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Rimworld Mod featuring zombie hordes

Home Page: https://www.patreon.com/pardeike

License: MIT License

C# 98.56% PLSQL 0.15% Qt Script 0.01% ShaderLab 0.09% Objective-C 1.05% C 0.04% Objective-C++ 0.06% JavaScript 0.01% HLSL 0.05%
rimworld zombies mod harmony csharp

zombieland's Introduction

Zombieland Mod (RimWorld)

About

Do you like The Walking Dead? Are you afraid of The Undead? Good. Because this mod will give you the Heebie-jeebies!

This is not your average Zombie mod. In Zombieland, Zombies are everywhere! They crawl out of the ground in masses, hunt you down, bash your doors and eat you alive! At night, their blood lust will steer them towards your base. So better be prepared!

Zombies attack anything that moves, smells and makes sounds. They do not discriminate and attack your animals, your enemies and even traders. There are rumors of maps with well over one thousand zombies. Shoot them and they keep going, kill them and they respawn.

This Mod features custom controlled Zombies with simulated instincts. Most default RimWorld functions have been disabled on them to allow for a smooth game play experience. Therefore, you cannot select or harvest them.

Design and goal

With zombies in Zombieland you won't get the normal planing and attacking behaviour like with other mods. Zombies are dumb, get stuck and in general slowly radiate towards your base than to attack it. There are exceptions though: special zombies (depending on type) are smarter and will find you but the big masses just wander around. When they hear, see or smell you they will start following your trail and if one zombie starts to track that way others around it will follow thus resulting in a group behaviour that you would expect from animal packs.

So when you see that zombies get stuck in a cave or near your base, don't get fooled in underestimating the danger. You can use the mechanics to your advantage too. Try to kite them around or lead them away while another colonist rescues someone. In general, zombies add a chaotic moment to your base Rimworld experience that changes the game substantially. If you expect normal gameplay you will be disappointed.

Handling Settings

There are 4 ways to edit settings in Zombieland.

Default settings: If you go from the main RimWorld menu and select Options->Mod Settings->Zombieland defaults, you can set the defaults for all new colonies you will start.

Initial game settings: When you start a new colony, the settings dialog will appear after the world is generated. It will be prefilled with the settings you have defined in the default settings.

In-game settings*: While playing, you can choose Menu->Zombieland and edit the current games settings. They will apply immediately and will be saved together with the game when you save it (don't forget to save!).

Cloud settings: While in the Zombieland settings dialog, you can load and save your current settings with the Download and Publish buttons. Publishing will ask you for a name and a description and will save the settings with your steam name. Downloading presents you with a search dialog where you can search for steam user name or settings name. You can see and download other steam user settings too.

Settings Options

Zombieland has a huge amount of customization, so lets go through all options:

When do zombies appear?

All the time
No restriction

When it is dark
Zombies will spawn at cells that are considered dark. This can be during night or anywhere where there is no light. Lit areas will prevent zombies from spawning, even at night

Only as events
In this mode, zombies will come in groups and the center of the group spawn is random but follows the next setting

From where do zombies come?

Where there is soft ground
They will spawn anywhere on the map but only if there is no hard ground and you did not build any floor or wall there. Some mods introduce new types of ground/floors and Zombieland tries to do its best to identify them

From the map edges
The classic way raiders or visitors appear in RimWorld

What will zombies attack?

All creatures
No restrictions

Human-like creatures
All humans (mods that introduce robots usually make them based on humans, there is no easy way for Zombieland to see that they are not)

Only colonists
Just your beloved settlers

Enemies attack zombies
Make your raiders fight zombies or let them try to ignore them as long as possible

Animals attack zombies
Make any animal on the map fight zombies (if they are a predator or have to fight back) or let them ignore them

What will zombies destroy?

Nothing
Zombies leave your things alone

Only doors
Zombies will attack doors if they are happen to be close to them.

Everything that was build
Zombies will attack anything, even ancient danger walls (surprise!)

Only when they are agitated
Restrict damaging to zombies that are raging (red eyes; triggered by too large tight groups of zombies)

Zombie senses

Note: Zombies smell and hear you, even through walls. Weapons will be heard within the shooting range but only if they make clear sounds (bows won't)

Limited
Close range, roughly 3-5 cells, traces fade away fast

Normal
Normal range, about 6-9 cells

Elevated
Larger range, 10 or more cells, traces fade away slowly

Zombies rage when a group gets too large
Makes extra angry zombies (red eyes) that know where you are and will follow you (and destroy things if previous setting allows it)

Rage level
This controls the difficulty of raging. Set to low, raging only occurs in very large groups and does not last long. Set to high, raging will happen in smaller groups and the effect will last longer.

Zombie health

Zombies recover from injuries
Since zombies are dead, this will activate slow continuous random injury healing to simulate that they are undead

Zombies are easy to kill
Is Zombieland way to hard to play? This is the #1 option to turn on. The slightest injury will kill zombies and they won't get down but die immediately

Zombies will eat

Injured creatures
Normally zombies only start feasting on corpses but turn this on and see your downed colonists being eaten alive!

Corpses
Turn this off if you don't want zombies to eat anything

Special zombies

Zombieland has six special types of zombies and the rest is either fat and slow or slim and fast.

Suicide bombers
They have a explosive vest on their body that explodes when they die or when they get close to your walls

Toxic splashers
They consist of toxic goo that will be spread around them when they die. Do not walk over it because it creates toxic buildup and is extremely sticky. Can be cleaned and will wash away when it rains.

Tanky operators
These zombies are slow but smart and very strong. They will try to reach your walls and will breach them easily. Just like your skull if you get too close to them. Their shield and armor will protect them so make sure you hit them many times with your long range weapons

Miners
Normal zombies but with a hobby. They like to mine through mountains

Electric
Electrifying zombies that are shockingly resistent to bullets or ranged weapons. You need to melee them but luckily they don't bite so you don't get infected by them. Their electric field damages everything close by that is electric/electronic - like power lines, appliences, powerarmors, shield belts - basically anything you build out of components.

Albinos
Very fast zombies that are easy to kill. They go for your doors and sabotage them so they stay open for a bit longer than usual. Will start to scream when getting close to your colonists which makes them vomit so you loose control for a short while.

Dark puffers When hit they produce a big cloud of defensive dark smoke that will prevent you from seeing them and their fellow zombies. They also leave a very sticky tar like substance on the ground that makes moving very hard.

Healers These cyan zombies will heal other injured zombies around them.

New game

Days until zombies come
To give you a head start, Zombieland lets you configure the number of days without zombies when you start your colony

Zombies on the map

Note: the actual number of zombies on a map is calculated by Zombieland based on the game difficulty and the combat ability of your colonists. It takes into account: number of colonists, their weapons, their armor, if they sleep or are injured, if they are away from the map, if they can only do melee, etc...

Never more than ... zombies
Maximum number of zombies per map. This is a hard upper limit and mainly to prevent the game from lagging too much. Fast computers can deal with 1500 or more zombies

Colony multiplier
If you play rich explorer or in general with few colonists and want more zombies, increase this number to get more zombies

Zombie events

Note: Events with groups of zombies will always appear, even if you play with "When do zombies appear - all the time". In that case, less often. Events are spaced out by Zombieland every few days

Zombies per colonist
This setting is only for calculating event size, not an overall restriction. Events have an internal maximum size (but aim to never exceed the maximum number of zombies on the map) so this setting mainly allows you to reduce event size

Extra days between events
If events are too frequent for your taste, add a fixed amount of days between them

Zombie speed

Note: this is the second most useful setting to make Zombieland easier

If they are calm
Normal zombie speed (fat ones are slower, slim ones are faster)

If they feel excited
The speed for agitated, raging red eye zombies

Zombie strength

Damage multiplier
Zombies deal different amounts of damage (slim/fat). This setting makes it less or more. Zombies always deal a good amount of stun so don't get caught up in a fight with more than 2-3 zombies or you won't be able to fight back

Game tweaks

Reduce turret gun consumption
This will reduce the amount of steal turret guns consume when they fire (100% makes them consume nothing)

Threat level

If you turn on dynamic threat level you will get a threat level forecast that applies to the maximum number of zombies you would normally get. As default you also get that at 0% threat level, all zombies on the map die. You can turn off that and also define how the level changes over time.

Dead humans turn into zombies**

If this is on, every human with a brain will become a zombie after they are dead for the given time period. This will force you to "double tap" dead humans like raiders or visitors to preventing their corpses becoming powerful zombies. Double tapping can be controlled per selected colonist with the corresponding widget button.

Zombie infections

Note: see Infections for more details on how infections in Zombieland work

Risk that a zombie bite is infectious
Only zombie bites infect, scratches won't

Time until infection is known
Stage 1) zombie bites won't show a status at the beginning

Time infection is treatable
Stage 2) Once a wound is infected, treatment it will stop the infection. So does amputation (if possible)

Duration of the infection
Stage 3) An unstopped infection will start the conversion to a zombie. At this point hope is almost lost, only amputation (if feasible) is still the last option. Don't kill your colonist because he or she might have zombie-like super powers. At the end of this stage, the colonist becomes a powerful zombie

Treatment in a bed stops infections
Normally, treatment only works if done by a really good doctor, in a really good medical bed with a vitals monitor in a sterile room. This option makes it work in any bed. Please note: if the wound has been treated outside of a bed before, it's too late. You have one chance

Zombie serum

Note: see Serum for more details on how serum in Zombieland work

Amount of zombie extract per zombie
Here, you can set how much extract you will get from each zombie corpse

Hours until zombie corpses disappear
To reduce the overall impact of all dead zombies on the game, the visuals and your ability to select things, Zombieland lets you configure how fast zombie corpses desiccate and disappear.

Miscellaneous

Use custom textures
Makes all zombies look uniquely shabby but requires more memory

Change survival meals to Twinkies
A homage to the movie Zombieland!

Play creepy ambient sound at night
Makes the nights, when zombies tend to wander towards your base, a bit more creepier

Automatic avoidance of zombies
Since the risk of getting close to a zombie is high, Zombieland can help you continuously reevaluate the path to avoid zombies. Recommended. Downside: sometimes, you might not be able to order colonists close to zombies if you want to

In addition, you have a button for each colonist where you can turn avoidance on/off at any time. This affects not only pathing but also any action or job that colonist does. If zombies get too close, the job (sleeping, building, shooting) gets shortly interrupted by a quick flee to a better position unless your colonist is drafted in which case you are fully in control of the action. This allows you to configure your colonists with auto-attack to let them fight zombies on their own or let them haul things without worrying too much about them.

Electrical zombies are excluded from avoidance since they don't bite and to allow auto melee attacks (the only way to fight them).

Zombies drop blood
Keep on for more dramatic visuals but can slow your game down a bit

Zombies burn longer
It's more fun to have undead run around burning but you can turn it off

Actions

Restore default settings
Will reset the current dialog to the defaults that you have set from the main menu

Remove Zombieland from current game
Will ask you for a new save file and save a copy of the current game with all references to Zombieland removed

Serum

You can collect zombie extract in small amounts from dead zombies and refine it on a drugtable into zombie serum (requires 1x medicine too). The serum comes in qualities of 10% to 100% and they require different amounts of zombie extract. One potion of serum heals one zombie bite and the quality determines the failure risk when doing an operation on an infected colonist.

