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RimWorld => Releases => Mods => Outdated => Topic started by: Justin C on May 20, 2014, 02:09:20 AM

Title: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on May 20, 2014, 02:09:20 AM
(http://i.imgur.com/n9xPAtJ.png)


Description:
There have been a handful of popular mods adding new enemies to the game, but most of them just have a new look and are slightly more powerful than normal, or attack in slightly larger groups. I wanted to add an enemy that has truly unique behavior in the world of Rimworld, and adds new challenges to the game when fighting them.

So I added zombies.

Features:
Zombies
- Zombies are mindless killers. They kill you and your enemies indiscriminately.
- Their bites are infectious. If a colonist is bitten you will get an alert. The colonist will slowly die of the bite, and then they will turn into a zombie immediately on death.
- They are 20% slower than colonists and other enemies, and can be easily killed with Cutting weapons like knives and swords.
- You can easily keep track of the origin of any zombie by looking at their names. A zombie that was spawned in a zombie horde will simply be named "Zombie". If the zombie reanimated from someone who was originally living in your game, their name will be "Zombie [Name]". If they were a colonist there will be a pair of "*"'s surrounding their name.

Zombie Infection
- The Zombie Infection will affect any limb that is bitten by a zombie. This can be seen in the Health tab.
- Removing infected limbs will cure a colonist of the infection.

Zombie Hordes (raids)
- Zombies attack in large numbers.
- Zombie hordes always attack immediately.
- Zombie stragglers will be left behind, forcing you to leave your base to deal with them after the initial zombie attack is over.
- Zombies do not give up or flee.

Zombie Apocalypse/Airborne Zombie Virus
- The zombie virus goes airborne and affects all humans and corpses. All human corpses will start reanimating even if they were never bitten while living.
- This incident never ends. Once the virus goes airborne, everyone is infected.

Video:
https://www.youtube.com/watch?v=Fg2g0nLKGk4 - Gameplay footage from the Alpha 9 release of Zombie Apocalypse.

Screenshots:
(http://i.imgur.com/ICJBCDKm.png) (http://imgur.com/ICJBCDK)   (http://i.imgur.com/9HU9cKxm.png) (http://imgur.com/9HU9cKx)   (http://i.imgur.com/vp2PxWfm.png) (http://imgur.com/vp2PxWf)   (http://i.imgur.com/enl4Lzbm.png) (http://imgur.com/enl4Lzb)   (http://i.imgur.com/1GtNFZBm.jpg) (http://imgur.com/1GtNFZB)

Download:
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/34/)
Steam Workshop Version (http://steamcommunity.com/sharedfiles/filedetails/?id=731693333)

The ModDB version is currently outdated:
(http://button.moddb.com/popularity/medium/mods/25183.png) (http://www.moddb.com/mods/rimworld-zombie-apocalypse)

Compatibility Patches:
Expanded Prosthetics and Organ Engineering
http://www.mediafire.com/download/41tv0s6c1taa4eq/EPOE+Patch.zip

Instructions:
1) Just overwrite the files in the Zombie Apocalypse mod folder with the patch files.
2) Make sure you load Zombie Apocalypse after EPOE in the mods list.


Change Log:

v 1.3 - 06/17/2015 -------------------------------------------------
- The Airborne incident is now extremely rare by default, and can be disabled through the XML.
- Zombies no longer attack doors.
- The Zombie outbreak will now start after the colony is named, with an alert to go with it.
- Reduced Zombie speed and increased health.
- Rebalanced Zombie unit priorities when generating hordes. This should result in larger end-game hordes than the ones from Alpha 9, which were smaller than they were meant to be.
- All strings in the DLL have been moved to XML, allowing for translations.

