RimWorld

RimWorld

Mashed's Bloodmoon
141 Comments
polios3 9 hours ago 
@SirMashedPotato , dont bother reducing it from my case, as i'm on 17k raid points right now, so i'm way over Standard Rimworld Point Cap of 10k. i'm just enjoying mod but there is not a lot of toys of pure XML value. Wolfhunter armors, traps for werewolfs something like that to "make a Theme Colony"?
Steven Legstrong 10 hours ago 
Imagine being a giant wolf and still losing to a colony of xeno bugs that only fight with melee weapons, couldn't be me (I love your mod, their meat and fur has done me good)
SirMashedPotato  [author] 19 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 22 Jul @ 6:03am 
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.
captainblade138 20 Jul @ 12:45pm 
I got 1 huntsman moon on day 35 but it's day 130. Should i be getting one by now or am i just unlucky? Cause i want to get the on demand transformation but i only got during dormant lycanthrope from the first huntsman moon and since the event hasn't happened again since... yeah.
IngvarJackal 18 Jul @ 5:44pm 
lovely werewolf mod <3
Zohfur 18 Jul @ 4:29am 
I absolutely loved MorrowRim - Bloodmoon, so cool that you've made a 2.0!
it wasp me all along 18 Jul @ 3:51am 
this mod is great
BarbsFury 17 Jul @ 11:34pm 
@SirMashedPotato i was refering to the blood i can get to speed up turning my pawn thx
✠ DFSpecter 17 Jul @ 9:44pm 
I genuinely miss the Rim of Madness: Werewolves mod, because it actually tried to do something unique by giving the person 4 other different forms (which itself was borrowed from Werewolf: the Apocalypse - the same guys that wrote Vampire: the Masquerade, which, to be frank, does werewolves and Gothic monsters so well, that it's impossible to go back to other Gothic fiction monster media because it's just that peak in comparison).

Originally this comment was going to be longer, but it was mostly just me complaining on how over 90% of werewolves in media can be summed up as "you gain a furry equivalent of Super Saiyan 1".


Coding is pain, so anyone getting anything done whatsoever is always great, and I wanted to compliment you on that.

I refuse to complain/10 :steamthumbsup:
SirMashedPotato  [author] 17 Jul @ 2:02pm 
@BarbsFury, the drug, the altar, the research, or do you mean the werewolf blood item you get from butchering feral werewolves?
BarbsFury 17 Jul @ 11:02am 
how do i get the wolfsblood?
TheForbiddenCornBread 17 Jul @ 8:40am 
Ah, good to know.
Well can't wait to try it out then.
SirMashedPotato  [author] 17 Jul @ 1:39am 
You can disable the huntsmans moon entirely in the mod settings.
TheForbiddenCornBread 17 Jul @ 1:12am 
Would it be possible to disable the werewolf raids in the settings?
I always loved the idea of the original and now this new mod, but if one just wanted to play as a random werewolf jobber for a play through, you would always have to deal with random werewolf raids.
Very fun for a Halloween monster mash themed play through, but kinda ruins the immersion in other themed runs.
kowkillar 16 Jul @ 9:51pm 
Good to know
SirMashedPotato  [author] 16 Jul @ 9:32pm 
@Tilldays, considering the incident has a min re-fire days of 30, it's definitely not.

@kowkillar, only pawns with dormant lycanthropy are forced to transform during a huntsman's moon.
kowkillar 16 Jul @ 8:45pm 
Will babies with the wolf gene transform during the moon event?
High Tinker Mekkatorque 16 Jul @ 8:33pm 
AWOOOOOOOOOOOOOO
BABY IM PREYING ON YOU TONIGHT
Tilldays 16 Jul @ 8:07pm 
I had maybe a bug, two blood moons two nights in a row and 4-5 feral werewolf raids per night? I don't think it's intended.
SirMashedPotato  [author] 16 Jul @ 7:46pm 
@chrisque1, it should not destroy artificial body parts etc.
chrisque1 16 Jul @ 6:53pm 
Does the transformation destroy the articifial limbs and organs? Epic mod tnxs for ur work!!! :8bitheart:
Director Wane 16 Jul @ 3:38pm 
Thanks.
Vagineer1 16 Jul @ 2:58pm 
Makes me hope that with the quality of this mod, we might sometime in the future get upgraded versions of your other ES mods, like the Skooma one for example
SirMashedPotato  [author] 16 Jul @ 2:08pm 
@Helios, that's the kind of change that sounds simple on paper, but requires me to rework a decent sized chunk of the mod, with the potential of bricking saves. There's already a setting to multiply the number of consumed hearts gained that may interest you.

