RimWorld

RimWorld

324 ratings
Deathpallcalypse
4
3
4
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
443.518 KB
25 May, 2024 @ 1:22am
7 Aug @ 9:50am
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Deathpallcalypse

Description
The shambler horde approaches!

This mod adds a shambler faction and scenarios. One may be used without the other. I felt like a shambler faction might make it interact with storytellers in a more interesting way. If you wanted a shambler apocalypse with no other factions, or a zombie wave defense with the Winston Waves storyteller, or simply pockets of concentrated shamblers, for instance.

While there are other zombie mods, I just wanted a simple shambler horde mod that was integrated with the features of the Anomaly DLC.

Deathpallcalypse scenario:
The planet was buried in darkness half a quadrum ago. Our colony had been besieged by the undead ever since. We put up a good fight, until their numbers grew too great and overtook our defenses. Three of us managed to escape during the onslaught, abandoning our home and regretfully sacrificing those who remained. We are being chased.

This scenario has perpetual deathpall, and frequently calls forth shamblers.

Note: This is my first RimWorld mod, so there's a bit of an odd interaction when using the faction - they can kidnap or possibly steal your stuff like normal factions might. I haven't figured out how to change that. Might be a bit immersion breaking.

The mod is likely unbalanced, that might be subjective though.

F.A.Q.

Q: Does this mod allow for a medieval playthrough?
A: It seems to work with Medieval Overhaul. In a quick test, I saw one zombie out of dozens wearing flak pants, the rest were wearing tribal clothing. Your mileage may vary. I have not made any changes to the shamblers themselves, so if a mod makes them medieval only, then it should be compatible.

Q: How can I disable the mod mid playthrough?
A: I recommend using the mod Scenario Amender (or edit the save file in a text editor) to remove the permanent deathpall and shambler events. I do not recommend removing the mod mid-playthrough, as it might cause issues if you have the shambler faction enabled (untested).



Latest patch notes:

The version for Rimworld 1.5 remains unchanged.

Rimworld 1.6, Deathpallcalypse 1.05 changes:

- Added the Shambler Assault incident type to the two scenarios. I don't remember seeing that one when creating the mod. This incident makes shamblers raid you without the requirement of having a shambler faction, but why not use both?
- In both scenarios, one shambler assault incident triggers within the first day to better match the description of the scenarios (and it's more amusing this way).
- In both scenarios, I've increased the frequency of wandering shamblers to once every 1-3 days, and made shambler assaults match it. Hopefully that's not too frequent, but I wanted to try it out.
-Note: These edits to the scenarios do not affect active saves.
Popular Discussions View All (3)
1
17 Jul @ 9:53pm
ERROR LOG - 17.07
👁️⃤Singu ꧅🥲⃤⃞⃟
1
17 Jul @ 9:51pm
A couple of errors from my log and a question
Orion
2
20 Jun @ 12:15pm
Looking for a few mods
masonD20025
127 Comments
ferny 24 Aug @ 2:39am 
What happened with this mod being randomly being deleted for a while?
deadlieremu84 7 Aug @ 7:58pm 
either way the error isn't doing anything to the game, some that play in dev mode just might find it annoying. it only happens when you load a save so I dont' see how it would be a problem.
Phaser Rave  [author] 7 Aug @ 9:55am 
I added the lines to add a faction leader. I'll be honest, I don't know what I'm looking at half the time with the logs. I think maybe that added new errors, but I can't tell if it's from mine or if it was there before I tried adding the leader.
deadlieremu84 7 Aug @ 8:29am 
It worked, I can try it at game start later. Thank you for the update. One red error I keep seeing is that the faction leader is null, I get that it doesn't affect gameplay just pointing it out.
deadlieremu84 7 Aug @ 8:16am 
I'm going to try adding it to an already going game with the Vanilla Factions expanded thing. I tried that when it didn't work at game creation and it still didn't work so I assume the faction Injection works the same just after game start.
deadlieremu84 7 Aug @ 8:08am 
Ill update and get back to you. Thank you for the work.
Phaser Rave  [author] 6 Aug @ 5:24pm 
@Airless @deadlieremu84 I believe I have fixed the problem, just uploaded a patch. Seems to be working on my end, but please let me know if there are any issues.
Phaser Rave  [author] 6 Aug @ 2:13pm 
Thank you for the reports. I can confirm that it's my mod. I'm investigating.
deadlieremu84 6 Aug @ 10:52am 
Same thing happened with me. Adding the faction at a new games creation makes all faction bases not spawn
Airless 5 Aug @ 8:17pm 
Game just updated so I think it broke the mod if you could fix it that would be very cool:steamthumbsup: