RimWorld

RimWorld

VPE - Deadlife
105 Comments
rdm 26 Sep @ 2:36am 
how about adding the ability to summon the shamblers you've raised near you? like a puppeteer's ability that teleports all their puppets to them
Sentinel  [author] 31 Aug @ 5:19pm 
Update: See message below.
Sentinel  [author] 31 Aug @ 4:57pm 
@Pie Ah I see what you mean, I thought it would show up as allied shamblers instead of just shamblers, i'll release another update for that.
Sentinel  [author] 31 Aug @ 4:54pm 
Update: Made the shambler faction neutral instead of allied as it was causing issues in some edge cases (Faction selection menu breaking in another mod (alliance assault) is what I encountered.)
Pie 17 Aug @ 12:01pm 
@Sentinel You may want to consider renaming the Shambler faction. I had thought all Shamblers are suddenly now allied.
Sentinel  [author] 12 Aug @ 7:54am 
@Croaton I might need to try deadlife sacks in my game to see how strong it really is, I always pick shambler extinction since it seems far better imo, will test it but it seems fine for me.
Croaton 12 Aug @ 7:27am 
Excellent, beautiful mod. Deadlife sacs feel a bit OP though, specially for how early they are on the tree, maybe need to refill the sacs with bioferrite?
Herg The Derg 10 Aug @ 12:49pm 
Goated Mod author
Sentinel  [author] 10 Aug @ 7:43am 
Update: Added Harmony as a dependency

The Allied shamblers faction will now be set as an ally upon save load.
Herg The Derg 9 Aug @ 8:52pm 
it spawns only as hostile shamblers. I am using outer rim scenario start
Valentine 7 Aug @ 5:27am 
Thank you for the swift fix mod maker.
Guineatown20806 6 Aug @ 9:52pm 
@Sentinel Basically it is a long lasting (3 years or longer) worldwide deadthpall. My comment would be very long if I explained every detail if I missed anything please read the description on VQED workshop page. In short the shambler apocalypse happens when you eighter fail the Launchsite quest or don't down the general in time and he launches Deadlife Nukes into the planets atmosphere. In addition to being a deathpall, shambler hordes will roam the planets surface attacking both your faction settlement and enemy settlements and can destroy them in the process.
Sentinel  [author] 6 Aug @ 4:47pm 
@Guineatown20806 What does the shambler apocalypse do?
Sentinel  [author] 6 Aug @ 4:30pm 
Update: Disabled autocast for deadlife harvest, meaning enemy pawns won't one shot your pawns.
Sentinel  [author] 6 Aug @ 4:28pm 
@Valentine that's both hilarious and scary as hell. Will fix quickly
Valentine 6 Aug @ 4:11pm 
Dearest mod maker I have found a terrible bug with your fine mod. If deadlife harvest is on autocast it can target colonists who are very much still alive, instantly deleting them and making it one of the most powerful psycasts ever. Tested with just this mod and its requirements.
Guineatown20806 5 Aug @ 1:37pm 
Could we get a new T6 Psycast that allows us to induce the shambler apocalypse from VQE: deadlife.
Gideon 29 Jul @ 5:03am 
I am not hostile with your allied shamblers faction. Ill try again and see what faction the hostile shamblers are getting.
Sentinel  [author] 28 Jul @ 7:42pm 
@Gideon that's not supposed to happen, what does the dev show all say in the faction menu? hostile with the shambler faction? If yes what was your starting scenario? I covered every starting faction def iirc.
Gideon 28 Jul @ 6:25pm 
Attacked a beggar group and turned one. It became a hostile shambler anyway. I can only use corpses and allied pawns to make friendly shamblers.
Gideon 28 Jul @ 2:02pm 
I did not do the gravship scenario. They work fine when I raise a corpse. I'll try again with a living enemy at some point.
Sentinel  [author] 28 Jul @ 1:43pm 
@Gideon I understand the issue now, did you start the gravship scenario? There was a missing check so the shamblers were set hostile to you,

You need to remove the faction from your game via save editing and add them again via VEF for them to generate correctly.
Gideon 28 Jul @ 10:51am 
Correction. With Dev Show All checked, I can see Allied Shamblers as a listed faction and the source says VPE - Deadlife
Gideon 28 Jul @ 10:49am 
VFE Add Faction button does not mention anything related to Shamblers. Is there a specific name you gave the faction?
Sentinel  [author] 27 Jul @ 8:33pm 
Update:

Fix:

Grave digger won't have a chance to spawn "fake dead" pawns.

