RimWorld

RimWorld

Big and Small - Vampires and the Undead
728 Comments
arget03 13 hours ago 
@VeryBeatAbleChild, what, exactly is the name of the gene? There's no custom gene section. Is it an archite gene, or what?
arget03 15 hours ago 
Nice. I can finally get rid of them!
VeryBeatAbleChild 8 Oct @ 7:26pm 
@arget03 at the very bottom of the custom genes you select a zero cost gene that stops them from showing up
arget03 7 Oct @ 3:43pm 
Is there a way to prevent the vampire xenotypes spawning on custom/modded xenotypes? Along with the lycan gene spawning as well.
rdm 30 Sep @ 6:23am 
When you raise anomaly monsters as undead with the vampire's ability, for some reason they attack the one who raised them (
Aravox 20 Sep @ 10:04pm 
@Shaw I never had an issue with this mod. I've had man with VE Lycanthrope if that's your question. Currently there's a bug that gives wolfmen black skin later after transformations.
Shaw_de_pig 17 Sep @ 6:46pm 
How well do the werewolves from this mod interact with the ones from the VE Xenotypes?
Ghevd 10 Sep @ 6:51pm 
Is it still possible to make a custom dracul? I understand the draculs I raise with them won't have the custom genes.

I cannot seem to find the bloodfeed(dracul) gene. Even when I start the customization from the dracul master. Does just having infect give me what I need?
Helixyos 9 Sep @ 3:25pm 
It would be nice if a werewolf that becomes a vampire had a special (hidden) xenotype like the nephilim. No new genes, just another name for the lore. Upon his resurrection he wouldn't be considered a simple dracul. A feral werewolf dracul is really OP XD. I ask because my werewolf became, to my great surprise, a vampire werewolf (I had forgotten that she was recovering from vampirism when she died from an infection)
QuarianRex 24 Aug @ 1:32pm 
Any way to adjust the gene weights when using Incoporate? Currently, when trying to Incoporate a Xeno/Genotype full of genes that aren't currently possessed, the vast majority of genes available seem to be default bloat. Things like Normal Human Hands, Normal Human Jaw, and Normal Smokeleaf Tolerance. This is on a Pawn with 20+ metabolism, so plenty of room to grow.

Could we limit the gene selection to what is actually included in Xeno/Genotypes until the pawn runs out of available genes or actually bottoms out metabolism? I like the randomized gene hunt elements, but trying to harvest a genetic monster for their unique goodies and getting nothing but normal bodypart shapes and random normal drug tolerances just feels bad.
keirests 13 Aug @ 9:32am 
Hello i want to ask what could cause weird thing like this to happen, lycanthrope to split in two, i imprisoned one and then saved the game and when i came back to play there were two of them of the same person, one in wolf form and the other is in human, but they don't switch between wolf and human they just stay the way they are. I am playing 1.5
Grey 11 Aug @ 11:54pm 
Same issue with lycanthropy as described couple pages above.
After reloading a save it bugs out and pawn stays partially in form (facial animation disables itself like it should, yet werewolf head doesn't apply)

Also may not be related but in this form seems like healthtracker bugs out as well and wounded torso with 22/50 hp remaining may randomly tick to 0 and pawn perishes. On reloading a game everything fixes itself and torso becomes 125 max hp (pawn is lycan/white rose hybrid)
TcT Goth98 7 Aug @ 7:28pm 
Anyway to make our own or change people into Frankensteins?
Gatoviejo =^,^= 5 Aug @ 7:28pm 
Hello, can I disable the Xenotypes I choose? I'd like to try just the Dracul and White Rose xenos.
SupaMalaman 2 Aug @ 11:04am 
doing a Solo Frankenstein run in a world modded with dozens of Xenotypes is truly the most fun Ive ever had, slowly becoming the perfect being
Spy That Isn't a rock 31 Jul @ 11:05am 
Ahhh thank you so much
RedMattis  [author] 30 Jul @ 11:16pm 
@Spy
It takes days, or sometimes weeks. Earliest is 2/3 of a day.
Alexander Moonflower 30 Jul @ 7:54pm 
Very cool!!
This fits perfectly on the vampire hunter run i'm planning to do:D
Spy That Isn't a rock 30 Jul @ 5:47pm 
I just have a question about the revenants, all the race says is they return if not killed by fire but mine haven't, in not sure if it is like a time thing, and there are non-rotted bodies on the map
RedMattis  [author] 30 Jul @ 10:35am 
@Richie
It is in the mod options under Big & Small Framework.

@cakemonster112
It infects them with a disease that will turn them full werewolf if not tended to.
RedMattis  [author] 30 Jul @ 10:34am 
@Blacksoul
Could you post a log here on on the discord. If there is a known error I don't think I have it logged anywhere.

@dom
Does that happen with only my mods? The baseliner issue doesn't sound like something from my mod.
Blacksoul 30 Jul @ 9:38am 
@Reidlos or @RedMattis any update on the PsychicBondProximity error happening with the succubus? It does slow the game noticeably if you have multiple bonded succubus due to throwing that error all the time.
The Milkman 29 Jul @ 9:32am 
okay sorry. somehow it works again.
cakemonster112 28 Jul @ 5:10pm 
how does the gene infector for werewolves work?
The Milkman 25 Jul @ 12:53pm 
i have a problem. my vampire dracul still needs food. even with hemogen eater xenogene.
dom 22 Jul @ 4:10am 
Hey again, and first off, thanks a lot for keeping up this mod, it's one of my favorite mods by far (alongside other B&S mods)!

I have... an odd issue. I think it may be a mod mismatch, so I apologize deeply.

