RimWorld

RimWorld

Sanguophage: The Overhaul
31 Comments
Turkwise 21 Jan @ 4:59pm 
The best sanguophage rework mod. The change to deathrest capacity in particular is great.
VoshkaVonBadMeow 3 Dec, 2024 @ 10:10am 
@azuraal Didn't see it there either, check right click menu, operation menu, and looked at gizmos on prisoners, but couldn't see anything..

I will try again, I just have to find some more "volunteers"
Azuraal  [author] 3 Dec, 2024 @ 8:24am 
@VoshkaVonBadMeow It's implemented as gizmo on the victim. Select the prisoner and it should show.

I wanted to add doing it via right click menu but never got around to it, maybe now is finally the time...
VoshkaVonBadMeow 2 Dec, 2024 @ 1:11am 
How do I cannibalize my prisoners? I don't see the option? I've implanted the Sanguophage gene, but I can't seem to cannibalize them after that..
not_buddhanuff 5 Nov, 2023 @ 9:08pm 
+1 from another Whitewolf fan
affairs most succubussian 22 Jun, 2023 @ 10:13am 
@EldritchPotato Cherry picker mod, possibly?

Also, the gif that involves your avatar soothes my soul. Purple plant monster face. <3
EldritchPotato 21 Jun, 2023 @ 5:34pm 
Would it be possible to add a setting to only enable the Diablerie and leave everything else normal?
[JdG] Pejman 19 Jun, 2023 @ 4:03pm 
getting a couple of erros :

Config error in Sanguophage: Hyperlink to Sterile more than once on Sanguophage description

Config error in Sanguophage: Hyperlink to Pain_Reduced more than once on Sanguophage description
RedPine 17 Jun, 2023 @ 12:51am 
I appreciate the slim design of this mod. Since "cannibalize" shows up on valid targets, like prisoners, it doesn't clog up the ability bar of my colonists.
[JdG] Pejman 4 Jun, 2023 @ 1:29pm 
I wonder if there is a way to make a balanced consumable that refills some deathrest need
ELLIOTTCABLE on Discord 17 May, 2023 @ 7:43pm 
I'd love to see this tweaked to fit around the VE version!

I like your "vision", but I also like their "variety." Perhaps you could tweak their three subxenotypes in the same fashion as you already have for the base-game one?

Anyway, a specific and hopefully-simpler request: could you nerfVRE-Sang's additional types of bloodpacks the same way you did for the basegame ones? =)
Azuraal  [author] 17 Apr, 2023 @ 5:46am 
@morpheusak I don't think there will be any mechanical incompatibility. The added vampire xenotypes all have Deathrest and Deathless genes, so if you enable dynamic undeath option they will be treated the same way as Sanguophages. I see however that one of the xenotypes doesn't have a standard bloodfeeder gene, so you'd need to disable the "only bloodfeeders can canibalise" to allow them to do so.

Another point is however design compatibility. Most notably the 3 new vampire xenotypes will lack temperature super-tolerance, low pain etc, but have psy-sensitivity and fast runner and be fertile.
morpheusak 17 Apr, 2023 @ 4:07am 
Any idea how this interacts with the new Expanded Sanguophage mod?
Azuraal  [author] 26 Mar, 2023 @ 12:09pm 
I have decided against any further buffs to Sanguophage such as regenerating organs.
With the addition of the option to make sanguophages fertile I am considering this mod to be more or less feature complete.
Azuraal  [author] 15 Feb, 2023 @ 8:45am 
Some minor fixes and changes, I will work on more comprehensive regeneration and an option to allow Sanguophages to be parents next.
Spesh 6 Feb, 2023 @ 5:46pm 
If possible, it'd be really cool if diablerie was a ritual execution for bloodfeeder ideologies
Spesh 6 Feb, 2023 @ 5:42pm 
Ah right, the one thing I didn't think to check haha. I'll give it a go after work, thanks man
Azuraal  [author] 6 Feb, 2023 @ 3:59pm 
@Spesh It should show in the bottom row as an action button with a bloodfeeder icon when a prisoner Sanguophage or a downed outsider Sanguophage is selected.
Spesh 6 Feb, 2023 @ 3:32pm 
How does the brain cannibalism work? I can't seem to get it to happen. I'll imprison a pawn, implant them, but have no option to nibble their brain. I even downed them while they were imprisoned and still no dice. Do I just kill them and force my vamp to consume them normally?
Azuraal  [author] 13 Jan, 2023 @ 4:15am 
In case anyone is waiting for the promised changes and further development, earliest I will have time to work on the mod is next month.
RedPine 2 Jan, 2023 @ 12:54pm 
Added a few suggestions to the discussion page. Great mod overall, the only thing missing is that true vampires shouldn't need to eat human food.
Get Donked On 30 Dec, 2022 @ 9:04am 
hmm i hadnt considerd that good point. I never really use glucosoid pumps
Azuraal  [author] 30 Dec, 2022 @ 4:34am 
@Get Donked On Being highly flammable, and being susceptible to heat stroke are very different things. I don't imagine a vampire struggling and panting because it's hot outside.

