边缘世界 RimWorld

边缘世界 RimWorld

Slothborne - Nocturne
83 条留言
FlyingSloth  [作者] 11 月 13 日 下午 1:38 
@da812manymonkey Thank you! I appreciate the enthusiasm, but deep integration with other mods is tough. I can't control their updates, so maintaining it would be a nightmare. Compatibility (making sure they work side by side without breaking) is as far as I can reasonably go.

The sanguophage idea is interesting! However, my design principle is to not disable or override base game content. I might explore something like that as an optional sub-mod down the line, but it won't be part of the core mod.
da812manymonkey 11 月 13 日 下午 12:40 
This is brilliant!!! Any ideas for integrating more of the sangauphage stuff from biotech or other mods related? Like make them all automatically Caitiff or something. Maybe options for full vamp overhaul.
FlyingSloth  [作者] 11 月 13 日 上午 1:28 
@Lord Felix Fair enough, you don't choose. If you want to start with a specific clan I suggest making a non-vampire pawn, and using the "Debug Embrace" debug option when you start the game to make them a vampire
Lord Felix 11 月 12 日 下午 6:41 
You said choose from the clans, but how exactly are we able to choose if the quests are random. I want a ventrue vamp :(
MorphingE 11 月 11 日 上午 6:31 
I'm sorry for making things difficult. I'll provide better detail in the future. I really enjoy this mod.

The feeding type, apparently I had the wrong name. It's the White Rose's unique bloodfeeding option from Big and Small - Vampires and the Undead.

I'll provide the error message when I get home from work to the discord, because I do recall it providing one but didn't think to copy it down.
FlyingSloth  [作者] 11 月 11 日 上午 6:09 
@MorphingE Fixed the issue, update is out. For existing saves you'll need to re-add the VPE hediff using dev mode.

For future bug reports, please use the bug-reporting forum on the community Discord (as noted on the workshop page) or at the very least include:
- Your full mod list
- Player.log file
- Exact reproduction steps
- Clear description of expected vs actual behavior

This report lacked critical details. It took considerable effort to determine that "vampires breaking psycasting" specifically meant "psycasters losing VPE abilities when embraced," not "vampires can't become psycasters" or something else. More precise reporting helps me fix issues faster.

About Feeding Management: it only handles the vanilla Bloodfeed and my mod's Feed ability. If you're using a different feeding ability from another mod (Blood Rose doesn't appear to be on the workshop, is it a custom/private mod, or has a different name?), that's not supported and would explain the behavior you're seeing.
MorphingE 11 月 11 日 上午 5:33 
It also seems like checkboxing 'Assigned Colonists' and 'Any Colonists' as a standard Sanguophage breaks things when those are moved above Hemogen Packs. Outside of the Vampirism stuff, you can only use the Feeding Management for Prisoners and Hemogen Packs, it appears.

Not sure if it is because I am using a Blood Rose vampire's bloodfeeding instead of the standard bloodfeed from Biotech.
MorphingE 11 月 11 日 上午 2:46 
I don't know if this is intended, but it seems that gaining Vampirism breaks Psycasting. Are Vampires not meant to be able to use Psycasts?

I just couldn't find anything in the documentation saying that that was intended, is all.
FlyingSloth  [作者] 11 月 10 日 上午 10:36 
@黑猫 Thank you for letting me know! No need for any more info, it's fixed already if you update the mod.

