RimWorld

RimWorld

Mashed's Bloodmoon
282 Comments
Ranger Rick 25 Oct @ 11:54pm 
oof
SirMashedPotato  [author] 25 Oct @ 9:02pm 
@Streenty, parts of the mod won't work properly until it's patched on CE's side.
Streenty 25 Oct @ 7:51pm 
Hey im having an issue where the werewolves and lycans dont do any damage more than a punch would, I have CE so im assuming this has to do with the way CE handles damage but im not sure. If you have any insight that would be great, thanks.
SirMashedPotato  [author] 22 Oct @ 7:02pm 
@uerminosa, sorry, I can't really easily cram more onto that page without redoing the code.
uerminosa 22 Oct @ 2:07pm 
Hello, I wanted to ask if you could consider adding a color picker or HEX code input for the beast form customization menu. I'd like to match my pawns beast forms with their hair color and eye genes and this would make the process easier. Thanks for your time, this mod is truly amazing.
SirMashedPotato  [author] 21 Oct @ 12:39pm 
@Stringing, the issue with adding the mod mid save is that factions don't get retroactively added to the world, and without the faction certain aspects of the mod won't function. However you can still access all of the lycanthrope mechanics.

You can use VE Framework, and add the feral werewolf faction when asked. But you're on your own with any issues encountered.
Stringing 21 Oct @ 8:41am 
@SirMashedPotato Sorry to bother you but I had a quick question. I love this mod concept and really want to add this to my playthrough but I won’t start over for this (10 years deep in game). I know Bloodmoons won’t trigger automatically when adding to an existing save, is there a method to manually trigger a bloodmoon? Using DevMode or the Mod Settings? It would be incredible if so, thank you!!!
黑虎阿芙洛狄忒 18 Oct @ 10:57am 
Got it, thank you.
SirMashedPotato  [author] 18 Oct @ 10:52am 
@黑虎阿芙洛狄忒, adding the mod mid way through a game will prevent the huntsman's moon from occurring.
黑虎阿芙洛狄忒 18 Oct @ 7:54am 
I added the mod midway through the game, or is it that I can't use the anti-gravity ship to migrate frequently?
SirMashedPotato  [author] 17 Oct @ 2:00pm 
@黑虎阿芙洛狄忒, I do not know what is happening in your game, or what may be preventing the huntsman's moon from occurring.
黑虎阿芙洛狄忒 17 Oct @ 12:27am 
Are there any restrictions on triggering the Blood Moon? Why hasn’t it appeared even after three in-game years?
SirMashedPotato  [author] 16 Oct @ 7:13pm 
@Husker_85, may I suggest you don't land your gravship at the quest location, and instead land it next door?
Husker_85 16 Oct @ 7:03pm 
Having some trouble with the werewolf pack quest. When I try to land my gravship at the quest location, it just says "tile already occupied"
SirMashedPotato  [author] 16 Oct @ 5:29pm 
@Ranger Rick, better than stinky stinky fallout.
Ranger Rick 16 Oct @ 5:17pm 
Also not sure if its been asked, but do you plan to make any standalones that are not "morrowind" themed? I like the ideas, but the overall theme is very dull to me. I think like a mothman scenario would be cool, or maybe a starship troopers bug theme. Morrowing was just such an odd and no bueno game. tyty xoxoxoxo -Rick
SirMashedPotato  [author] 16 Oct @ 5:17pm 
@Ravioli-Monke, sorry but no.

@Ranger Rick, only if you promise to update and support z-levels indefinitely.
Ranger Rick 16 Oct @ 5:01pm 
Will you also be able to do so for older versions for the non git people? Great mod btw! Wish you would turn down the amount of raids however and make this more mod friendly, may try patching to VE or something like that if its new for you?
Ravioli-Monke 16 Oct @ 4:29pm 
sorry if this is too much of an ask but would you be able to post the mod for 1.5 on steam?
SirMashedPotato  [author] 15 Oct @ 1:16pm 
@chrollo lucilfer, two things:

1- mod settings menu.
2- don't remove mods mid game.
chrollo lucilfer 15 Oct @ 12:58pm 
annoying frequent wolf raids dropping human meat and after removing mid game got a corrupted save :steamhappy:
SirMashedPotato  [author] 12 Oct @ 8:12pm 
@Nananabatman, yea I never coded them to do that, so I'm just going to assume it's a problem with your mod list. Also, you could've disabled the huntsman's moon in the settings menu, you can still access everything in the mod without it.

@4D, :melthink: we shall see. Also for context, the stress limit being tied to how many consumed hearts the pawn has is very much an intentional balance decision. Almost everything you can purchase with hearts can be acquired through totems.
4D 12 Oct @ 5:06pm 
Very nice mod, amazing work.
Would like to ask for settings / ways to upgrade the passive ability of stress relieving, so that the downtime wont be as long.
Also was kind of unfortunate to see the stress get reset back to the base after using the collected hearts for upgrades.
Thank you!
Nananabatman 12 Oct @ 4:35pm 
This mod is okay on paper but I had to turn it off, Werewolf raids ignored my pawns sitting on a open field and go for random walls or random shit on the map that doesn't forward their objective in any way shape of form, this is fine for earlier raid but as the amount of werewolves raises they start digging their way into my comms console while I'm dealing with wolves on the other side of the map and breaking it for no reason, I don't like annoying for the shake of annoying.
SirMashedPotato  [author] 12 Oct @ 12:51pm 
@Papa Canis, thanks :zaggrin:

It's just rng being rng, potentially heavily influenced by whatever else is happening in your game. The good news is bad rng doesn't lock you out of anything in the mod.
Papa Canis 12 Oct @ 11:53am 
Currently in love with this mod, it's extremely well put together and very faithful to the TES source material while still being lore-friendly to Rimworld.