Colonists that are scheduled to do doctor tasks automatically collect zombie extract if there are no zombies nearby but you can order them too. There is a button in the colonist actions that toggles automtic collection on and off.

Zombie serum is a very good way to remove a zombie infection regardless of its stage. So try to plan ahead and start collecting it early - gathering enough zombie extract to make serum takes a while.

For tribal runs you can craft serum on a normal crafting spot by combining medicine and a small animal cadaver. This makes it easier for non-tech runs to get serum.

Infections

In Zombieland, only human-like pawns can get infected. That includes any human-like modded pawns that are based on the basic human characters in RimWorld, including most robot mods. Zombieland tests for human flesh and tries its best to reduce this to the actual human forms but it's sometimes not possible.

Only zombies can infect humans. There is no concept of infected meat or corpses and only zombie bites are infectious. Zombies deal scratches and bites and the risk that a bite is infectious can be set in the settings. Fighting zombies close up in melee is therefore not recommended but with a set low risk doable.

Each bite separately has a predetermined infection status that is hidden at the beginning. The part of the body stays infected unless the wound is treated in an appropriate way or amputated if possible.

Infections go through 3 stages: Unknown, treatable, infecting and after the third stage, the infected human turns into a zombie. The settings define a time interval for each of these stages. If all are set to zero, a bite will instantaneously turn the bitten into a zombie.

Stages are marked with colored text in the Health tab of the character. Bites can show up in white (no or unknown infection), orange (treatable infection) or red (fully infecting, only amputation will help). Also, an infected human (or corpse) will have a warning at the bottom of the health overview page.

When colonists become infected or go from one stage to the next, Zombieland will generate warning notes on the right hand side of the screen. Do not miss them, they contain useful information about the colonist or the infection.

Infections continue even after death. When a corpse starts rotting, it will become a zombie and get out of the grave if necessary. Raiders or friendly can become infected and when they return, they will become zombies the moment they enter the map.

Infections are quite fatal. Once a colonist is terminal infected and the affected body part cannot be amputated or you don't have any zombie serum, there is almost no hope anymore. Consider it a loss and be more careful next time. But: Don't kill or amputate stage 3 infected colonists too early! They might prove more useful than you think: they get zombie like powers and don't need to sleep or eat. And the best is that zombies won't attack them anymore. They are almost part of the zombie family anyway!

Compatibility

Zombieland is a huge and complex mod. It is designed to showcase Harmony, the patch library that powers most Unity game mods. A lot of areas are carefully manipulated but conflicts are impossible to prevent. Especially badly written mods conflict easily with Zombieland. So if no zombies spawn or you cannot treat infected wounds or any other unusual outcome, try playing with Zombieland alone to see if this is a specific bug in the mod or just an incompatibility.

Zombieland seems to work best when put at the end of the mod list but you may have to try other positions or mod combinations. Please do not ask me to find the conflict for you because I don't have the knowledge nor the time to test Zombieland with all the mods out there. As a rule of thumb, I also do not adapt Zombieland to specific mods unless the mod is very popular and I can establish some sort of cooperation with the other mod author.

Existing games

You can add Zombieland to existing games but be careful: if your colony already has many powerful colonists, the number of zombies will rise significant since the mod scales zombie numbers to match the defendability of your colony.

Multiplayer

Zombieland is currently not compatible with multiplayer. It is not very likely that it will be made compatible because of the randomness and optimizations that would prevent running predicably on different computers.

Combat Extended

Zombieland is compatible with Combat Extended. From time to time there might be small bugs but reporting them to both authors in a useful way usually helps.

License

Free. As in free beer. Copy, learn and be respectful.

Powered by Harmony Patch Library

Contact

Andreas Pardeike
Email: [email protected]
Steam: pardeike
Twitter: @pardeike

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zombieland's Issues

Execution-Time in Zombieland.TickManager:IncreaseTombiePopulation

(Deutsch oder englisch? :-))

After some ingame time (<59 days) i discovered a long wait time each tick. With Dubs Performance Analyzer it seams that the cause is Zombieland.TickManager:IncreaseTombiePopulation

I hope attached Screenshits can help.

Let me know whatever you need (Modlist, Log?)

Files:

-- submitted by [email protected]

Draftable friendly animals/creatures do not show command panel

When Zombieland is installed into the game, it seems that the command icons for animals/creatures that can be conscripted will disappear

For example, the robots that can be built in VFE Mechanoids, and the animals that can be drafted from VGE. It is not possible to give them commands, and shortcut keys does not respond.Right click still works though.

Zombies are immune to heated air

I have a maze set up as the only entrance to my base with an opened door. The temperature of the maze is usually around 1000 degrees celcius which would burn any raiders/pawns in a matter of seconds. However, when zombies are walking through the maze they won't die at all. I had two zombies walking in the maze for an hour and nothing happened. Is this property stripped out from the zombies?

Don't keep shooting downed zombies.

With combat extended and ammo tracking turned on, colonists will waste a large amount of ammo on zombies which are currently down. A way to selectively turn that off, especially for limited use weapons would be nice.

Zombies don't spawn

Zombies are set to spawn at all times from edge of the map, with days until set to 0. No zombies spawn.

Tried changing to soft ground, tried changing to only at nighttime, no effect. Using Zombieland 2.0.1.1 With RimWorld 1.1.2552 64-bit, no additional mods.

Zombies can be successfully spawned using dev mode.

Zombies ignore raiders, raiders don't ignore zombies.

Bit of an oddity with setting Zombies to only rage against colonists: Raiders will attack them, often ignoring colonists. Zombies will continue ignoring raiders (while getting killed), until the raiders finally give up and leave.

Not sure if this is as intended, but it seems weird to me.

Possible solutions:

  • Make non-player factions friendly with the zombiefaction. Zombies and raiders will now ignore mutually ignore each other, much like Traders and Tribals.
  • Make zombies always fight back when engaged in melee.
  • Some other clever Brrainz solution.
  • Leave as is.

Serums

My Doctor cant Collect a serum from a Zombie Help me please.

-- submitted by

Zombieland update bug

Hey thank you for the great mod I just want to say though I found a problem with the update if you do not have sos2 it throws the error rimworld failed to find rimworld.biome def named outer space biome. After testing rimworld with out Zombieland error stopped. just thought you would like to know thank you.

Pawns can't path anywhere, console flooded with this error.

Exception ticking Black (at (163, 0, 209)): System.NullReferenceException: Object reference not set to an instance of an object
  at ZombieLand.Patches+Pawn_PathFollower_NeedNewPath_Patch.ZombieInPath (Verse.AI.Pawn_PathFollower __instance, Verse.Pawn pawn) [0x00092] in <9885f3c8f3754d10928c5cf037f5285a>:0 
  at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.Verse.AI.Pawn_PathFollower.NeedNewPath_Patch0(Verse.AI.Pawn_PathFollower)
  at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00259] in <99518a644a3e4a7ea3fde566568df84a>:0 
  at Verse.AI.Pawn_PathFollower.PatherTick () [0x001c8] in <99518a644a3e4a7ea3fde566568df84a>:0 
  at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
  at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch2(Verse.TickList)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.TickList:Verse.TickList.Tick_Patch2 (Verse.TickList)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch6 (Verse.TickManager)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

All pawns on the map that are set to avoid zombies have a line dictating where they want to go, but they don't move until 'avoid zombies' is disabled.

Tanky Zombies with Combat extended getting 1 shot, Completely ignoring the tanky part

Hi

So I noticed that the tanky zombie just seemed to disappear, often after nothing more than a mad animal. After spawning one through console and shooting it with a single FMJ it just died. It seems like the whole tanky part of the zombie is nonfuctional and they die like a normal zombie

ModList; https://pastebin.com/JaxTzww1

Hugslib (its super long) https://gist.github.com/HugsLibRecordKeeper/75c6f4e97d7d143caba4d1d0108d15aa

Unsure which end to report this, I assume it has something to do with the comp patch but I have no idea what to do to fix it. I asume the tanky part is done through code rather than XML

Raging zombies pile up too much if they get stuck on a cell

When raging zombies follow their goal, they get stuck in mountain pockets or in front of a door. The problem is that they all get stuck on the same cell and their raging auras will overlap creating a very unpleasant thick red spot.

The solution is to not allow more than like 2 zombies on the same cell.

Inconsistent zombie rage visual clues

  • zombies sometimes show brainzz mote without raging, assuming that's when that mote is supposed to mean...
  • zombies sometimes run without raging, i.e showing brainz mote or glowing red
  • zombies sometimes rage (glow red) without running

tested without other mods

"Zombie Infection" brain hediff prevents harvesting the brain post-mortem.

I'm using the Harvest Organs Post-Mortem mod as well as the "Brain in a Jar" mod to harvest pawn brains. When an organ has any hediff whatsoever it becomes ineligible for harvesting, so despite there being nothing wrong with the brain technically it can never be harvested since the mod applies the 'zombie infection' hediff to the brain immediately on death.

I've circumvented this issue for now by disabling corpses from rising as zombies but I do like the threat of unchecked corpses coming back to "life". Would it be possible to change that hediff to apply to the whole body instead of the brain?

Zombies destroy weapons

Whenever a pawn is attacked in melee by a zombie, their ranged weapon disappears. It is not dropped, it just completely disappears. no error logs are shown in the debug console.

-- submitted by [email protected]

Damage/Pain inflicted needs to be adjusted

From the ludeon forum:

Zombies don't hit particularly hard, maybe between 1 to 4 damage per bite. Pawns go down after 2-5 bites due to acute pain but with so with still plenty of health to go.

Compare with fighting a wild boar or something similar, the pawns will take A LOT more damage before going down due to pain. Seems like zombie bites inflict more pain than other attacks? I don't know how the damage system works so I'm wildly guessing here based on my observations. At any rate it would be more fun if melee was still a viable options when not vastly outnumbered or in chokepoints but currently even a competent, well-equipped brawler is liable to go down on a 1v1 against a zombie... not fun. Same applies to trained animals, a pack of wargs should make minced meat of an equivalent number of zombies but currently it's the other way round.

It's worth noting for balance purpose than I got 1-4dmg on average but my pawns are fully equipped with the medieval times higher tier armor set which seems pretty OP (when comparing to vanilla armor value). I don't remember at the top of my head the final average armor value but I can look into it later and report if you're interested.