@The Don Not really, only Salubri have a (very) poorly drawn third eye. Also the two "Form" abilities do temporarily change the model of the pawn
The Don 11 月 10 日 上午 9:37 
Do the diffrent clans change the look of the Colonists or is it not visual?
黑猫 11 月 10 日 上午 7:58 
i dont have discord account,if you need the save-file i will go to register an account
黑猫 11 月 10 日 上午 7:57 
part3:
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <46372f5dadbf4af8939e608076251180>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Window.InnerWindowOnGUI_Patch1(Verse.Window, System.Int32)
[Starsky's Plant vs Zombies mod, UnityEngine.IMGUIModule.dll] UnityEngine.GUI.CallWindowDelegate(UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style)
黑猫 11 月 10 日 上午 7:57 
part2:
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000f4] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect rect, Verse.Def def, Verse.ThingDef stuff) [0x00032] in <46372f5dadbf4af8939e608076251180>:0
at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect cardRect) [0x0010c] in <46372f5dadbf4af8939e608076251180>:0
- PREFIX OskarPotocki.VEF: Boolean VEF.AnimalBehaviours.VanillaExpandedFramework_Dialog_InfoCard_FillCard_Patch:Prefix(Rect cardRect, Dialog_InfoCard __instance, Thing ___thing, InfoCardTab ___tab)
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x0029f] in <46372f5dadbf4af8939e608076251180>:0
黑猫 11 月 10 日 上午 7:56 
When I clicked on the two serums of your mod, the details interface showed nothing and there were numerous errors. Here is the log. Do I still need my save file or something else?The text is too long. I will send it in many parts.

the part 1 :
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B76C8BBB]
at RimWorld.CompProperties_Serum+<SpecialDisplayStats>d__1.MoveNext () [0x000b0] in <46372f5dadbf4af8939e608076251180>:0
at Verse.ThingDef+<SpecialDisplayStats>d__407.MoveNext () [0x01af7] in <46372f5dadbf4af8939e608076251180>:0
at VEF.Apparels.VanillaExpandedFramework_ThingDef_SpecialDisplayStats_Patch+<Postfix>d__0.MoveNext () [0x0006f] in <c121069cfe524275886e4548a6524809>:0
at System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) [0x00059] in <51fded79cd284d4d911c5949aff4cb21>:0
Lord Felix 11 月 10 日 上午 7:40 
That was quick, you're a legend! Will do.
FlyingSloth  [作者] 11 月 10 日 上午 7:19 
@Lord Felix Fixed. I might have forgot about some abilities, not sure. Let me know if anything else throws errors please.
Lord Felix 11 月 10 日 上午 6:25 
Hello, I have CE and I'm getting this error (vampire pawn cant melee attack an animal)

