RimWorld

RimWorld

Shamblers Hate Wildlife
52 Comments
SAUCE__GODD 21 Jul @ 2:40am 
I have an idea, shamblers attack downed pawns
NotTheSolaire 20 Jul @ 8:58pm 
for some reason mod isnt working
Teok  [author] 14 Jun @ 5:43pm 
No Idea. The mod uses an isAnimal check which is in vanilla rimworld. If they are considered animals by rimworld, most likely. I haven't tested with this mod as I don't use it
queenelise9830 2 Apr @ 4:43pm 
Surprised no one's asked yet but. Do Insectoids from VFE Insectoids 2 count as "wild animals" for this check?
PookySmile 4 Feb @ 3:12am 
Super proper mod!
Is there a similar mod for fleshbeasts?
Karkinos 29 Nov, 2024 @ 5:03pm 
Great mod, love how it turns death palls into proper, temporary zombie apocalypses
SilkMoth 27 Nov, 2024 @ 9:56am 
@galesdeloscien how so? can you post a log?
galesdeloscien 21 Nov, 2024 @ 3:30pm 
i think this one mod its incompatible with fishery.
spectator 19 Aug, 2024 @ 7:32am 
i use this mod with ushanka's biological warfare and OH BOY does it make me panic whenever even one shambler wanders onto the map because it'll immediately maul the local wildlife to death and they become shamblers, repeat until the hordes reach your home, i had to have my whole colony head out on basically zombie purging efforts to make the map safe to exist in again because of how many shamblers there were

10/10 would develop an instinctual fight or flight response to shamblers again
Thranos 16 Aug, 2024 @ 3:35pm 
Ah yes, the Dorf Fort Evil Biome Experience (TM). At least bone/pelt stockpiles can't strangle people yet.
VelxraTV 4 Aug, 2024 @ 4:24am 
turned off only during deathpall in the options 10/10
Ender 18 Jun, 2024 @ 11:30am 
Ooo nice mod ya'got here... don't mind if I d-... * Sees Teok's profile picture * - do.... Bruh, You just gave me PTSD. :sd2grenade: Haha. :sd2explosion:
Spesh 8 May, 2024 @ 2:04am 
might wanna clarify the description for that one
Spesh 8 May, 2024 @ 2:04am 
ah thatd be it
Teok  [author] 7 May, 2024 @ 7:28pm 
Have you checked the settings to see if it's only during death pall or not?
Spesh 7 May, 2024 @ 7:25pm 
So i have the mod loaded, and im not getting any errors anymore, but shamblers also don't seem to be attacking wildlife. Are they supposed to aggro onto wildlife? or do they have to be pissed off beforehand?
Teok  [author] 2 May, 2024 @ 7:53pm 
@Spesh I have no idea. I never got those errors, and can't really figure out what could be causing it. I'm also playing on a heavily modded run right now with it active and haven't run into any issues.
You could try it and see if it works now though
Spesh 2 May, 2024 @ 7:09pm 
will those null checks stop the issues me and 6262soudai were having? With the ERR quests and pawn spawning errors?
Sneaky Demon117 2 May, 2024 @ 11:06am 
This forces you to deal with the shamblers as they will cut into the wildlife food supply.
Teok  [author] 29 Apr, 2024 @ 10:41pm 
Had some trouble yesterday pushing the update but it's worked now. Added some null checking to stop the map from causing issues.
Teok  [author] 28 Apr, 2024 @ 10:12pm 
Thanks for letting me know! I assumed since this code is called only after a shambler starts pathfinding around both targets would already have the map stored. I'll take a look and add some null checking anyway
bolphen 28 Apr, 2024 @ 2:11pm 
hey just fyi when you are checking the death pall you are calling "a.Map", but when it's called during pawn generation, the shambler won't have a map yet so the game will bug. You should add a null check like "a.Map?" Hope that helps :)
Spesh 27 Apr, 2024 @ 11:26pm 
@6262soudai, I was also running into broken quests, spitting out ERR titles. Seemed to be due to incorrectly spawning pawns somehow. Removing this mod seemed to fix it entirely though.

It's likely due to a conflict, but buggered if I know what with.
XelNigma 27 Apr, 2024 @ 11:03am 
Any chance we can get a mod that does the opposite of this?
I dont like having all my animals being torn apart every time shamblers show up.

