RimWorld

RimWorld

Rim of Madness - Vampires [Deprecated]
Anubis Dec 4, 2017 @ 11:40am
Some bug reports, some suggestions
On the main page these just get lost among other comentaries so I thought it would be better to place them here.

1 - Extracting "blood vials" creates "blood packs" instead, effectively creating 3 bloodpoints for every 1 bloodpoint extracted.

2 - Sometimes when on sunlight vampires don't run or dig a hidey hole, they just stand and die, unless drafted. This is probably what is in need of more urgent fixing, as it stands they just need too much micromannaging every single day just to make sure they don't die in the sun even though there are shadow patches 2 steps away from them.

2.1 - As reported by "AFFIRMATIVE" this appears to not be fixed, even though the latest patch is reported to fix sun behaviour, aparently, as of now, vampires still behave weirdly and a new behaviour is introduced where they can't be forced to do anything during day hours.

FIXED 3 - I'm not able to make vampires prioritize prisoners when feeding, they instead always go for colonists (prioritizing prisoners should be the default behaviour tbh).

4 - This is more of a QOL thing, there should be an option on dev mode to reset a vampire's level (or give a perk point), currently when attempting to change their bloodline or make them stronger or weaker (generationwise) the current abillity points are lost but their level stays the same (making it harder to level).

5 - Sometimes vampires get out of cover to cast spells. Actually not only out of cover, sometimes they just move to random places, potentially moving behind a wall and casting the spell, which causes the vampire to lose the vitae and the spell to go on cooldown but nothing happens (the same thing happens with force powers on the Star Wars mod by the way).

6 - Tremere's blood salvo doesn't do anything (other than taking time to cast and spending blood). Update: It sometimes work, but mostly it doesn't.

7 - Vampires and pawns still get the mood debuff associated with death when vampires can revive just fine, when regarding relatives this is even worse, I got stuck with several minuses stacking up to -29 for (1 quadrum, 4 to 14 days each) even though said pawn was just fine and walking around the base. Also, vampires get mood debuffs for "blood extracted from prisoners".

FIXED 8 - Vanilla mechanoids (and mechanoids from mods (like misc robots) have blood and can be fed on.

FIXED 9 - Right clicking still causes a lot of lag, to the point of causing a massive slowdown if 3 or more pawns are on the same place (like a caravan).

FIXED 10 - Not really this mod's fault, but manual feeding is currently incompatible with Psychology mod because there is no right click menu, although this might be worth looking into since a lot of people use it.

10.1 - As added by "Adeen Dragon" this also prevents vampires from sireing additional vampires

11 - Even though the description states "vampires tire very quickly during the day" this is not true, vampires are at full energy at night and at no energy during the day. It's minor, but if they could actually just get tired quicker during the day it would probably work better.

12 - As reported by "Fason the wizard" vampire vitae goes down slower than regular pawns recover blood, which could lead to a vampire killing a pawn (eventually) when feeding (could be intentional, but it does create problems deending on the ratio of vampire to regular pawns on a colony).

FIXED 13 - Reported by "♥♥♥♥tuplets" - Directly tied to the problems with the current implementation of sun damage: when a caravan arrives during the day and a vampire is the leader he might behave weirdly, either outright dying to the sun or burying himself, in which case it would be impossible to interact.

14 - Reported by "XelNigma" - The vampire skill "shape monstrocity" can be used on humans, turning them into a tamed animal.

FIXED 15 - Reported by "Rous" Vampires set to feed on animals will sometimes attempt that by going lethal on boomalopes (never a good idea).



EDIT: I'm no longer updating this, I'm not certain that it is relevant either. From what I've seen the best way to report bugs and place suggestions is to go to Rimmadness's discord, the link is in this mod's description.
Last edited by Anubis; May 5, 2018 @ 7:36pm
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Showing 16-30 of 52 comments
AFFIRMATIVE Dec 25, 2017 @ 6:09am 
+1 on admin comand to reset a vampire's level, surprised there wasn't one already.

Also is there a way to search for your vampire's sire? I don't know on what location or what faction my sire is, so is there a way to find the sire in a specific file or something? At least finding out what faction belongs.

Also is there any specific way to force my vampire during daylight not to sleep? They can stay up for a few hours more before exhaustion, but even if i remove the sleeping schedule, they still forcefully got to sleep.

EDIT: Replacing their "Anything" schedule to "Work" seems to solve the issue about vampires always going to sleep once day comes. Blood sucking should negate the negative mood lost from Very Tired, thus you can effectively use your vampire with just a few hours of sleep.
Last edited by AFFIRMATIVE; Dec 26, 2017 @ 3:55pm
Taciturn Dec 30, 2017 @ 4:46pm 
Originally posted by Anubis:
6 - Tremere's blood salvo doesn't do anything (other than taking time to cast and spending blood). Update: It sometimes work, but mostly it doesn't.

That's problem in JecsTools.
By default it work only on non hostile targets.
Simple solution enable friendly fire in ROMV_Thaumaturgy.xml.
like
<Vampire.VitaeAbilityDef ParentName="BaseVampAbility"> <defName>ROMV_Thaumaturgy_BloodSalvo</defName> ...... <TargetAoEProperties> <targetClass>Pawn</targetClass> <showRangeOnSelect>true</showRangeOnSelect> <startsFromCaster>false</startsFromCaster> <friendlyFire>true</friendlyFire> <maxTargets>3</maxTargets> <range>6</range> </TargetAoEProperties> ......