@Director Wane, added a patch for VE Medieval 2.

@Twiggymc please make sure you're on the latest version of the mod. There was an issue related to feral werewolf pack quests that was fixed a few days ago, existing quests will not be retroactively fixed.
Twiggymc 16 Jul @ 12:14pm 
None of the quests are appearing on the map for feral werewolves on the world map, there's no jump to button nor can i find them on the map any were
Paolini 16 Jul @ 5:38am 
Ahhhh yes another DLC quality mod
Director Wane 16 Jul @ 2:50am 
When Using World Tech Level on The Medieval Setting The Research For The Elixirs Does Not Appear. Meaning They Cannot be Crafted. i Did Not Explain This Well in my Previous Comment. Sorry.
Helios 16 Jul @ 2:43am 
if making it auto would be complicated then maybe split things up, add the consume heart as a permanent buff to add more time transformed and convert kills into points to upgrade.
SirMashedPotato  [author] 15 Jul @ 9:04pm 
@Vexacuz, yes.

@Director Wane, they should've already been craftable at the draught labs.
Vexacuz 15 Jul @ 8:28pm 
Nice, glad to have this back, according to the decription i get that they are now playable ? (Like Rim of Madness ?)
darthdud0 15 Jul @ 7:11pm 
cool! might make a space wolf inspired faction. i'm going to have a lot of fun. :)
SirMashedPotato  [author] 15 Jul @ 6:06pm 
@darthdud0, have not tested but I'd imagine it should just work.
darthdud0 15 Jul @ 5:35pm 
if armor effects werewolves what happens if they were wearing a warcasket from the pirate mod?
koimono 15 Jul @ 4:05pm 
played with grav ship got demolished by over what i assume over 50 feral werewolves and they destroyed all my mechanoids and gravship..... 10/10 would recommend
Special Lizard 15 Jul @ 1:40pm 
@SirMasheedPotato

You legend, Plotting out my next run now :D
SirMashedPotato  [author] 15 Jul @ 1:32pm 
@Special Lizard, yes.

@Myphicbowser, I'm planning to when I have some more free time.

@Helios, I doubt that would be a simple addition, so we'll see.

@name Jeff, please submit a proper bug report with a hugslib log and very specific steps to replicate.

@小石子, yes but also no. The feral werewolf faction won't be automatically added, which will prevent certain parts of the mod from working. VE Framework will prompt you if you want to add the faction, make sure you add it.

@darthdud0, no problemo :zaggrin:
Special Lizard 15 Jul @ 1:11pm 
Do Genes, armor, or implants/bionics affect wereform?
Myphicbowser 15 Jul @ 12:45pm 
Is there a non-dev mode way to see the next Huntsman's moon? I know it sounds dumb but I'd like to create little RP scenarios around the upcoming Moons so I can also infect people with lycanthropy and put them in safe areas before the moon comes out, you know?
IYeetForTheEmperor 15 Jul @ 9:17am 
@SirMashedPotato , i just figured out the reason why. i usually spend all consumed hearts on upgrade before saving and exiting, thus i didnt realise that it also consumed the added stress bonus. that one is on me
Helios 15 Jul @ 7:55am 
Any chance of seeing an auto cast for consume hearts? it gets tiresome when you finish a major raid with lots of dead bodies to use the skill on each body one by one

aside from that this is a really great mod! thanks for this!!
name Jeff 15 Jul @ 3:04am 
work priorities get wiped when transforming back