So I just need a mod so shamblers ignore colony livestock. much like every other raid does.
Torasko 24 Apr, 2024 @ 1:56am 
@Teok That actually makes perfect sense. Thanks! All the best to you and congratulations on the mod release.
Teok  [author] 23 Apr, 2024 @ 5:21pm 
@Torasko this mod modifies already existing behavior, which means it shouldn't affect performance in any way as those behavior checks would have always been made. Even without my mod, shamblers check to see if they are hostile with each pawn in their line of sight. This mod simply makes it so the hostility check returns true if one of those pawns is a wild animal.
Flesh Forge 23 Apr, 2024 @ 9:33am 
was thinking about this concept and how scary it makes Dwarf Fortress when you're on an undeath map, lol
Torasko 23 Apr, 2024 @ 3:37am 
Love this idea! It makes RimWorld more 'zombie apocalypse' style. Was this mod developed with performance in mind? I believe behavior changes can sometimes kill performance under certain conditions.
mkvltra 20 Apr, 2024 @ 11:22pm 
Any way to make only humanoid shamblers attack wildlife? Sometimes I'll get a death pall with only animal shamblers and its effect is nullified because the animals just kill each other, instead of focusing on the pawns. Would be a cool option at least :steamthumbsup:
Teok  [author] 20 Apr, 2024 @ 8:15pm 
@6262soudai I'm not sure what the problem is yet, but I've seen the Goji's Merren Xenotype mod cause issues with shamblers after doing some testing, even by itself without my mod.
Teok  [author] 20 Apr, 2024 @ 7:47pm 
I haven't actually seen the Noctoliths yet, but maybe once I get around to them I will :)
Myphicbowser 20 Apr, 2024 @ 7:43pm 
I also want to ask for what Rako'Thurz is asking for, more dangerous Noctolith darkness AND aggressive shamblers will make the entire world just that much more dangerous
Eclair 20 Apr, 2024 @ 5:39pm 
Unfortunately, this mod seems to cause lot of red errors for me. Because of that instability, this makes some quests info unresolvable and generating pawn not to happened by interrupting somehow.
But no one complains for now, might it be some conflicts with other mods I have? But I guess such a certain patch like only to shambler doesn't seem to conflict with others...
Rako'Thurz 20 Apr, 2024 @ 1:25pm 
Any chance you might be able to make something similar for the noctlith event? It was a huge bummer to see deer just chilling in the dark while it was going on, and it's otherwise one of my favorites.
Eclair 20 Apr, 2024 @ 12:42pm 
Here's red error log. I didn't know what happened though.
https://gist.github.com/HugsLibRecordKeeper/0cf9e8f488b7b1092f492d427a2382ee
You see 3845~3875.
Teok  [author] 20 Apr, 2024 @ 6:45am 
The main reason I think shamblers in particular would target wildlife is because it poses a significant advantage to do so for whatever archotech is controlling them, especially in a death pall. It would be kind of thematic for the other monsters to do so, but it'd also pose no real advantage since they can't also turn into the other monsters
Paul 20 Apr, 2024 @ 6:04am 
Most monsters should attack animals, or animals should run away from the map. The scariest monsters and pitch-black darkness are in the game, but hares and deer run around there like in broad daylight.. :) It spoils the impression.
mkvltra 19 Apr, 2024 @ 9:45pm 
Awesome thanks
Teok  [author] 19 Apr, 2024 @ 9:33pm 
The mod has been updated to include mod options! You now have the ability to make shamblers only attack wildlife during a death pall, which is enabled by default, along a couple of other settings.
Teok  [author] 19 Apr, 2024 @ 7:35pm 
@Gryn I'm not sure how to really do that, as this is just a small check to see if a shambler is hostile or not, I don't know if you can be hostile to downed enemies even in base game.
Teok  [author] 19 Apr, 2024 @ 7:34pm 
It's worth looking into, I was originally going to do that though directly after making this mod I came down with a cold, and haven't been able to add it in yet. I have also been planning on making another shambler mod, one which allows the shamblers to "infect" creatures they kill, like actual zombies
mkvltra 19 Apr, 2024 @ 4:24am 
agree with une ptite tomate
Gryn 19 Apr, 2024 @ 3:54am 
how about make shamblers kill downed animals too?
Une ptite Tomate 19 Apr, 2024 @ 2:51am 
The idea is great but it should be active only during death pal because it make classic shambler raid useless
Teok  [author] 18 Apr, 2024 @ 3:28pm 
Yeah, in terms of gameplay it might be a bit too hard for the regular player. I don't see why it couldn't have been a difficulty setting for losing is fun or something, but who knows!
ChemAtDark 18 Apr, 2024 @ 1:10pm 
Not sure why shamblers don't attack wildlife in the first place, considering they are automatically hostile toward humanoids, it'd make perfect sense for them to target wildlife as well. The only reason I can see why this isn't the case however is that it could easily overwhelm a colony, considering the fact that wildlife is usually more plentiful.
Endymion 18 Apr, 2024 @ 11:24am 
Hell yeah I knew someone would do this
Mr McNificent 18 Apr, 2024 @ 1:11am 
@Latex Santa the worst part is all the leather you just lost :(
Latex Santa 17 Apr, 2024 @ 11:17pm 
@Teok
Imagine settling into a biome that is teeming with animal life.
Imagine running Anomaly, and getting a death pall event.
Imagine the shamblers butchering all fauna on the map.
Everything they kill, gets up and kills.
Then they come for you.
Dawn of the Dead mall siege, except worse.
SleepyNotDead 17 Apr, 2024 @ 7:08pm 
Yess ive been wanting this