Fixed an issue in the code causing grave digger to spawn 8 corpses instead of 9.
Sentinel  [author] 27 Jul @ 7:53pm 
@Gideon No, maybe your world generated without the allied shamblers faction for some reason? Can you check the settings of the VE framework to see if the faction shows up as one that you can add there?

The intended behavior of shamblerification is that it turns the target into a shambler and assigns them to the faction.
Gideon 27 Jul @ 7:48pm 
Is it supposed to make hostile shamblers if you cast it on enemy pawns?
Gideon 27 Jul @ 7:01pm 
I don't have anything I know of that changes spawning.
Sentinel  [author] 27 Jul @ 6:51pm 
@Gideon Odd, there's code that should make sure they don't spawn with specific xenotypes, do you happen to run any xenotype spawn altering mods such as xenotype spawn control? I've tried the ability 10 times in a row and they're always spawning with nearndertal genes as intended (trying to spawn a baseliner caused issues)

I'll try altering the code to force the pawns to die on spawn, the hediff approach seems to have issues from what you're telling me.
Gideon 27 Jul @ 6:47pm 
They're random xenotypes. I think the ones that spawned alive are all from Rim-Effect. I know I saw an Asari and a Drell. Didn't catch the others--I was in a vault and they hauled a$$ for the stairs up.
Sentinel  [author] 27 Jul @ 6:31pm 
Any errors in the log when trying to spawn corpses? If yes send a hugslib log so I can have a look, i'm running 1.6 as well and not getting this issue, do the pawns spawn with a particular xenotype?
Gideon 27 Jul @ 6:29pm 
1.6
Sentinel  [author] 27 Jul @ 6:22pm 
@Gideon Shamblerifications turns living beings into shamblers

as for grave digger that's weird, which version are you using the mod on?
Gideon 27 Jul @ 6:17pm 
Shamblerification and the mass version do not work for me. They consume psyfocus but the corpses do not rise. Also, grave digger spawns 9 pawns, but for me 5 of them were alive and ran away.
Sentinel  [author] 26 Jul @ 4:45pm 
@Obi™ "We are shamblers" didn't get updated yet? unfortunate, guess it will after some time.
Sentinel  [author] 26 Jul @ 4:44pm 
1.6: Updated shambler faction to not be hostile to gravship start player faction, you'll need to use a mod to change the currently unintended relations, or save edit it yourself.
Obi™ 26 Jul @ 4:07am 
After checking a little, I can't seem to find a mod for 1.6 that allows for the direct control of shamblers
Sentinel  [author] 25 Jul @ 2:16pm 
@nine novem You can't control them directly, though you can summon corpses and raise them with the abilities, or you might be able to find another mod that lets you draft shamblers. I'm sure one exists.
nine novem 25 Jul @ 12:08pm 
so how do i proper control my shamblers, also good mod
Sentinel  [author] 20 Jul @ 10:00pm 
@Cookie that was an old bug present in the mod, haven't encountered it since I fixed it back then, which version of the game are you on?
Sentinel  [author] 20 Jul @ 7:56pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Buttermilk 20 Jul @ 8:31am 
Really love your VPE paths! This one in particular is helping me get through Odyssey space stations a lot.
Zoe, the Bad Wolf 13 Jul @ 11:42am 
I see! :D
Glad to see what you will come up with.
Sentinel  [author] 13 Jul @ 11:33am 
@Zoe, the Bad Wolf

Glad you're enjoying the mods!

I'm considering making paths for odyssey but I have no idea on what to do so far, I'll keep playing the DLC and maybe something will come up!
Zoe, the Bad Wolf 13 Jul @ 11:31am 
@Sentinel,

Thank you for the update to your Many Paths! :D
They are amazing additions to the game. On a parallel curiosity, are you going to be planning paths related to Odyssey?
lloki 3 Jul @ 7:06am 
Thanks for the update! Recently one of my favorite mod series, great utilization of VPE framework.
Sentinel  [author] 3 Jul @ 4:17am 
Update: 1.6 port + added allied shambler faction to fix the shamblerification causing shamblers to not attack
Sera 30 May @ 6:29am 
I can confirm i summon 9 as well.
Sentinel  [author] 30 May @ 6:13am 
@Julian333XD the corpses spawning as baseliners with neandertal genes is intended to prevent them spawning with custom xenos, the baseliner option wouldn't work for some reason.

Grave digger is supposed to be a 3x3 radius psycast causing 9 corpses to appear, that was always the behavior of that ability, maybe you're using a mod that alters range based on psychic sensitivity? I do get 9 corpses in my game.
Julian333XD 30 May @ 5:53am 
Also also, did you increase the effect range of grave digger? Because for me it only spawns 5 corpses because of the range, however i also have my save from before the update, maybe something bugged for me.