v 1.1 - 02/18/2015 -------------------------------------------------
- Updated the mod for Alpha 9.
- Corpses no longer reanimate if their brain has been damaged or destroyed.
- There is now a minimum of one in-game hour between when a pawn dies and when it is reanimated. This is usually only a few seconds in-game.
- Zombies have been slowed to 60% of the speed of humans, from 80%.
- Extended the damage bonus to zombies for cutting weapons to include stabbing weapons.
- Changed the way raid sizes are determined.
- Brought Zombie point cost in line with units from other factions. This should greatly reduce the size of end-game zombie raids.
- Zombies now deal more damage, but attack more slowly.
- Removed the extra damage taken by infected humans. Non-colonists no longer succumb more quickly to the zombie infection than colonists do.
- Changed the naming scheme for zombies. All reanimated zombie names will be "Zombie [Name]" whether they were enemies or colonists.

v 1.0 - 10/03/2014 -------------------------------------------------
- The base chance of a pawn being bitten when struck by a zombie has been raised from 16% to 21%.
- Melee skill level now reduces the infection chance by 1% per level. So a colonist with a Melee skill of 0 will have the base 21% chance of being bitten and a colonist with a maxed Melee skill of 20 will have a 1% chance of being bitten.
- Zombies no longer take reduced Melee damage.
- Cutting weapons now deal a base 200% damage to zombies, plus an extra 0-300% depending on Melee skill level.
- Cutting weapons now have a base 25% chance to one-shot Zombies, plus an extra 0-40% chance depending on Melee skill level.
- There is now a "Zombie Infection" disease that infects the area of zombie bites. This disease will have various detrimental effects on a colonist's health, in addition to the usual damage that the infection deals. The Zombie Infection will be visible in the Health tab of any bitten colonist.
- The red blink damage effect for bitten humans has been removed.
- The damage done to colonists by zombie infections has been slowed considerably to compensate for the added health debuffs.
- Any bitten limb can now be amputated, curing the colonist of the infection, but leaving them with a permanent disability. This only applies to infections on limbs and parts that can be removed.

v 0.7.1 - 9/11/2014 -------------------------------------------------
- Fixed a mod compatibility issue. Now the mod should work fine with MAI.
- Made zombie raids start small early-game and ramp up over time.
- Increased the base chance of a traveler/raider being infected when it is spawned.
- The chance of a traveler or raider being infected when it enters the map now takes the difficulty setting into account.
- The frequency of zombie raids is now determined by the difficulty setting.

v 0.7 - 8/19/2014 -------------------------------------------------
- Updated the mod for Alpha 6.
- Zombie hordes and the airborne incident no longer rely on the storyteller to happen. Instead they will happen regularly on a random timer.
- Changed the way zombie horde size is determined. Zombie horde sizes will now take your difficulty setting and progress into account.
- Since corpses now decay completely over time, really old corpses (the skeletons) will no longer reanimate. So this should reduce the number of zombies that reanimate from your graveyard when the airborne virus incident hits.
- All non-Colonists now have a 1/500 chance of being bitten when spawning on the map. This includes both visitors and raiders.
- You no longer receive warnings when non-Colonists are bitten by zombies.
- The naming scheme for reanimated zombies has changed. Zombies that reanimated from corpses will now be named "Zombie [Name]" instead of "[Name] (dead)". Zombies that used to be colonists will be named "* Zombie [Name] *".

v 0.6.3 - 6/01/2014 -----------------------------------------------
- Ported the mod over to Alpha 4
- Instead of "Undefined" the game will now display "Zombie Virus Active" if the mod is running and "Zombie Virus Airborne" if the virus is airborne.
- All Zombies that are not spawned in raiding parties will be given a random target search radius between 15 and 250. The old value was 50 for all non-raiding zombies.
- Zombies that are spawned in raiding parties will now have a 40% chance of using that random target search radius, meaning that there will now be a chance of zombie stragglers from hordes who just hang around at the outskirts of the map and do their own thing until someone gets near them.
- When the airborne incident hits, you now have 24 hours to dispose of corpses before they start reanimating.
- While the airborne incident is active, a corpse will not reanimate until it has been dead for at least 12 hours.
- Increased the damage that bites do over time. Bites now do 2 damage every 200 ticks, instead of 1 damage every 300 ticks.
- Bites deal double damage to incapped pawns who are not colonists
- Reduced the chance of the zombie virus going airborne to 1, down from 2.
- Reduced the chance of the zombie raids to 6, down from 8.
- Fixed a small issue that made the Zombies more likely to attack a turret even if a Human was closer.