From the discord server:

Pain is defined per hediff

    <HediffDef ParentName="InjuryBase">
        <defName>Bite</defName>
        <label>bite</label>
    <comps>
      <li Class="HediffCompProperties_TendDuration">
        <labelTendedWell>bandaged</labelTendedWell>
        <labelTendedWellInner>sutured</labelTendedWellInner>
        <labelSolidTendedWell>set</labelSolidTendedWell>
      </li>
      <li Class="HediffCompProperties_Infecter">
        <infectionChance>0.25</infectionChance>
      </li>
      <li Class="HediffCompProperties_GetsOld">
        <oldLabel>bite scar</oldLabel>
      </li>
    </comps>
    <injuryProps>
      <painPerSeverity>0.0125</painPerSeverity>
      <averagePainPerSeverityOld>0.00625</averagePainPerSeverityOld>
      <bleedRate>0.02</bleedRate>
            <canMerge>false</canMerge>
            <destroyedLabel>Bitten off</destroyedLabel>
            <destroyedOutLabel>Bitten out</destroyedOutLabel>
        </injuryProps>
    </HediffDef>

So modify injuryProps.painPerSeverity

Out of Combat Move Speed Boost Fails to Function

The mod "Out of Combat Move Speed Boost" fails to work with Zombieland installed, i think this is because the map is constantly considered "in combat" for some reason relating to the zombies. OCMSB is one of my favorite mods and I would love to see this issue fixed (here's a log too encase that helps too)
https://gist.github.com/b1c1e660d73ef1db5940591fb64ca019

-- submitted by [email protected]

nullpointer with vomiting zombie

Another mod I use caused a zombie to vomit, which is obviously not supported. Is there a way to handle this case without affecting performance too much?
A try catch around line 277 "jobs?.JobTrackerTick();" in Zombie.cs and clearing the job list if an exception occurs maybe?

The offending mod is A RimWorld of Magic because of the hediff source Projectile_FogOfTorment.

Object reference not set to an instance of an object
at RimWorld.JobDriver_Vomit/c__Iterator0.<>m__1 () <0x000a9>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x002ba>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at ZombieLand.Zombie.CustomTick () <0x00089>
at ZombieLand.TickManager.ZombieTicking () <0x000fd>
at ZombieLand.Patches/Verse_TickManager_TickManagerUpdate_Patch.ZombieTick () <0x00039>
at (wrapper dynamic-method) Verse.TickManager.TickManagerUpdate_Patch0 (object) <0x000d9>
at Verse.Game.UpdatePlay () <0x00015>
at Verse.Root_Play.Update () <0x0004c>

The save data for the offending zombie:

<thing Class="ZombieLand.Zombie">
	<def>Zombie</def>
	<id>Zombie120686</id>
	<map>0</map>
	<pos>(285, 0, 158)</pos>
	<rot>1</rot>
	<faction>Faction_17</faction>
	<boughtItems />
	<guestArea>null</guestArea>
	<shoppingArea>null</shoppingArea>
	<drugPolicy IsNull="True" />
	<mightData IsNull="True" />
	<magicData IsNull="True" />
	<IsInitialized>True</IsInitialized>
	<abilityData>
		<pawn>Thing_Zombie120686</pawn>
		<abilityClass>AbilityUser.GenericCompAbilityUser</abilityClass>
		<Powers />
	</abilityData>
	<kindDef>Zombie</kindDef>
	<name Class="NameTriple">
		<first>Lawrence</first>
		<nick>Larry</nick>
		<last>Zicklez</last>
	</name>
	<mindState>
		<meleeThreat>Thing_Human187374</meleeThreat>
		<enemyTarget>null</enemyTarget>
		<knownExploder>null</knownExploder>
		<lastMannedThing>null</lastMannedThing>
		<lastAttackedTarget>Thing_Human187374</lastAttackedTarget>
		<thinkData>
			<keys />
			<values />
		</thinkData>
		<lastEngageTargetTick>2610945</lastEngageTargetTick>
		<lastAttackTargetTick>2610945</lastAttackTargetTick>
		<canFleeIndividual>True</canFleeIndividual>
		<lastMeleeThreatHarmTick>2610639</lastMeleeThreatHarmTick>
		<nextMoveOrderIsWait>False</nextMoveOrderIsWait>
		<lastHarmTick>2609077</lastHarmTick>
		<duty IsNull="True" />
		<mentalStateHandler>
			<curState IsNull="True" />
		</mentalStateHandler>
		<mentalBreaker />
		<inspirationHandler>
			<curState IsNull="True" />
		</inspirationHandler>
		<priorityWork>
			<prioritizedCell>(-1000, -1000, -1000)</prioritizedCell>
			<prioritizeTick>938975</prioritizeTick>
		</priorityWork>
	</mindState>
	<jobs>
		<curJob>
			<commTarget>null</commTarget>
			<verbToUse>null</verbToUse>
			<bill>null</bill>
			<lord>null</lord>
			<def>Vomit</def>
			<loadID>307920</loadID>
			<targetA>(286, 0, 159)</targetA>
			<targetQueueA IsNull="True" />
			<targetQueueB IsNull="True" />
			<countQueue IsNull="True" />
			<startTick>2611169</startTick>
			<placedThings IsNull="True" />
		</curJob>
		<curDriver Class="JobDriver_Vomit">
			<curToilIndex>0</curToilIndex>
			<ticksLeftThisToil>-4646</ticksLeftThisToil>
			<curToilCompleteMode>Never</curToilCompleteMode>
			<startTick>2611169</startTick>
			<ticksLeft>599</ticksLeft>
		</curDriver>
		<jobQueue>
			<jobs>
				<li>
					<job>
						<commTarget>null</commTarget>
						<verbToUse>null</verbToUse>
						<bill>null</bill>
						<lord>null</lord>
						<def>Stumble</def>
						<loadID>307887</loadID>
						<targetQueueA IsNull="True" />
						<targetQueueB IsNull="True" />
						<countQueue IsNull="True" />
						<startTick>2610946</startTick>
						<placedThings IsNull="True" />
					</job>
				</li>
				<li>
					<job>
						<commTarget>null</commTarget>
						<verbToUse>null</verbToUse>
						<bill>null</bill>
						<lord>null</lord>
						<def>Stumble</def>
						<loadID>307839</loadID>
						<targetQueueA IsNull="True" />
						<targetQueueB IsNull="True" />
						<countQueue IsNull="True" />
						<startTick>2610704</startTick>
						<placedThings IsNull="True" />
					</job>
				</li>
				<li>
					<job>
						<commTarget>null</commTarget>
						<verbToUse>null</verbToUse>
						<bill>null</bill>
						<lord>null</lord>
						<def>Stumble</def>
						<loadID>307794</loadID>
						<targetQueueA IsNull="True" />
						<targetQueueB IsNull="True" />
						<countQueue IsNull="True" />
						<startTick>2610462</startTick>
						<placedThings IsNull="True" />
					</job>
				</li>
				<li>
					<job>
						<commTarget>null</commTarget>
						<verbToUse>null</verbToUse>
						<bill>null</bill>
						<lord>null</lord>
						<def>Stumble</def>
						<loadID>171542</loadID>
						<targetQueueA IsNull="True" />
						<targetQueueB IsNull="True" />
						<countQueue IsNull="True" />
						<startTick>939257</startTick>
						<placedThings IsNull="True" />
					</job>
				</li>
			</jobs>
		</jobQueue>
	</jobs>
	<stances>
		<staggerUntilTick>2610734</staggerUntilTick>
		<stunner />
		<curStance Class="Stance_Mobile" />
	</stances>
	<verbTracker>
		<verbs>
			<li Class="Verb_MeleeAttack">
				<loadID>Zombie120686_0</loadID>
				<currentTarget>Thing_Human187374</currentTarget>
			</li>
			<li Class="Verb_MeleeAttack">
				<loadID>Zombie120686_1</loadID>
			</li>
			<li Class="Verb_MeleeAttack">
				<loadID>Zombie120686_2</loadID>
			</li>
		</verbs>
	</verbTracker>
	<natives>
		<beatFireVerb>
			<loadID>Zombie120686_BeatFire</loadID>
		</beatFireVerb>
		<igniteVerb>
			<loadID>Zombie120686_Ignite</loadID>
		</igniteVerb>
	</natives>
	<meleeVerbs>
		<curMeleeVerb>Verb_Zombie120686_0</curMeleeVerb>
		<curMeleeVerbUpdateTick>2610945</curMeleeVerbUpdateTick>
	</meleeVerbs>
	<rotationTracker />
	<pather>
		<moving>False</moving>
		<nextCell>(285, 0, 158)</nextCell>
		<nextCellCostInitial>79</nextCellCostInitial>
		<peMode>Touch</peMode>
		<cellsUntilClamor>2</cellsUntilClamor>
		<lastMovedTick>2615815</lastMovedTick>
	</pather>
	<carryTracker>
		<innerContainer>
			<maxStacks>1</maxStacks>
			<innerList />
		</innerContainer>
	</carryTracker>
	<apparel>
		<wornApparel>
			<innerList>
				<li>
					<def>Apparel_Pants</def>
					<id>Apparel_Pants120687</id>
					<health>100</health>
					<stackCount>1</stackCount>
					<stuff>Visceroid_TBI_Leather</stuff>
					<color>RGBA(0.173, 0.259, 0.165, 1.000)</color>
					<colorActive>True</colorActive>
					<quality>Shoddy</quality>
				</li>
			</innerList>
		</wornApparel>
		<lastApparelWearoutTick>-1</lastApparelWearoutTick>
	</apparel>
	<story>
		<childhood>AspergersRebel96</childhood>
		<adulthood>Jailbird93</adulthood>
		<bodyType>Male</bodyType>
		<crownType>Average</crownType>
		<headGraphicPath>Things/Pawn/Humanlike/Heads/Male/Male_Average_Normal</headGraphicPath>
		<hairDef>VARBundle</hairDef>
		<hairColor>RGBA(0.250, 0.200, 0.150, 1.000)</hairColor>
		<melanin>0.58</melanin>
		<traits>
			<allTraits />
		</traits>
	</story>
	<equipment>
		<equipment>
			<innerList />
		</equipment>
	</equipment>
	<drafter IsNull="True" />
	<ageTracker>
		<ageBiologicalTicks>3498906685</ageBiologicalTicks>
		<birthAbsTicks>-3497050210</birthAbsTicks>
	</ageTracker>
	<healthTracker>
		<hediffSet>
			<hediffs>
				<li Class="Hediff_Injury">
					<loadID>10752</loadID>
					<def>TM_TormentHD</def>
					<ageTicks>2601</ageTicks>
					<source>Projectile_FogOfTorment</source>
					<partIndex>0</partIndex>
					<severity>0.04000006</severity>
					<visible>True</visible>
				</li>
			</hediffs>
		</hediffSet>
		<surgeryBills>
			<bills />
		</surgeryBills>
		<immunity>
			<imList />
		</immunity>
	</healthTracker>
	<records>
		<records>
			<vals>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
				<li>0</li>
			</vals>
		</records>
		<storyRelevance>40</storyRelevance>
		<battleActive>null</battleActive>
	</records>
	<inventory>
		<itemsNotForSale />
		<innerContainer>
			<innerList />
		</innerContainer>
	</inventory>
	<filth>
		<carriedFilth>
			<li>
				<def>FilthDirt</def>
				<id>FilthDirt120711</id>
			</li>
		</carriedFilth>
	</filth>
	<needs>
		<needs />
	</needs>
	<guest>
		<hostFaction>null</hostFaction>
		<getsFood>True</getsFood>
		<interactionMode>NoInteraction</interactionMode>
		<spotToWaitInsteadOfEscaping>(-1000, -1000, -1000)</spotToWaitInsteadOfEscaping>
		<lastPrisonBreakTicks>-1</lastPrisonBreakTicks>
	</guest>
	<guilt />
	<social>
		<directRelations />
		<relativeInvolvedInRescueQuest>null</relativeInvolvedInRescueQuest>
	</social>
	<ownership>
		<ownedBed>null</ownedBed>
		<assignedGrave>null</assignedGrave>
	</ownership>
	<interactions />
	<skills>
		<skills>
			<li>
				<def>Shooting</def>
			</li>
			<li>
				<def>Melee</def>
				<xpSinceLastLevel>262.5</xpSinceLastLevel>
				<xpSinceMidnight>262.5</xpSinceMidnight>
			</li>
			<li>
				<def>Social</def>
			</li>
			<li>
				<def>Animals</def>
			</li>
			<li>
				<def>Medicine</def>
			</li>
			<li>
				<def>Cooking</def>
			</li>
			<li>
				<def>Construction</def>
			</li>
			<li>
				<def>Growing</def>
			</li>
			<li>
				<def>Mining</def>
			</li>
			<li>
				<def>Artistic</def>
			</li>
			<li>
				<def>Crafting</def>
			</li>
			<li>
				<def>Intellectual</def>
			</li>
		</skills>
		<lastXpSinceMidnightResetTimestamp>-1</lastXpSinceMidnightResetTimestamp>
	</skills>
	<workSettings>
		<priorities IsNull="True" />
	</workSettings>
	<trader IsNull="True" />
	<outfits IsNull="True" />
	<drugs IsNull="True" />
	<timetable IsNull="True" />
	<playerSettings IsNull="True" />
	<training IsNull="True" />
	<zstate>Tracking</zstate>
	<wanderDestination>(200, 0, 34)</wanderDestination>
	<rubbleTicks>4</rubbleTicks>
	<rubbleCounter>50</rubbleCounter>
	<rubbles />
	<bombTickingInterval>-1</bombTickingInterval>
</thing>