Exception ticking hediff (Noct_VampireFangs jaw ticksSinceCreation=987) for pawn Victor. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 77694A6E]
at CombatExtended.Verb_MeleeAttackCE+<DamageInfosToApply>d__37.MoveNext () [0x00693] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at CombatExtended.Verb_MeleeAttackCE.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo target) [0x00092] in <fb4c7875773b4d4e8d309407c7a64d23>:0
- POSTFIX co.uk.epicguru.meleeanimation: Void AM.Patches.Patch_Verb_MeleeAttack_ApplyMeleeDamageToTarget:Postfix(LocalTargetInfo target)
FlyingSloth  [作者] 11 月 10 日 上午 4:53 
@Deadlypenguin No idea, the last I used that mod was when it was still maintained by Jecrell, so many years ago. I don't know how it or newer version of it implement vampires. If they don't touch too heavily upon the hemogen system and don't screw too much with how healing in general works it should fine. I would suggest avoiding trying to embrace vampires from one mod by the other kinds though, it will very likely lead to game-breaking issues. As long as you keep things separate from the two mods you have a fair chance of things working. Also, if Rim of Madness doesn't use the hemogen system, but something custom (once again, no idea, I don't remember how it works), then the you probably shouldn't try to use the auto-feeding system for Rim of Madness vampires
FlyingSloth  [作者] 11 月 10 日 上午 4:53 
@King Aries Probably the best way is to just start with a non-vampire pawn and after game start use the "Debug Embrace" dev option. If you want more "randomness" (random clan) you can add the "nascent vampire (7-9 gen)" trait to the pawn on the character creation menu, but then it's not guaranteed that it will be 9th gen. So basically you have to choose if you want a specific clan and guaranteed 9th gen, or random clan, but also random gen between 7-9.
Deadlypenguin 11 月 9 日 下午 9:30 
Is Rim of Madness compatible I am planning on start a dark and gritty rimworld playthrough
King Aries 11 月 9 日 下午 6:57 
hey stupid question, i wanna make my starter dude a generation 9 or so for roleplay stuff since im using prepare carefully, is there a way to edit what gen my dude starts at? they always start at 13
The Don 11 月 8 日 上午 10:18 
Oh no the error has nothing to do with your mod. Its just my gross list mod mods not working in general
FlyingSloth  [作者] 11 月 8 日 上午 10:15 
@The Don
If you get any error messages that seem useful or anything in the logs feel free to drop in on discord and share it, I can take a look and if it's something I can change in my mod to fix, I'll do it
The Don 11 月 8 日 上午 10:03 
If only I could figure out which mod on my list is borking my Rim. Or I might do a full Anomaly/vampire goof
FlyingSloth  [作者] 11 月 8 日 上午 4:33 
@Killer29687
They don't have food or need sleep. If you account for the time spent on fulfilling those needs they are active for approximately the same time as a normal pawn. Also the mod DOES make nights longer. Also, you can disable the entire Day/Night system in the mod settings.
Killer29687 11 月 7 日 下午 8:56 
highly doubt but since by default i use many mods and such the free vampire is more or less useless due to not making longer nights... isnt there a way without penalty as even managing their moods/etc oddly enough is annoying as is to make it so they can still do stuff when not night? they just cant go outside at all... otherwise they just a extra pawn that only does half the stuff (i havent tried their trees or anything as i assume whatever they do will likewise only effect when they awake so useless)
FlyingSloth  [作者] 11 月 6 日 上午 1:16 
@AtrociousLee No, only the vampire faction has them
AtrociousLee 11 月 5 日 下午 7:31 
Do other factions get a chance of having vampires at random?
FlyingSloth  [作者] 11 月 5 日 上午 1:12 
@WhiteGlove Hope you'll enjoy it!
@Lizard Thank you! I do have plans for future content, but it will most likely be done early next year. The rest of this year I'm working on other projects and mostly do bugfixes/small updates on this mod. The first thing I will work on next year is likely hereditary ghoul shenanigans, after that I was thinking about something like bloodlines, but just to not give false expectations, I do not plan to try and implement VtM style bloodlines, as in almost "minor clans" on their own, but I plan to give it my own spin, in a way that I feel would work with RimWorld
Lizard 11 月 4 日 下午 7:38 
Just found this awesome mod, thank you for making it, it's probably the most feature rich VtM mod for Rimworld thus far, all the configurable options are also a great touch.
And I absolutely don't mean to rush you or anything, but out of curiosity do you have any plans for implementing the minor bloodlines and their bloodline disciplines in the future?
WhiteGlove 11 月 1 日 下午 5:46 
Genuinely so happy to see VtM-inspired stuff return to the Rim, thank you!
FlyingSloth  [作者] 11 月 1 日 下午 1:08 
@恰似宛然一笑生花
Thank you, I really appreciate you taking the time to translate it! If you find any issues, or need something exposed to the language files that currently isn't please let me know and I will make the changes necessary!
恰似宛然一笑生花 11 月 1 日 上午 6:09 
Hello FlyingSloth, that's an interesting mod. So I created a mod "Slothborne - Nocturne_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
SAUCE__GODD 10 月 30 日 下午 12:30 
Were you always this goated or is this a new thing?
FlyingSloth  [作者] 10 月 30 日 上午 11:24 
@SAUCE__GODD Everything the game considers "Chronic" counts, I'm not sure if it's all age related conditions, but at least most of them are. I'm not sure this is the whole list for chronic diseases, but this is at least most of them: bad back, frail, cataract, blindness, hearing loss, dementia, alzheimer's, asthma, artery blockage, carcinoma, organ decay
SAUCE__GODD 10 月 30 日 上午 10:57 
For the ventrue do age conditions count as diseases?
SAUCE__GODD 10 月 30 日 上午 10:44 
♥♥♥♥♥♥♥ FINALLY
FlyingSloth  [作者] 10 月 30 日 上午 8:14 
@神说万岁
I looked into it a bit more. Draculs not being able to progress was caused by a bug in my mod, fixed it. Now they can correctly go from Dracul Neonate to Dracul and so on. Embracing them as a vampire from this mod removes their Dracul Maturity hediff, stopping them from progressing as a Dracul, because otherwise when progressing their genes from my mod were removed, leading to errors.
Also, now my Feed ability respects the No Blood gene
神说万岁 10 月 30 日 上午 6:36 
Thanks
FlyingSloth  [作者] 10 月 30 日 上午 6:34 
@神说万岁
Frankeinsteins seem to work, except the "No Blood" gene doesn't do anything for vampires for my mod, they can still feed on them as normal
Lycanthropes switch back to their human form when embraced, but it seems to fix itself the next night
Dracul bloodfeed doesn't seem to work on vampires. When testing Draculs didn't progress their stage, don't know if that's somehow caused by my mod or not. The can technically be turned into vampires, but they end up having both the Bloodfeed ability from Big and Small and the Feed ability from my mod, and they lose their Dracul fangs, as it gets overwritten by my mod's vampire fangs, so they can no longer infect others with vampirism. I'm not sure if they can progress their Dracul stage while vampires, since it didn't work for me even without turning them into vampires.

