RimWorld

RimWorld

Vengeful Dead
64 kommentarer
Airdog20 19. aug. kl. 22:24 
@winetoo thank god i was about to add this into my current void run. rimwar with this and void. not even a black leaper x10 could handle this
Winetoo 19. aug. kl. 10:06 
This got waaaaaay too OP with VOID... had to put those chances down to 1/5th.
SAUCE__GODD 16. juli kl. 22:58 
I have a suggestion: integration with horror xenotypes

Instead of revenants, they have a chance of rising as vampires
RedMattis  [ophavsmand] 21. juni kl. 9:35 
1.6 version should be fine without the vampire mod. 1.5 still needs it.
RedMattis  [ophavsmand] 5. apr. kl. 0:07 
@Arvay6
This doesn’t require Zombieland

@Heavy
Yes, at least for now. The 3 varieties of humanlike Returned rely partially on genes.
Arvay6 3. apr. kl. 18:39 
Isn't Zombieland like really out of date?
HEAVY 15. mar. kl. 0:19 
does this absolutely need biotech?
Pfc. Hungry P Tiredman 5. nov. 2024 kl. 22:39 
Why isn't there a Thrumbo in yours?
Futstub 5. nov. 2024 kl. 9:17 
Why is there a Thrumbo in your kitchen?
Lekoda 27. okt. 2024 kl. 17:14 
Also can you make it so getting beheaded impedes resurrection?
Lekoda 24. okt. 2024 kl. 9:30 
Is there any way to tie these resurrection to in game events like Eclipse or modded events like Bloodmoon?
xindl.petus 26. aug. 2024 kl. 23:50 
Smash
Dr Jimothy 26. juli 2024 kl. 7:12 
Having my ghouls live in the oversized corpse freezer while using this mod has resulted in it regularly being home to the most horrifying levels of undead gang violence. The revenants get up, and they're so quickly put back down. The sheer brutality of it is kinda impressive.
rubeezog 29. juni 2024 kl. 2:59 
Thank you!
RedMattis  [ophavsmand] 29. juni 2024 kl. 0:08 
@rubeezog
Those are unfortunately required. You can use the Cherry Picker to remove the xenotypes you don't want though, which would leave you mostly with the revenants.

Here is an unofficial 1.5 version of CherryPicker:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3230046902
rubeezog 28. juni 2024 kl. 14:39 
For this mod, is it necessary to use Big and Small - Genes & More, Big and Small - Framework, Big and Small - Vampires and the Undead, or can some be removed?
I understand that the question is a little strange, but I am not very interested in the magical and mythical side of Rim World, but I liked the mod for these “revenants”.
RedMattis  [ophavsmand] 27. juni 2024 kl. 2:56 
@rubeezog
Yes. Someone made a sub-mod that makes the size traits stop spawning:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3260734448
rubeezog 27. juni 2024 kl. 2:51 
Hello!
Is it possible to disable the spawning of characters with genes like tall and short and just play with the mod for these walking dead?
414 Malinovsky Too Long 3. juni 2024 kl. 9:48 
I used this mod on 1.5 and it works really well. Thanks to the author for such amazing mechanic.
RedMattis  [ophavsmand] 15. maj 2024 kl. 23:54 
@ [ATX] Apollo
Resubscribe to the framework. There was a 1.5 bug a week back that stopped the events from triggering.

Either that or chance. The event can only ‘roll’ for trigger chance occasionally. The number of deaths doesn’t matter.
Apollo 15. maj 2024 kl. 22:48 
hey so, I'm trying this mod and no matter how many pawns die the event just doesn't occur.
RedMattis  [ophavsmand] 11. maj 2024 kl. 8:09 
@★ Egor Malinovsky ★
Doesn't look like it is from my mods though. "PogoAI.Patches" is where the error is occurring, and from the looks of it the error never entered my code.

Probably "PogoAI" is trying to update some sort of pathfinding grid and failing. No idea what mod that is btw.
414 Malinovsky Too Long 10. maj 2024 kl. 14:42 
After some tests i found this error. I'm not sure if this problem is caused by the mod, however I have no other ideas what could go wrong:

Exception ticking world pawn Foulloo. Suppressing further errors. System.NullReferenceException: Object reference not set to an instance of an object
at PogoAI.Patches.Pawn_HealthTracker_SetDead.GridOnDeath (Verse.Pawn_HealthTracker __instance) [0x0005d] in <6c42a41e108647d0a2b4accebdb152d2>:0
at PogoAI.Patches.Pawn_HealthTracker_MakeDowned.Postfix (Verse.Pawn_HealthTracker __instance) [0x00000] in <6c42a41e108647d0a2b4accebdb152d2>:0
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.MakeDowned_Patch8(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.CheckForStateChange_Patch2(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) ...
RedMattis  [ophavsmand] 3. maj 2024 kl. 8:21 
Feel free to post errors here.

This mod is basically a config file and a mod-setting menu. All the actual implementation is in the big & small framework. That’s why this mod hasn’t changed much.
414 Malinovsky Too Long 3. maj 2024 kl. 7:00 
I try to start new game via dev mode with debug concole. Can i send here an error, if i found it?

Cause for me it looks strange because the entire Big and Small mods forks, except this one.