The removal of move speed gene is mostly due to the presence of glucosoid pumps, which, when stacked improves move speed far more than the gene. And while speed and reflexes are part of the vampire mythos, they are not universal, so I decided if anyone wants their Sangouophage to display those characteristics, glucosoid pump is right there.
Get Donked On 29 Dec, 2022 @ 4:44pm 
I think almost all the changes make sense but Heat super tolerant feels a bit out of place with fire weaknes and pyrophobia. Any reason why it was added? Id say the move speed gene makes more sense to me.
Roque the Rogue 29 Dec, 2022 @ 2:49pm 
while also allowing a complex scientific process to take place in order to allow sanguophages to reproduce is a good balance that I can respect, another off-set which I think could be balanced for sanguophage offsprings is that they could have a chance to be born with several defects due to the lack of aging and other stuff sciency-technojumbo dna degradation on parental figures, as a bonus they could sometimes be born with natural archite powers n' benefits? I still don't fully understand biotech.
Roque the Rogue 29 Dec, 2022 @ 2:49pm 
Thanks for the reply!
what I meant by copying WoD, I should be more clear, is to adapt certain abilities, for instance Tremere's Clan blood boil could become Hemo Boil, Blood Bolt, Hemo Bolt and so on..
I'm a writer so I understand adapting and respecting the originality of lore while expanding it (so many writers don't get it, oh dont get me started on netflix either)
makes a lot of sense sanguophages would have difficulties with the normal reproduction process, thus paying homage to all those vampire flicks n' lore around
Azuraal  [author] 29 Dec, 2022 @ 11:26am 
As to the sterility, you are always going to need non-hemogenic pawns in the colony anyway, so it's hardly removing the feature in all Sanguophage games, but I get where you are coming from.
Just adding the option to remove sterility would be problematic however for two reasons,
1. It's dynamically adjusting not just the defs, but all Sanguophage pawns in a game, loaded now or later. It's absolutely doable, but I don't think it's worth the work needed to make it operate without fault.
2. a more simple point is that the sterile gene has a metabolic offset of +1, meaning sanguophages would eat 25% more, hardly an end of the world, but ehh... I would not be happy with that.

For those reasons I will add an option allowing Sanguophages to have ovum extracted, and to fertilize ovum.
Azuraal  [author] 29 Dec, 2022 @ 11:26am 
@Roque the Rogue While I openly take inspiration from WoD, I don't intend to make a carbon copy. Most importantly, I don't want to overshadow Ludeon's original design, mearly adjust it. For any additional powers I think I will rely on the deathrest linking mechanic. I do intend to add more of those buildings, and perhaps other variants of vampiric xenotypes, but not in the immediate future.
Roque the Rogue 29 Dec, 2022 @ 10:37am 
it could be cool if the Diabliarize aspect of this mod bestowed new abilities alongside increasing the deathrest, new abilities such as the ones seen in gwen's hemogenes mod, xenogerm reincarnation mod and others, since this mod is already "leeching":steamfacepalm: features from the World of Darkness, why not copy abilities like those from the Tremere Clan, some shown in the Rim of Madness: Vampires? that could be extremely cool. With the advent of biotech, rim of madness: vamps has been obsolete for the most part. Thanks for all your hard work on this I like it a lot. And please, add a toggle whether sanguophages should be sterile or not, as much I wanna embrace the mythical aspect of the mod I don't always wanna sacrifice a vanilla feature for flair.
Azuraal  [author] 29 Dec, 2022 @ 1:54am 
@Krazyfan1 With the superfast wound healing gene, spending hemogen to heal wonnds would feel superfluous, but limb (and organ) regeneration is a good idea. I will add it.
Krazyfan1 29 Dec, 2022 @ 1:46am 
Any chance to give them a toggleable ability that uses Hemogen to regenerate wounds and limbs?