But I think draculs & white roses aren't counted as bloodfeeders. If I have any Dracul or white rose in my colony, they will not help themselves to auto-feed from members of the colony with the "Auto feed bloodfeeders" mod. Every other bloodfeeder will automatically seek out their food source. With VE Aspirations, they will also not get the "become a sanguophage" aspiration from becoming a dracul/white rose.

Other odd issue is that "Sanguophage feed" or "Bloodfeed" option (Biotech) only works on baseliners. And when they do get bit by a dracul, they always get infected, even when not hostile.

Thank you for your time, and sorry for the bother.

https://i.imgur.com/VuDgFnY.png
https://gist.github.com/HugsLibRecordKeeper/74351080a1d508fcac852b048f4bac56
Richie 21 Jul @ 8:22pm 
man i love everything in this mod except the returned, anyway i can get like a mod option to turn on or off some of the stuff, this mod has quite a few things :steamhappy:
Dust 15 Jul @ 10:59am 
Ok! Ty for the info update!

Also for anyone curious, the perpetual darkness of the Glowforests do keep werewolves locked in their proper werewolf form permanently (not the cosmetic bug). So you have constant super healing melee fighters who never sleep, BUT, your colonists are constantly unskilled and having mental breaks all the time due to the -25 werewolf rage.

An really interesting way to run a colony though.
RedMattis  [author] 15 Jul @ 10:27am 
@Dust
I have some code that tries to restore whatever their previous settings were. It is possible they lost the original face data. This can for example happen if the cache is force-cleared via the dev-command.

It could also be a bug causing the data to go missing, or the cache was dropped due to discovering an error when loading a save, etc.
Dust 14 Jul @ 1:08pm 
Ok, I am seeing the eternal werewolf bug, sorta. They are reverting and shrinking down, but keeping their wolf faces. No errors when it happens, and only a visual bug (their skills return to normal). But just an FYI. (I did try a full restart, but issue still happens).
I don't have the alien races mod either (I know that can cause issues in the past)
Dust 14 Jul @ 11:48am 
I missed the werewolves were darkness based, rather than time based. Gonna have to test this with the new mushroom biome.
Mortagon 13 Jul @ 5:10pm 
Sounds good thanks for the amazing mod!
RedMattis  [author] 13 Jul @ 12:23pm 
@Mortagon
It is quite harmless.

It was a gene blacklisted from AG's wretches, but the gene in question has since been removed.

I'll fix it in the next update.
Absolute 13 Jul @ 10:01am 
@Mortagon Its a conflict with alpha genes.
Mortagon 12 Jul @ 7:04pm 
This only occurs with this mod active, not the heaven and hell mod
Mortagon 12 Jul @ 7:04pm 
Getting a red error: "Could not resolve cross-reference to Verse.GeneDef named VU_Disguised_Succubus (wanter=blackListedGenes)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.GeneDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.GeneDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)"
Ashtromancer 11 Jul @ 8:31pm 
I'm not sure if this is an error or not, but Dracul don't seem to benefit from the mood bonus of blood torches, probably because they have an alternate bloodfeeding gene.
RedMattis  [author] 11 Jul @ 2:06pm 
If you link the errors here or on my discord, I can have a look.
Absolute 11 Jul @ 12:56pm 
I'm sure the update and DLC has got you an every modder running around like crazy right now but I wanted to let you know that I'm getting an error on the succubus genes with this mod and alpha genes installed. Removing one of the two fixes the error.
Absolute 1 Jul @ 12:33pm 
Awesome Red, thanks. Don't know if this will help you at all but I've noticed that the transformation only bugs out when reloading a save in game. Exiting the game entirely and then loading back in fixes the issue.
Zlygork 28 Jun @ 4:55am 
The game started in a desert, by the time the pawn got infected I had moved the colony into temperate forest. No special permanent weather effects.
RedMattis  [author] 28 Jun @ 1:05am 
@Zlygork
Eclipse or special biome? The transformation is based on the same map light values solar panels use.

@Apocrypha
Noted. Thanks. I'll put investigating it on my to-do. :)
Zlygork 27 Jun @ 7:56am 
My infected pawn transformed into werewolf and never transformed back. He never needs to sleep and is permanently transformed, even during the day
Absolute 25 Jun @ 10:52am 
Yeah same issue here. No CE mods but the lycanthrope transformation becomes bugged after while in game.
awmrko 24 Jun @ 9:20am 
I have the same mistake with the werewolf. I don't have any CE mods.
Aegael 23 Jun @ 1:00pm 
I tested by removing all mods besides this one, the official DLCs, and your other race mods, I didn't have CE.
RedMattis  [author] 23 Jun @ 9:07am 
@arget03
I think I set a few of the vanilla xenotypes have a rare chance to show up as returned, but otherwise that shouldn't happen. What is the issue you're seeing exactly?

@StoneByStone
I suspect the loves bites might trigger both. When I designed the abilities I didn't really consider that both might be on the same xenotype.

@Aegael, Level 3 Sentry
Is this with Combat Expanded? If so the werewolf form gets removed due to the werewolf fangs (added by the form) not being set up by the CE people, causing the werewolf form to error and get disabled.

@CrackaJack
Sinew? Admittedly not much. The skeletal returned should probably have some sort of "brittle" weakness along with fragile instead. Perhaps I'll work on them again sometime later.
arget03 23 Jun @ 3:28am 
Is there a way to prevent the genes from randomly spawning on custom/modded xenotypes? I have custom made xenotypes. Randomly one will spawn, that has undead genes. Still the right xenotype and everything, just undead.
StoneByStone 22 Jun @ 7:22pm 
I wanted to ask-is there a way to give both the white rose bloodfeed and the dracul bloodfeed at the same time in one bite? I noticed it happen once, but I've been unable to make it happen again.
Aegael 11 Jun @ 12:06pm 
It seems like hard reloading the game works, but reloading a save in the middle of play messes things up.