Last edited by Taciturn; Dec 30, 2017 @ 4:47pm
AFFIRMATIVE Dec 31, 2017 @ 11:14am 
"Vampires should no longer prove problematic when the sun is rising"

Well the vampire seems to be more problematic than ever when the sun is rising with this new patch.

It no longer works properly during the day when you force the vampire to work by putting "Working" under its hours. An automatic "Moving" command forces the vampire to go to bed everytime you make it do something.

When it actually goes to bed, the vampire doesn't sleep. It just goes to bed and then immediately does something because its pathing is forced if its a "Working" hour, but it won't do any proper work because the "Moving" command to bed immediately overrides it a few seconds later, setting the vampire in an infinite loop until night or until you take off the "Working" restriction and just let it sleep.

In the prior patch, the vampire could've done normal work during the day assuming it was under the roof.

If this is intentional to make vampires accurate to the lore or something, then i'm not a huge fan of it... because my vampire happened to also be the selected leader in the Psychology mod, and it basically cuts down the working hours by making it sleep from 4-5 hours to 10. And now it will never have sit down periods with the colonists because it will never interact with them since they sleep at night when the vampire is awake.

Is there anyway i can revert to the previous patch? Or any line i can modify in the job giver file to revert it back?

EDIT: Found it https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/releases

I'l use the previous patch until this one is sorted out.
Last edited by AFFIRMATIVE; Jan 1, 2018 @ 10:49am
alright blood vials are now missing now vamps aren't drinking from them and if forced all vamps that drink from them stop doind anything and having to restart the whole run as saving with that glitched makes it more or less permanent
YourOldFriend Jan 14, 2018 @ 6:02pm 
Originally posted by Fason the wizard:
another bug, blood is recovering more slowly while blood points refill, leading to vamp with non lethal feeding killing colonist. On the current test run, I have 2 colonist with full blood points but extreme blood lose.
I am having the same issue
YourOldFriend Jan 14, 2018 @ 6:05pm 
if i have my vampires set to non lethal feed on animals, they wont actually go out to feed. They will instead stand completely still until day time, where they go to sleep, or until the beast comes out. Also, as a suggestion, you should add a feature to control which animals vampires feed on. They keep on killing off all of my farm animals.
Lazy Flux Jan 21, 2018 @ 7:46am 
Out of three separate games that I've done, one of the games wouldn't let ghouls pick disciplines. They advanced as normal and gave the notification, but you weren't able to go in and give them a discipline. Later in that same game, a new comer came and was made a ghoul, and was actually able to pick disciplines.
MissMunchie Feb 3, 2018 @ 10:39pm 
Just a suggestion, have it possible to harvest vampire organs, the heart specifically, without them dying. It says they don't need it but when I did harvest a vampires heart they died.
Dadmos Feb 12, 2018 @ 12:15am 
Found a gamebreaking bug. If you have a ghoul kidnapped, your vampire stops responding because he's overloading the game ticks trying to feed vitae to the ghoul. Only way to fix it is to dev remove vampirism from your vampire and never have a vampire in your colony again.
Your Hesitation Feb 12, 2018 @ 4:55am 
I have a simillar problem, only on day 11 and my vampire keeps standing idle, is only movable when drtafting or forcing tasks, preventing her from working but also from attacking.
Redeye Feb 22, 2018 @ 6:54pm 
character animations break when they are "hunting" or attacking animals. The logs have a generic script error "reference object" one. There is also lag spikes if you h ave a vampire building walls. frames go through 60 down to 15 each tile.
I don't have any other mods activated but this mod sends a huge error report everytime I try to play. The game wont even load up the map and kicks back to the main screen. I have no clue what to do.
Little Ferret Mar 11, 2018 @ 4:19pm 
Vampire assigned to construction causes lag spikes each time it starts a construction job; building, deconstructing and moving furniture.
Ludwichs Mar 14, 2018 @ 12:07pm 
You're doing great work, this is by far my favorite mod. After playing for a while I got some ideas for new features and noticed a few bugs, so here are my two cents:


Features:

-An animal blood harvesting job for the "vegan" vampire woud be nice.

-A "blood extraction device" would be cool. It restrains a prisoner/colonist and slowly extracts blood over time, constantly leaving them at severe blood loss. Restrained pawns could more frequently attemt to escape/go berserk or maybe have a random chance to die or get sick to balance it out.

-Instant resurrect is kind of op. It would be cool if resurrect would be performed via blood packs or prisoner/colonist sacrifice. Like in Underworld when Victor and Marcus Corvinius are awakened. Also a cooldown would be nice.

-There should be a feeding option to only drink from blood packs.

-There should also be a feeding option to never drink from blood packs, so vampires don't run around sluping up all the bloodpacks I am trying to save for later...


Bugs/changes:

-I don't get why vampires care about "Someone's blood harvested" when there is virtually no difference between forcefully feeding on a pawn and harvesting their blood IMO.

-Vampires sometimes start a job (mostly doctoring or equiping gear), then run through sunlight, stop immideately and go rest. When switching gear automatically during the day, they can get stuck in a loop. They want to rest, but immediatly after going to bed they get up and switch gear, hit sunlight and go back to bed again and the circle starts again. Especially when prioritizing jobs, vampries igorne their area restrictions and stop as soon as they hit sunlight.

-The my child/sire was destroyed mood debuff stays after the dead colonist is resurrected.

Rous Mar 15, 2018 @ 3:09am 
I've got a few ghouls that just don't have discipline sheets. The button's there, but it's a blank page except for points and experience. 4 ghouls, 2 of them have the problem, 2 don't. They were all sired by the same lasombra around the same time, and everything else seems to be working for all of them, eg blood bond, health panel, need meter. It's just the character sheet part that's flipping out.
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