Overall, they can work together, but it's probably best not trying to turn a Dracul into a vampire
神说万岁 10 月 30 日 上午 5:59 
Can the blood clans in 'Big and Small - Vampires and the Undead' also work in conjunction with the content of this mod?
Massattack52 10 月 28 日 下午 6:16 
Just wanted to say that although I haven't played this yet I'm definitely using it in my next playthrough. Great job.
Wtf? Gay Little Monkey 10 月 23 日 下午 5:52 
It mysteriously began working when I launched the game right after posting that. Sorry for bothering you!

For reference, I was trying to describe that the day/night cycle was "normal" and my vampires were waking and then going unconscious at the rate that would be expected in an area by the equator, despite it being Decembary.
FlyingSloth  [作者] 10 月 23 日 下午 5:23 
@Wtf? Gay Little Monkey
Hey, I'm not sure I completely understand what you mean. Under normal circumstances (unless some mod specifically changes it), you start in the summer month of the hemisphere you play on (Decembary in the south, where you play, Jugust in the north). In both cases this means you're starting at just the beginning of the "polar day". This would normally mean that (after a few days of adjusting) the sun won't set, my mod doesn't stop that from happening, just makes the nights longer while there are nights to make longer.
If the light level doesn't stay above 0% for the entire day during the summer month of your hemisphere that is very strange, and shouldn't be caused by this mod. It's probably the easiest if you hop on the community discord, because if I understand the problem correctly, this will require longer troubleshooting, probably screenshots and save file with a full modlist to figure out what's happening exactly
Wtf? Gay Little Monkey 10 月 23 日 下午 4:50 
For whatever reason, I can't get the day/night system to behave while in the very south pole of the planet - the sun doesn't stay up for an extended period like the mod describes. Did I accidentally disable it somehow? This is on a brand new save, by the way.
FlyingSloth  [作者] 10 月 22 日 上午 10:11 
@ozuman1011 Now there is. Check mod settings
@Chbost Thank you! Hope you'll like it!
@Roque the Rogue Thank you again! Let me know what you think about the new rituals!
ozuman1011 10 月 22 日 上午 7:44 
Is there a way to turn off the feeding tab?
Chbost 10 月 22 日 上午 4:25 
Whoa Tzimisce added! Great job with the mod!
Privateer 10 月 14 日 下午 11:07 
Thanks FlyingSloth! Found it immediately I'm so pumped about this mod! Just diabolarized a dude and I'm feeling good.
FlyingSloth  [作者] 10 月 11 日 下午 7:18 
@Privateer Yes, in the mod settings you can turn off the "Day/Night" system entirely. Then they won't fall unconscious during the day. If you want you can also turn off taking damage from sunlight, that's another setting in the menu