I really appreciatе your work, this mod is so original and add cool features.
RedMattis  [ophavsmand] 3. maj 2024 kl. 6:43 
@★ Egor Malinovsky ★
I've only updated and tested 1.5 code. The 1.4 is untouched, since maintaining both versions would be too much work.
414 Malinovsky Too Long 3. maj 2024 kl. 6:30 
Thanks for your responce! Will the mod now work successfully on 1.4 too?
RedMattis  [ophavsmand] 3. maj 2024 kl. 5:33 
@★ Egor Malinovsky ★
Had a look at this mod, and indeed in 1.5 a few things had stopped worked as intended. (It couldn't identify what map the pawn died on)

It should be fixed now. Enjoy your undead apocalypse. :)
414 Malinovsky Too Long 3. maj 2024 kl. 4:50 
Is this mod working? Seems I have some problems with it, i have a title "There is restless feeling in the air", but nothing happens.
RedMattis  [ophavsmand] 16. apr. 2024 kl. 13:03 
@Morcalvin
Yes, the mech reanimator (craftable with healer mech serum, or findable rarely) lets you do it.

@CrackaJack
I’ll keep it in mind if I return to develop this further. :)
Morcalvin 16. apr. 2024 kl. 8:20 
Is there a way to force a colonist to rise as returned?
CrackaJack 12. apr. 2024 kl. 3:26 
one suggestion tho, an option to behead animal corpses xD those undead bears can be a real nuisance
CrackaJack 12. apr. 2024 kl. 3:24 
sincerely disagree^^ ice+zombies go too well together
[JdG] Pejman 5. mar. 2024 kl. 4:07 
one would think that freezing the body would keep them from comming back (insert colony moving to artic teritories to protect themselves from zombie plague xD)
RedMattis  [ophavsmand] 5. mar. 2024 kl. 0:25 
@[JdG] Pejman
Absolutely.

The reanimation doesn't fix scars or missing bodyparts, but injuries and freezing is removed in the process.
[JdG] Pejman 4. mar. 2024 kl. 13:01 
Do frozen bodies come back ?
CrackaJack 27. feb. 2024 kl. 2:06 
it kinda makes sense for robots to reboot somehow :P still sounds a bit imba
RedMattis  [ophavsmand] 9. feb. 2024 kl. 0:51 
@fitznorway
Normally no. But there is one exception that can 're-roll' the chance.

Also depending on trigger the reanimation can sometimes happen much much later. Like over a year later, iirc.

Glad you like it btw. :)
RedMattis  [ophavsmand] 9. feb. 2024 kl. 0:47 
@Lich King
Hm. I should probably prevent robots from reanimating. Normally pawns can only do that once, but since they reject genes they probably can keep reanimating.

I'll add it to my to-do to prevent robot pawns (e.g. VRE Androids, and MH Androids) from reanimating.
Lich King 8. feb. 2024 kl. 22:59 
@RedMattis sorry for the late replie but its android teirs i have a colony where i killed abunch of roids and they keep coming back lits like how many times do i have to teach you this lesson robot hell wont even let me scrap them but thats anthor issue.
fitznorway 8. feb. 2024 kl. 12:49 
Oh, also, do corpses re-check everytime there's an event? Like, if one of my colonists dies, and they arent immediately resurrected, but I leave the body out - is there a chance they'll resurrect the next time the event triggers?
fitznorway 8. feb. 2024 kl. 12:26 
This is a really amazing mod. Far and away my favorite rimworld zombie experience.
Dust 24. dec. 2023 kl. 13:04 
Pro tip for anyone with Ideology: Remove Skull for all bodies, and they'll instantly die when they come back.
Not sure what to do with all the skulls, but at least you stop the dead.
Velvet 18. dec. 2023 kl. 17:52 
Not sure if this is really fixable, but Returned attacking animals causes them to go manhunter if the revenge chance triggers, even if those Returned are other animals.

Not really sure what you'd do about that aside from making non-player factions unable to trigger animal revenge if such a thing is even possible.
RedMattis  [ophavsmand] 12. dec. 2023 kl. 23:46 
@Lich King
What androids are you talking about? Android Tiers, VE Androids, or one of the other android mods?

I've never used CE, so I have no idea if the bullet-resist thing works with it. It checks for (among other things) the bullet damage def, but if the CE bullets have their own defs then it probably won't help against them.
Lich King 12. dec. 2023 kl. 20:46 
idk if this is something but constantly having andriods return and i have to keep putting them down like cattle its like how many times do i have to teach you this lesson.

also this may be jsut me or the mods i have but haven CE with arsnal revolution the shotguns from AR jsut drops returned its like they saw resitant to bullets and shotguns being uneffective and said BET
Sleeeper 10. dec. 2023 kl. 4:00 
My freezer is now main battleground lol.
VoidRose 12. nov. 2023 kl. 22:40 
This mod and void it's a nightmare when you don't remove the body and lord I'm loving this. I have a habit of leaving the rotting dead in the corner of the map causing them to rise up. Highly recommend the mod for that zombie theme and the added fear of the dead pawn in your freezer rising up and grabbing a gun.
Lennybolt7 20. okt. 2023 kl. 6:40 
Really enjoying this one! Thanks for making everything configurable. I always love being able to tweak everything exactly how I want it.
RedMattis  [ophavsmand] 11. okt. 2023 kl. 23:02 
@pooruglypeasant
It is configurable in the mod settings. If you increase the odds of them going manhunter instead of berserk they won’t attack each other.