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RimWorld

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Mashed's Bloodmoon
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Mod, 1.6
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2.450 MB
11 Jul @ 5:02pm
19 Jul @ 10:38pm
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Mashed's Bloodmoon

Description
[discord.gg]
[github.com]



A completely remade version of the original MorrowRim - Bloodmoon mod, made to a much higher standard, and with significantly more experience under my belt. There is now a fully featured, customisable, and upgradeable, lycanthropy system included.



The glow of a blood red moon has awoken something ancient from a deep slumber. The call of The Huntsman can be heard echoing through the eerie silence. The air itself carries the unmistakable scent of blood. Ominous howling can be heard in the distance, growing ever closer.

Roughly every 30 days the Huntsman's Moon will rise, covering the world in an eerie red glow. During this time packs of feral werewolves will attack settlements, and ambush caravans. These feral werewolves can spread a disease called Sanies Lupinus, which if left untreated will eventually transition into dormant lycanthropy. Upon the next Huntsman's Moon the infected will experience their first transformation.

The time between attacks, and the strength of attacks, can be modified in the mod settings menu.



A fully fledged lycanthrope, now able to transform into their beast form at will. While the Huntsman's blood offers little benefit outside of beast form, it does provide immunity to certain infections.

Once a lycanthrope has recovered from their first transformation, they gain the ability to transform at will, as well as upgrade and customise their beast form. While most of the bonuses, and downsides, are only active in beast form, some are active in human form as well:

  • They are immune to several diseases, and have a lesser risk of getting food poisoning.

  • They take additional damage from weapons made out of silver, and gain a negative mood if wearing anything made out of silver.

  • They always struggle to get a good nights sleep. They gain no mood bonuses for sleeping in impressive bedrooms or barracks, and instead will always gain a mood debuff after sleep.




A lycanthrope transformed into their beastial form, greatly empowering them, though at a cost. Transformed lycanthropes are unable to do any form of work, and their vocal cords have become too malformed for speech.

The true nature of lycanthropes comes out when they are in their beast form. Amplifying their downsides, but granting full access to their bonuses.

  • They are completely incapable of work and speech.

  • They can eat corpses and raw food without any negative effects.

  • They are unable to use weapons, but have powerful claws and fangs.

  • Overall increased durability and wound healing, but more susceptible to fire, toxins and silver.

The beast form type and transformation type can be changed while in human form. Primary, secondary, and tertiary colours can all be set separately.




Lycanthropic stress will gradually build up while in their beastial form. If this ever reaches its limit, the lycanthrope will enter an uncontrollable fury.

A lycanthropes beast form can only be maintained for so long, as stress will build up while transformed. Stress is converted into fatigue once the transformation ends, preventing another transformation until the lycanthrope has recovered.

If a lycanthrope builds up too much stress while transformed they will enter an uncontrolable fury, prolonging the transformation, but causing them to hunt down anything that moves.

How much stress a lycanthrope can withstand can be increased through eating the hearts of fresh corpses, and downed pawns using the Consume Heart ability.




Various upgrades can be purchased by spending Consumed Hearts, some can alternatively be gained through the use of special crystal skulls.

Unlock beast form abilities, equip new claw types, upgrade totems, and gain additional traits.





Prove yourself to The Huntsman by completing Beast Hunt decrees. Each decree will either require the pawn to consume the hearts of specific targets, or kill specific targets while in beast form.

Each completed beast hunt will reward the lycanthrope with a permanent stacking mood bonus, and potentially other gifts.

Completing lycanthrope proficiency beast hunts will unlock an upgrade for the corresponding ability.
















Q: CE?
A: I don't patch for CE, and parts of the mod may not function properly until it is patched.

Q: 1.5?
A: There is a 1.5 release available on my GitHub. It is an older build, and is provided as is.




  • Mostly inspired by the Elder Scrolls series by Bethesda Studios, with a heavy focus on Morrowind
  • Lycanthrope ability sounds otained from https://mixkit.co/
  • Thanks to everyone that provided feedback during the far too long beta period:
      BongBong, Theo, Aludis, Aquiles, charybdis6404, Fabricator General, Roque the Rogue
  • To OttersHoldHands for reminding me of something I didn't test.
  • And to Ranger Rick for being neat

Please don't re-upload any part of this mod, or this mod in entirety, without my consent.
Popular Discussions View All (1)
23
20 Jul @ 2:14pm
PINNED: Bug reports
SirMashedPotato
139 Comments
SirMashedPotato  [author] 6 hours ago 
@polios3, yeaaaaa I don't know if I'd add anything like that. I'd suggest just selling/destroying what you don't need. And I'll be looking into reducing raid size soon.
polios3 13 hours ago 
you could add more uses for blood. then you got raids of 3x 300 werewolfs, it just fills your entire storage :D maybe some sort of Weapons imbued with blood? or some sort of implants like Hearts made out of 100 elixirs? or something :D
kyleEnd 21 Jul @ 7:45pm 
Science must go on...
SirMashedPotato  [author] 21 Jul @ 1:27pm 
@kyleEnd, you'd give them the Lycanthrope hediff, though I'm not entirely sure this is going to work out how you're hoping it will.
kyleEnd 21 Jul @ 9:03am 
I wanted to make an entire faction werewolves. If I were to use something like total control to give the empire a hediff which hediff would have the best impact?
SirMashedPotato  [author] 20 Jul @ 6:36pm 
@Marine Ecologist, nop. I'm not entirely sure why that's appearing, but it shouldn't be game breaking, so it can stay for now.
Marine Ecologist 20 Jul @ 4:57pm 
Is there any point in restraining a werewolf to a holding platform? Doesn't seem like studying them is an option.
dysaster 20 Jul @ 4:05pm 
my soon-to-be spacer colony back on 1.4 was slayed by your old bloodmoon mod, and today same thing happened on 1.6, these are deadly
SirMashedPotato  [author] 20 Jul @ 2:59pm 
@비내리는밤의달, there's a slider in the mod settings menu to adjust the time between attacks. Based on testing you're looking at on average 3~4 raids with default settings. If it's firing far more frequently than that, I'm going to need a hugslib log.

@captainblade138, If you click the open debug logging menu dev button, click future incidents, the huntsmans moon one, then open the debug log it'll tell you when the next ones are meant to be.

Otherwise, make/obtain a wolfsblood elixir and have the pawn drink it.
비내리는밤의달 20 Jul @ 1:40pm 
Am I weird? Werewolves keep coming every 5 minutes. I have no time to prepare. I don't have time to pick up the items they drop or the bodies. I just keep defending.