边缘世界 RimWorld

边缘世界 RimWorld

Shamblers Hate Wildlife
61 条留言
Shinzou 10 月 15 日 下午 4:22 
@Teok, i just changed up my modlist a little bit and started a new game, and animals are in fact defending themselves again, so i am guessing you are right, although nothing really stands out when i compare the two modlists. Weird.

The only thing that even would touch combat is Melee Animations... maybe it was just some strange mod interaction between some of other mods i removed. Caravan Adventures maybe, or any of the faction mods, like Kurin, Revia, etc... Will do some more testing and if i find the culprit i'll update here.
Teok  [作者] 10 月 10 日 下午 5:50 
Shinzou it sounds like a mod conflict, I just tested this on a new save and the animals still attack wildlife. You'll need to disable mods until you find the one causing it
Shinzou 10 月 9 日 上午 6:13 
Or alternatively, could we get an Wildlife hate Shamblers mod?
Shinzou 9 月 30 日 下午 5:33 
So, something weird is happening recently, attacked animals have stopped defending themselves, and are not even fleeing resulting in shamblers quickly overwhelming even the most predatory of animals... if i remember correctly in 1.5 version animals would at least defend themselves, often resulting in some nice peripheral combat. I am unsure if anything has changed in this regard to 1.6, but it seems weird that wargs, etc. would just let themselves get passively killed like that.
Teok  [作者] 9 月 26 日 上午 12:32 
Are you looking during deathpalls or just normal gameplay. You need to turn on specifically that they will attack wildlife outside of deathpalls
Kaiser Waffle 9 月 25 日 下午 4:50 
i think the proximity should be increased because i never see them actually attacking wildlife
Alma_S 8 月 21 日 上午 7:52 
thanks for confirming!
Teok  [作者] 8 月 21 日 上午 2:51 
It's based on proximity, the same proximity it would normally be
Alma_S 8 月 19 日 下午 3:57 
do they still attack animals on proximity, or do they actively seek animals to attack even if theyre on the opposite side of the map?
SAUCE__GODD 7 月 21 日 上午 2:40 
I have an idea, shamblers attack downed pawns
Schlinglegorp 7 月 20 日 下午 8:58 
for some reason mod isnt working
Teok  [作者] 6 月 14 日 下午 5:43 
No Idea. The mod uses an isAnimal check which is in vanilla rimworld. If they are considered animals by rimworld, most likely. I haven't tested with this mod as I don't use it
queenelise9830 4 月 2 日 下午 4:43 
Surprised no one's asked yet but. Do Insectoids from VFE Insectoids 2 count as "wild animals" for this check?
PookySmile 2 月 4 日 上午 3:12 
Super proper mod!
Is there a similar mod for fleshbeasts?
Karkinos 2024 年 11 月 29 日 下午 5:03 
Great mod, love how it turns death palls into proper, temporary zombie apocalypses
SilkMoth 2024 年 11 月 27 日 上午 9:56 
@galesdeloscien how so? can you post a log?
galesdeloscien 2024 年 11 月 21 日 下午 3:30 
i think this one mod its incompatible with fishery.
spectator 2024 年 8 月 19 日 上午 7:32 
i use this mod with ushanka's biological warfare and OH BOY does it make me panic whenever even one shambler wanders onto the map because it'll immediately maul the local wildlife to death and they become shamblers, repeat until the hordes reach your home, i had to have my whole colony head out on basically zombie purging efforts to make the map safe to exist in again because of how many shamblers there were

10/10 would develop an instinctual fight or flight response to shamblers again
Thranos 2024 年 8 月 16 日 下午 3:35 
Ah yes, the Dorf Fort Evil Biome Experience (TM). At least bone/pelt stockpiles can't strangle people yet.
VelxraTV 2024 年 8 月 4 日 上午 4:24 
turned off only during deathpall in the options 10/10
Ender 2024 年 6 月 18 日 上午 11:30 
Ooo nice mod ya'got here... don't mind if I d-... * Sees Teok's profile picture * - do.... Bruh, You just gave me PTSD. :sd2grenade: Haha. :sd2explosion:
Spesh 2024 年 5 月 8 日 上午 2:04 
might wanna clarify the description for that one
Spesh 2024 年 5 月 8 日 上午 2:04 
ah thatd be it
Teok  [作者] 2024 年 5 月 7 日 下午 7:28 
Have you checked the settings to see if it's only during death pall or not?
Spesh 2024 年 5 月 7 日 下午 7:25 
So i have the mod loaded, and im not getting any errors anymore, but shamblers also don't seem to be attacking wildlife. Are they supposed to aggro onto wildlife? or do they have to be pissed off beforehand?
Teok  [作者] 2024 年 5 月 2 日 下午 7:53 
@Spesh I have no idea. I never got those errors, and can't really figure out what could be causing it. I'm also playing on a heavily modded run right now with it active and haven't run into any issues.
You could try it and see if it works now though
Spesh 2024 年 5 月 2 日 下午 7:09 
will those null checks stop the issues me and 6262soudai were having? With the ERR quests and pawn spawning errors?
Sneaky Demon117 2024 年 5 月 2 日 上午 11:06 
This forces you to deal with the shamblers as they will cut into the wildlife food supply.
Teok  [作者] 2024 年 4 月 29 日 下午 10:41 
Had some trouble yesterday pushing the update but it's worked now. Added some null checking to stop the map from causing issues.
Teok  [作者] 2024 年 4 月 28 日 下午 10:12 
Thanks for letting me know! I assumed since this code is called only after a shambler starts pathfinding around both targets would already have the map stored. I'll take a look and add some null checking anyway
bolphen 2024 年 4 月 28 日 下午 2:11 
hey just fyi when you are checking the death pall you are calling "a.Map", but when it's called during pawn generation, the shambler won't have a map yet so the game will bug. You should add a null check like "a.Map?" Hope that helps :)
Spesh 2024 年 4 月 27 日 下午 11:26 
@6262soudai, I was also running into broken quests, spitting out ERR titles. Seemed to be due to incorrectly spawning pawns somehow. Removing this mod seemed to fix it entirely though.