Raging zombies "rage" too long

The number of raging zombies on the map needs to be limited because visually and strategically it works less well if too many raging zombies exist.

There either seems to be a bug in the time limit code or the value is too large. As a rule of thumb raging zombies should not rage more than like 4h of game time (maybe in relation to the number of existing raging zombies).

Tanky zombie does insane amount of dmg

I am in doubt if this is a bug or intended about the tanky zombie, when i made a pawn got meele hit the zombie, it killed my pawn in one hit, the damge indicator under health; Torso; 0/48: zombie bite teeth: 256.4... is it intended that you should absolutely not engage with a tanky zombie in a meele fight, or is it a bug?

Hospitality and Zombies

My latest guest was a zombie. Hospitality announced that I had a guest (at night). When I unpaused the game (I had auto-pause on) the guest was a zombie. The chief was angered. (typical hospitality response for losing a delegation) I'm thinking the guest should have been attacked. He just appeared, as a zombie.
https://gist.github.com/c57e20b880d721119f26954f011c84eb

-- submitted by [email protected]

Buried zombie corpse prevents holding event of harassment

I noticed that after the conversion of the colonist into a zombie and his death, there are bugs associated with graves. No matter how hard I try, I can't hold a funeral and not get a negative effect on my settlers, because when a zombie corpse is buried in a grave, it is impossible to hold an event of harassment.

Using CE and ZL together breaks surgeries

Upon completing a "removing bodypart" operation, it plays the visual and sound effect for a failed surgery but doesn't show the usual "ridiculous/catastrophic failure" message. No damage is applied to the patient and no body parts are removed from the person.

Tested with only Core, CE and ZL loaded

NullReferenceException in PostMapInit

static void Postfix(Building_Door __instance, Pawn p, ref bool __result)

Error in PostMapInit() for Jaydris: System.NullReferenceException: Object reference not set to an instance of an object
  at ZombieLand.Patches+Building_Door_PawnCanOpen_Patch.Postfix (RimWorld.Building_Door __instance, Verse.Pawn p, System.Boolean& __result) [0x0009e] in <850ec70702be4406840dfc594e714640>:0 
  at (wrapper dynamic-method) RimWorld.Building_Door.RimWorld.Building_Door.PawnCanOpen_Patch1(RimWorld.Building_Door,Verse.Pawn)
  at Verse.AI.Pawn_PathFollower.PawnCanOccupy (Verse.IntVec3 c) [0x00034] in <b1a2d2c07c3c4dea8ce98e07a9c8d161>:0 
  at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.Verse.AI.Pawn_PathFollower.StartPath_Patch0(Verse.AI.Pawn_PathFollower,Verse.LocalTargetInfo,Verse.AI.PathEndMode)
  at Verse.AI.Pawn_PathFollower.TryResumePathingAfterLoading () [0x00008] in <b1a2d2c07c3c4dea8ce98e07a9c8d161>:0 
  at Verse.Pawn.PostMapInit () [0x00006] in <b1a2d2c07c3c4dea8ce98e07a9c8d161>:0 
  at (wrapper dynamic-method) Verse.Map.Verse.Map.FinalizeInit_Patch1(Verse.Map)

Everyone is already infected, or they automatically become infected when they die

Much as the title describes, basically all raiders and whatnot are coming to my settlement pre-infected.

If they aren't infected when they arrive, they actually gain the infection after they die, same for colonists too.

I realise that it can be tricky troubleshooting if there are a lot of mods installed (there are), but was hoping maybe this is a common bug with an easy fix - i use event spawning, and have it set to soft ground because i use SoS2.