For the longest time, I thought the mod wasnt working because it took *83* days for the first "Blood on the Wind" event to trigger. May I ask what the chance of that happening is, because that feels monumentally unlucky, haha.
Satoshi Kun 11 Oct @ 5:49am 
@SirMashedPotato, ah, it gave the impression it was because adding/removing mods changed the hunts across playthroughs. That is unfortunate but I can live with that.
Aranador 6 Oct @ 8:27pm 
Awesome thank you :) I swapped to Cassandra, and soon after, a bloodmoon event occured. I do not know how to check codewise if the story teller inheitance is wrong, but the effects suggest this was the case. TY again.
SirMashedPotato  [author] 6 Oct @ 12:59pm 
@Aranador, if the storyteller isn't inheriting from BaseStoryteller, then that could be why.
Aranador 6 Oct @ 3:29am 
Or another possibility - I am using a modded story teller - could that not have access to the events to fire ?
Aranador 6 Oct @ 3:27am 
A quick clarification please - My colony is a little over a year old, and I have had no werewolf raids at all. Can the raids happen in the Odyssey biome of 'the grasslands' ?? I have Anomaly story teller setting set to no anomaly - would that be why? Cheers.
Bushboar 5 Oct @ 2:57pm 
Thank you! Appreciate the option!
SirMashedPotato  [author] 5 Oct @ 12:07pm 
@Satoshi Kun, beast hunts aren't randomly generated.
Satoshi Kun 5 Oct @ 10:24am 
Could you consider adding a way to refresh or reroll Beast Hunts? I often play with Anomaly events disabled, but still included for the additional items/gear that it adds, and I keep getting beast hunts that are majority anomaly monsters.

There's no actual way to re-ennable Anomaly mid-game and no way outside of cheating to obtain the creatures to fight in the first place.
SirMashedPotato  [author] 3 Oct @ 3:40pm 
@Bushboar, latest update has added a setting to disable it.
Bushboar 1 Oct @ 8:38pm 
Is there any way to remove the restless sleep modifier? I really like the mechanics added here and while I do appreciate the accuracy to elder scrolls and the balance, I just don't love the restless sleep for the particular idea I have for my colony. I want to have a colony of werewolf raiders with luxuriant housing but the restless sleep sort of takes away from it in particular.
A kobold 🎖 1 Oct @ 4:12pm 
Not only that but vampires are in the base game.
SirMashedPotato  [author] 1 Oct @ 12:30pm 
@Happyhil, you can just disable the Huntsman's Moon in the mod settings, although I'm legally obliged to say you shouldn't be keeping mods enabled if you don't intend to actually use them.

@CCMA Dark Fire, vampires are too stinky, and also there's dozens of vampire mods already on the workshop.
Happyhil 1 Oct @ 7:45am 
Have you considered a version of this that starts with a quest? Kind of like most of the dlcs, I'd love to be able to opt into the bloodmoon content on any run but I don't always want to be hit by the event or have to reload my mod list. Love the mod otherwise!
CCMA Dark Fire 1 Oct @ 12:08am 
Vampires when?
A kobold 🎖 30 Sep @ 12:16pm 
I think it is one of the sanguifage mods. I thought it was vanilla with the mod that adds that my guess
SirMashedPotato  [author] 30 Sep @ 12:08pm 
@A kobold 🎖, what mod is the blood moon from?
A kobold 🎖 30 Sep @ 8:27am 
If a huntsmans moon and a blood moon happen at the same time the game glitches out a bit. only the one that starts first triggers.

Had a blood moon start during a huntsmans and the bloods effect didn't happen, then had the reverse happen the next huntsmans moon.
Dust 29 Sep @ 9:36am 
Must have been it, because the next one to trigger worked normally. Ty for the response.
SirMashedPotato  [author] 28 Sep @ 10:50pm 
@Dust, It's definitely not intentional, but I guess something could've happened that prevented the actual huntsman's moon from firing.
Dust 28 Sep @ 7:11pm 
Is it possible for blood moons to fail? First one triggered, got the werewolf raids, people became dorment werewolves, second "blood on the wind" comes around, but just ends with no bloodmoon or attacks.
Tincan Man 27 Sep @ 2:57pm 
Very fun mod, I'm surprised by how much work went into it. It's also surprisingly brutal due to the Huntsman Moon event.
SirMashedPotato  [author] 25 Sep @ 8:11pm 
@SonAnubis, it should be fine as long as you have VE Framework enabled and add the feral werewolves faction when prompted.
SonAnubis 25 Sep @ 6:41pm 
Hello, i did not found it, but can ir be added to an existed world?
SirMashedPotato  [author] 22 Sep @ 3:28pm 
@Capter, the damage reduction doesn't stack the way I'm guessing you're thinking it does.

However, I have now realised the heart cost for that trait, and probably all the traits really, is absurdly low.