It's likely due to a conflict, but buggered if I know what with.
XelNigma 2024 年 4 月 27 日 上午 11:03 
Any chance we can get a mod that does the opposite of this?
I dont like having all my animals being torn apart every time shamblers show up.

So I just need a mod so shamblers ignore colony livestock. much like every other raid does.
Torasko 2024 年 4 月 24 日 上午 1:56 
@Teok That actually makes perfect sense. Thanks! All the best to you and congratulations on the mod release.
Teok  [作者] 2024 年 4 月 23 日 下午 5:21 
@Torasko this mod modifies already existing behavior, which means it shouldn't affect performance in any way as those behavior checks would have always been made. Even without my mod, shamblers check to see if they are hostile with each pawn in their line of sight. This mod simply makes it so the hostility check returns true if one of those pawns is a wild animal.
Flesh Forge 2024 年 4 月 23 日 上午 9:33 
was thinking about this concept and how scary it makes Dwarf Fortress when you're on an undeath map, lol
Torasko 2024 年 4 月 23 日 上午 3:37 
Love this idea! It makes RimWorld more 'zombie apocalypse' style. Was this mod developed with performance in mind? I believe behavior changes can sometimes kill performance under certain conditions.
mkvltra 2024 年 4 月 20 日 下午 11:22 
Any way to make only humanoid shamblers attack wildlife? Sometimes I'll get a death pall with only animal shamblers and its effect is nullified because the animals just kill each other, instead of focusing on the pawns. Would be a cool option at least :steamthumbsup:
Teok  [作者] 2024 年 4 月 20 日 下午 8:15 
@6262soudai I'm not sure what the problem is yet, but I've seen the Goji's Merren Xenotype mod cause issues with shamblers after doing some testing, even by itself without my mod.
Teok  [作者] 2024 年 4 月 20 日 下午 7:47 
I haven't actually seen the Noctoliths yet, but maybe once I get around to them I will :)
Myphicbowser 2024 年 4 月 20 日 下午 7:43 
I also want to ask for what Rako'Thurz is asking for, more dangerous Noctolith darkness AND aggressive shamblers will make the entire world just that much more dangerous
Eclair 2024 年 4 月 20 日 下午 5:39 
Unfortunately, this mod seems to cause lot of red errors for me. Because of that instability, this makes some quests info unresolvable and generating pawn not to happened by interrupting somehow.
But no one complains for now, might it be some conflicts with other mods I have? But I guess such a certain patch like only to shambler doesn't seem to conflict with others...
Rako'Thurz 2024 年 4 月 20 日 下午 1:25 
Any chance you might be able to make something similar for the noctlith event? It was a huge bummer to see deer just chilling in the dark while it was going on, and it's otherwise one of my favorites.
Eclair 2024 年 4 月 20 日 下午 12:42 
Here's red error log. I didn't know what happened though.
https://gist.github.com/HugsLibRecordKeeper/0cf9e8f488b7b1092f492d427a2382ee
You see 3845~3875.
Teok  [作者] 2024 年 4 月 20 日 上午 6:45 
The main reason I think shamblers in particular would target wildlife is because it poses a significant advantage to do so for whatever archotech is controlling them, especially in a death pall. It would be kind of thematic for the other monsters to do so, but it'd also pose no real advantage since they can't also turn into the other monsters
Paul 2024 年 4 月 20 日 上午 6:04 
Most monsters should attack animals, or animals should run away from the map. The scariest monsters and pitch-black darkness are in the game, but hares and deer run around there like in broad daylight.. :) It spoils the impression.
mkvltra 2024 年 4 月 19 日 下午 9:45 
Awesome thanks
Teok  [作者] 2024 年 4 月 19 日 下午 9:33 
The mod has been updated to include mod options! You now have the ability to make shamblers only attack wildlife during a death pall, which is enabled by default, along a couple of other settings.
Teok  [作者] 2024 年 4 月 19 日 下午 7:35 
@Gryn I'm not sure how to really do that, as this is just a small check to see if a shambler is hostile or not, I don't know if you can be hostile to downed enemies even in base game.
Teok  [作者] 2024 年 4 月 19 日 下午 7:34 
It's worth looking into, I was originally going to do that though directly after making this mod I came down with a cold, and haven't been able to add it in yet. I have also been planning on making another shambler mod, one which allows the shamblers to "infect" creatures they kill, like actual zombies