RimWorld

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PWG Magic Zombies
   
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Mod, 1.1, 1.2, 1.3
File Size
Posted
Updated
3.112 MB
23 Jun, 2020 @ 10:44am
31 Jul, 2021 @ 4:03pm
4 Change Notes ( view )

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PWG Magic Zombies

Description
PWG Grim magic no longer includes zombies, so this mod is now compatible with it.

This mod requires a few specific files from another mod, PWG Bioweapons, but if you don't want that, all the Needed files are also in PWG Prerequisites
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NOW UPDATED TO 1.3, everything seems to work roughly normally now, but i have never really played 1.3, and i had to make a lot of changes, this was a duct tape fix, if anything is wrong, please let me know. I tested it and it seems fine but i may have missed something. Zombies now have hair
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So, have you ever wanted to control magical undead monsters? now you can. This mod adds 4 new races, each with their own faction on the map. These can be recruited as normal, and can sometimes be in your starting tribe if you go for a tribal start.


General zombie info:

ALL ZOMBIE FACTIONS ARE TRIBAL

Positives:
1.Slightly more armored
2.Increased mining speed
3.Increased plant speed
4.Not upset by eating corpses, insect meat, or rotten meat

Negatives:
1. Significantly reduced research speed
2. Slightly reduced movement speed


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MORE SPECIFIC ZOMBIE INFO:

Easiest ways to determine what type of zombie you have are to attack something if you are controlling them, and if they are an enemy then click on them, their class will tell you. It will say things like poison zombie unhinged or Melting zombie shaman


1.Fire Zombies
Fire Zombies by default are generally at war with the player faction. When attacking with no weapon, or when biting something, they have a chance to set it on fire. Reduced Flammability.

2.Ice Zombies
Similar to the fire zombies, ice zombies generally start with a negative relation to you. When attacking with no weapon or with teeth, they inflict hypothermia on their victims. Reduced Flammability.

3.Poison Zombies
Poison zombies are naturally friendly/neutral towards the player faction. An unarmed attack/bite from a poison zombie inflicts toxic buildup. Human level flammability, reduced toxic sensitivity. Particularly useful for toxic fallout.

4.Electric Zombies
Electric zombies are also naturally friendly/neutral to the player faction. When attacking, they inflict an EMP on their victims. Their fists and teeth are basically weakened Zeushammers. Mechanoids and cyborgs beware.

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NEW FEATURE: Hybrid Zombies

Hybrid zombies are a mix between two types of zombies, and have the effects of both when attacking, so if you are attacked by a melting zombie you are set on fire and given toxic buildup. Hybrid zombies can be found as members of the other tribes, and always are at least partially the element of the tribe they're from, a hybrid from the ice tribe will always have the ice element.

Per the first image showing all the hybrids, from left to right they are as follows:

Solar: Inflicts flame and EMP on attack, can be from the fire or electric tribe

Biohazard: Inflicts toxic buildup and hypothermia on attack, can be from the poison or ice tribe

Corrupting: Inflicts toxic buildup and EMP on attack, can be from poison or electric tribe

Hellfire: Inflicts flame and hypothermia on attack, can be from fire or ice tribe

Melting: Inflects flame and toxic buildup on attack, can be from fire or poison tribe

Paralyzing: Inflicts EMP and hypothermia on attack, can be from ice or electric tribe

You can not create hybrid zombies by breeding two zombies of different elements, i have no idea how i'd do that and honestly am not sure it's even possible without rewriting basically everything from rimworld

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16 Comments
NRFBToyStore 12 Sep, 2022 @ 9:03pm 
@Austinvonmonkeybutt That is possible, real easy with ideology. Make a ritual to create a "zombie egg", then make a bill to combine "human-like corpse" and "egg" to create a pawn, based on ingredients. Egg type would be zombie type. If you check out Clay Soldiers, he has a fun system (convert 200 bricks into a "clay golem"), just replace bricks with corpse/egg.
Austinvonmonkeybutt  [author] 6 Aug, 2021 @ 7:43pm 
i like the idea of the staff but ultimately when i can, first thing i want to add is a way to convert a dead pawn to a zombie through a ritual, maybe requiting different resources to determine zombie type.
Austinvonmonkeybutt  [author] 6 Aug, 2021 @ 7:42pm 
Very likely to be a no, while that is a good chunk of how i learned modding, there's two "languages" used for modding this game. xml, and c#. I only know the xml stuff but as far as i know, the ONLY way to generate a pawn outside of the way factions or animals spawn, is using c#. while it is on my bucket list to learn enough c# to mod stuff here, at the moment it's all greek to me and i can't exactly say when i will know enough to do something like that
The guy who asked 6 Aug, 2021 @ 3:46pm 
are you able to extract some sort of information from other mods (if you know what i mean) and get rimworld of magic's necromancer raise dead but with a staff or something?
Austinvonmonkeybutt  [author] 24 Oct, 2020 @ 12:59am 
i also like the idea of magical rituals to cause/cure the disease, and in another mod, making golems, i just don't yet know how to generate pawns outside of generic animal spawns and factions
Austinvonmonkeybutt  [author] 24 Oct, 2020 @ 12:20am 
i like the idea but at the moment i do not have the ability to do that, i am still trying to learn how to do c# stuff, and without it i am only able to have units spawn naturally, i can't create units who appear through non-normal means, maybe eventually but i can't do that yet.
Rocketeer 23 Oct, 2020 @ 9:28pm 
Could you make a way to get zombies, what about if a persons cause of death is by a zombie of an element and turn into an elemental zombie after death, they will loose all recollection of there previous relations and stats and when they eventually revive will come out in a beserk state with 2x there normal strength until the beserk state is over. This process can be stopped by burial or destruction of the body before they revive from dying by elemental zombie.
Austinvonmonkeybutt  [author] 30 Jun, 2020 @ 3:02pm 
Thanks, honestly i'm unemployed at the moment and i found this is one of the few things i actually enjoy, so i tend to put in a lot of time if i like an idea.
Burki from Turki 30 Jun, 2020 @ 10:50am 
This early? Well you're fast.
Austinvonmonkeybutt  [author] 30 Jun, 2020 @ 3:25am 
Apparently i was pretty tired when i commented that, ended up reversing entire sentences, and was WAY off on the timeframe, it's all set up, update released today should include hybrid zombies.