rhi Bran for the bug report
Magical Liopleurodon  [author] Nov 4, 2022 @ 7:04pm 
I was able to reproduce the bug; it should be a dead simple fix, I'll see if I can fix it this evening
Rhi Bran Nov 4, 2022 @ 4:49pm 
Since 1.4 my colonists haven't been able to use/administer healing potions. They keep attempting, but the potion is never used up and the issue is not healed.
Magical Liopleurodon  [author] Oct 29, 2022 @ 10:07pm 
Our mods aren't related at all, but they won't crash each other. I don't how how balanced it will be, but play with it and see what happens. Tell me if you run into issues.
M11NTY Oct 29, 2022 @ 4:28pm 
Is this Compatible with Rimworld of Magic?
Elv原则 Oct 25, 2022 @ 7:07am 
nice, i will test this mod out, after fix my stack overflow error problem.
weird i keep getting this error randomly in game. after 1.4 and biotech update.
i even u se less mod and no error at all.
any idea how to troubleshoot this?
Magical Liopleurodon  [author] Oct 24, 2022 @ 9:11pm 
So I've started a sanguophage playthrough; I've made her a RimMagic vampire too and both abilities work fine.

RimMagic blood is harvested from corpses. I think that's why I think I'm okay keeping them separate. But, if anyone has submods, I'm up for including them in the main mod.
Magical Liopleurodon  [author] Oct 22, 2022 @ 11:58am 
I've only just gotten the expansion and it'll be a while before I've gotten into it fully. I do know a little about the vampires though; they'll be compatible for now in the sense that, this mod will work just like it did in 1.3 and you can add this vampirism on top of biotech vampirism and they'll both work independently

If you have suggestions for compatibility adjustments I can make, I'll be glad to hear them--obviously won't make the DLC required but if I can make this work better with new vampires, awesome.

One thing is though, if you look at the upload date I have kept this mod up-to-date for 6 years now; I don't recall ever taking longer than a week or 2 to update to a patch, and lately I've been having updates ready to go before the official releases.

So any updates I do make should really be along the lines of simple modifications to existing features; I don't want to add anything new. Hopefully that makes sense.
Elv原则 Oct 22, 2022 @ 8:23am 
any compat patch for vampire in this mod and vampire in biotech dlc?
or does it treated differently?
Magical Liopleurodon  [author] Oct 19, 2022 @ 3:11pm 
Update to 1.4; please post any new bugs you see and I will try to deal with them quickly
SAUCE__GODD Apr 19, 2022 @ 9:27pm 
Hey if anyone feels like the vampires are too squishy, try using supreme melee
SAUCE__GODD Mar 20, 2022 @ 12:08pm 
unfortunate
Magical Liopleurodon  [author] Mar 20, 2022 @ 11:01am 
Nope--that's the whole point; though you can cure ascendant vampirism if you like, either with enough health potions or death + resurrection.