Hope to hear back soon =3

-- submitted by [email protected]

Zombieland creates insane amount of errors in player and player-prev documents

It seems that zombieland mod are creating insanely many players as the zombies spawns.... i got a message from windows that my windows harddisc is full and that i needed to clear space immediately. Is the mod supposed to create ''players'' when every zombie spawns?, i had above 500 zombies on the map tile, and the other map tile.
Anyway i had to disable the mod so the zombies disappeared, and i deleted the player and player-prev dokuments.

Bug

Zombies won't spawn with only zombieland and harmony

I've been playing a rimcities zombie land modded playtrough (around 40mods ish), and a friend wanted to try out the mod with me (separate colonies, just with screenshares on). He had a different modlist, and after 3 hours of troubleshooting, I narrowed it down to... Zombieland? It seems like zombieland won't work at all except on my specific rimcities map
Here is a 5 minutes video of sped up footage of a brand new game: https://www.youtube.com/watch?v=ns2rrgtAlf8
You're not likely to catch me trough emails, so just dm me on discord or @ (Eragon#5027) me in your discord server !

-- submitted by

Problem with the gui due to incompatible mods

When i install all of the 25 mods and play a save, it works fine, but when i add zombieland and play the same save afterwards it doesn't, when the bug happens the whole gui is gone and a grey ish paint covers the whole screen, the game is still fully interactable and i can see my pawns move around, and the gui and grey ish paint disappears when i click on the gui or press escape, but when i close the gui the bug starts all over again.
However it seems that i can fix it by just creating a copy of my current save in the folder, the bug is gone

love it! but...

i love your mod!
just one thing i'm wondering about: why can i not loot them? i understand them rotting away quickly, even though i think it's way too quickly xD;

i understand the technical reason for this though - lag
if there are too many corpses and too many loose items, the game lags. but is there no way to add the option to make them lootable, and/or to make their bodies stay longer?

[Wishlist Suggestion] Option to "Save settings to local"

Could we have a "save settings to local" button as well? my internet is extremely slow, so uploading or downloading settings never work for me - it would also make it easier and faster to use my custom settings across new games as well

thanks in advance!

Colonists do not move

Game version: 1.3.3389 (64 bit)

Mod list (by load order): Harmony, Core, Royalty, Ideology, Zombieland

When starting a new colony, the initial arrivals refuse to move from the square their landing pods crashed at, interact with anything, or be drafted. When given specified orders, they do not move, although they display a pathing line and their activity is specified on their UI screen. Everything else moves normally, including animals.

Additionally, I receive an error message that the map could not load when attempting to start the game again after saving and exiting.

I disabled Zombieland and ran the game with Harmony, download from the GitHub page, and had no issues.

I am not using Steam to run the game, and I downloaded Zombieland from the Rimworld Base page.

colonists waste all of ammo with combat extended

To start, as far as I can tell this claims to be CE compatible.

For some reason when I'm trying to play with combat extended, whenever a colonist with a gun gets within range of a zombie (even if un-drafted) they will start firing at the maximum possible range, even with like 500 trees in the way, and will burn up all of their ammo. This is particularly bad on a new colony because of two reasons.

A. They run out of very limited starting ammo very fast.
B. This attracts all of the zombies, meaning the ammo runs out even faster

Please advise because this is making it kindof impractical to play with both.

Zombie serum collection

My pawns always try to collect serum even if they are not assigned to do medical, or even CAN'T do medical. I spotted this problem last year, but on that walkthrough i got no colonists that can't do medicine so I just turned it off. But now I just can't stop noticing my main builder trying to collect it even if there's a shitload of zombies nearby him...

-- submitted by [email protected]

Zombie melee snipers

Reported by alemismun via steam:

It seems like this happens when a zombie tries to melee from the distance...

Doc meleed Comareiro from out of melee position.
Verse.Log:Warning(String)
RimWorld.Verb_MeleeAttackBase:TryCastShot()
Verse.Verb:TryCastNextBurstShot()
Verse.Verb:VerbTick()
Verse.VerbTracker:VerbsTick()
ZombieLand.Zombie:CustomTick()
ZombieLand.TickManager:ZombieTicking()
ZombieLand.Verse_TickManager_TickManagerUpdate_Patch:ZombieTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Object reference not set to an instance of an object
at RimWorld.Verb_MeleeAttackBase.GetDodgeChance (Verse.LocalTargetInfo) <0x0009a>
at RimWorld.Verb_MeleeAttackBase.TryCastShot () <0x0033d>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.VerbTick () <0x0005c>
at Verse.VerbTracker.VerbsTick () <0x00034>
at ZombieLand.Zombie.CustomTick () <0x000bb>
at ZombieLand.TickManager.ZombieTicking () <0x000fd>
at ZombieLand.Patches/Verse_TickManager_TickManagerUpdate_Patch.ZombieTick () <0x00039>
at (wrapper dynamic-method) Verse.TickManager.TickManagerUpdate_Patch0 (object) <0x000d9>
at Verse.Game.UpdatePlay () <0x00015>
at Verse.Root_Play.Update () <0x0004c>

Killing the zombie glitching out fixes the issue, maybe a check could be in place that kills a zombie whenever he tries to become a melee sniper.

Hi, no Z spawn

Hi @pardeike,

1st : sorry i'm bad in english...

2nd : i'm new on github...

I encounter one problem on zombieland, i have tested all spawn possibility, but no zombies spawn, (work with devmod)...
I have 4 pawns all there have equiped an weapons no modded.
i'm in this game before 7 days, and 0% danger Z is 0%..

i have more than 100 mods but nothing about races or some like this.

idk what report u need, please tell me, what i have to do, and i go do this.

really thanks, i hope u can help me.

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