RimWorld

RimWorld

VPE - Deadlife
88 Comments
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.
Julian333XD 28 May @ 4:39am 
Also, all of them are factionless cultists
Julian333XD 28 May @ 2:19am 
Grave Digger for me only spawns "Baseliners", but they all have the genes of a neanderthal.
Sentinel  [author] 22 May @ 11:43am 
@LunaticModo6, needs more info. On what creature was the spell used? an human or an animal/entity?

The spell worked fine in my game, are you getting any errors?
LunaticModo6 22 May @ 9:00am 
When using shamblerification or the mass version, do they just stand there listlessly? They don't chase the enemies despite having the angry skull appear.
Pandemonium 20 May @ 6:50pm 
@Sentinel Not sure then, because deadlife dust from other sources works fine, it's specifically that ability. weird
S. Vagabond 19 May @ 11:44pm 
Hey, I've been playing with this mod and your other anomaly psycasts and I think they're great. BUT, I feel like Deadlife Sacks is WAAAAY too strong to be the 1st psycast on the tree. It's super easy to put the Sacks on everyone in the colony. Even when my Deadlife caster was downed, I had absolutely no problems calling a swarm of shamblers because I still had literally every other colonist ready to do his job.

I think you should swap Deadlife Sacks and Deadlife Cloud. Being able to put Deadlife dust on the entire colony is so much stronger than making a cloud at a kinda short range.
Sentinel  [author] 19 May @ 7:28pm 
@Pandemonium This isn't an issue from this mod, all it does is give you the ability to summon deadlife gas on yourself.
Sentinel  [author] 19 May @ 7:27pm 
Update: New psycasts.

T0 (Free cast to cut the tps consumption of shamblers):

Shambler Extinction:
Kill all of your shamblers.

T4:
Shamblerification:
Transform the target into a shambler that will fight for you. 9% Focus 0 Heat.

T5:
Mass Shamblerification:
Transform the targets into shamblers that will fight for you. 29% Focus 50 Heat.
Pandemonium 12 May @ 10:21am 
Everytime I use the deadlife sacks power the corpses just die before they even stand up. This repeats 3 times then they stop rising.
Sentinel  [author] 3 May @ 11:12pm 
Alright I used the spell 10 times in a row and they all spawned and died, should be fixed.
Sentinel  [author] 3 May @ 11:06pm 
That bug is really odd, i'll try setting the spawned pawns as baseliners only, they should die that way.
NecoXXXarc 3 May @ 10:41pm 
i used the grave digger and since im using alot of the VE races like fungoid and sanguine expanded races, it has the funny feature of spawning in them dead but since they still have the regen coma gene they just spawn in a coma. weirdly not hard to get a bunch of free vampires cause of the feature.
Sentinel  [author] 2 May @ 1:41pm 
@Sharpie I'll be taking a small break from modding to focus on IRL stuff but do share your ideas!
Sharpie 1 May @ 9:25pm 
soo many new cool anomaly psycasts <3
do you do commissions by chance?
Lunar Nepneus 1 May @ 8:56pm 
Sickkkkkk
Lucky_Point 1 May @ 2:09pm 
thanks for all the new mods i love them!
Sentinel  [author] 1 May @ 8:16am 
It's odd i'm not getting that issue where they live after the spell is used