v 0.5.3 - 5/23/2014 -----------------------------------------------
- Tweaked the way points are calculated for zombie raids again to guarantee that any zombie hordes that show up before 10 days into the game will only consist of one or two zombies.
- Fixed (I think) a bug that was causing odd names to be generated for pawns.
- Lowered the Zombie's health to 100 again. Zombie hordes are tough enough with standard HP.
- Fixed some issues with pathing to unreachable targets. I don't think I got them all though.

v 0.5.2 - 5/20/2014 -----------------------------------------------
- Fixed a derp.

v 0.5.1 - 5/20/2014 -----------------------------------------------
- Fixed a game-breaking bug that would cause the airborne status of the virus to carry over to a new game if you didn't close the client down before starting a new one.
- Removed the delay (in most instances) from when zombies spawned to when they were turned green and renamed.
- Increased the delay from when the virus goes airborne to when corpses start reanimating.
- Slightly reduced the rate at which corpses reanimate.
- Reduced the chance of the virus going airborne by 60%.
- Reduced the walk speed of zombies by 12.5%
- Completely changed the way points are given to horde incidents, making the horde size scale over time and with the number of colonists you have.
- Increased the melee damage of zombies by 2 and the health by 10 to compensate a bit for their slower speed and smaller early-game hordes.


Mod Compatibility:
Zombie Apocalypse replaces the Pawn class and all of the humanoid race definitions in Races_Humanoid.xml. Because of this there will likely be compatibility issues with any mod that also overrides the humanoid race definitions.

Special Thanks:
A special thanks to Pawnstorm for helping me fix an issue that was stalling the development of the mod because I was missing something really simple. And another thanks to SacoMato for testing.

Try My Other Mods
Wave Survival Mode (https://ludeon.com/forums/index.php?topic=10976.0) - Less grinding. Less downtime. More action!
(Not really compatible with Zombie Apocalypse. The mods will work together, but the zombie waves will happen randomly like they do in a standard game of RimWorld.)

Feel free to put suggestions in this thread. Bugs can be posted here or in a private message. If you get screenshots or videos of your colonies falling horribly to a zombie horde, I would love to see them.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Celthric Aysen on May 20, 2014, 02:16:55 AM
This looks terrifying, but also with a twist of awesomeness. :)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Austupaio on May 20, 2014, 03:16:53 AM
QuoteI wanted to add an enemy that has truly unique behavior... So I added... mindless killers [that] kill you and your enemies indiscriminately... in large hoards.
So... tribals? :P

Naw, I'm just messing with you, I'll give this a shot depending on how it interacts with standard gameplay, such as faction attacks/visits.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: StormProxy on May 20, 2014, 04:20:43 AM
hmm.. New Story teller?? to increase the amount of zombie raids and such
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Celthric Aysen on May 20, 2014, 04:27:17 AM
*cough*Call of Duty Black Ops Zombie mode*cough*
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: StormProxy on May 20, 2014, 04:48:12 AM
could use reaserch to develope a cure for the infected colonists
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Killaim on May 20, 2014, 06:21:26 AM
id love a cure option too - like strap a colonist to a table to get a transfusion that takes a long time "taking them out of the picture" while they get cured

(only lasting till they get bitten again)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Kumai0214 on May 20, 2014, 10:26:43 AM
Well... I guess it's time to deck all of my guys out in mini guns and LMGs... no more M-24.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: iame6162013 on May 20, 2014, 11:15:29 AM
This is the coolest mod ;)
Or Screw it i'm Out!
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Crimsonknight3 on May 20, 2014, 11:40:29 AM
This mod seems amazing! :) Going to have to try it out at some point!

I also agree with everyone else that there should be a way to save bitten colonists, even if it takes a very long time, maybe have someone with the doctor skill administer a daily cure that you have to manufacture and let it have an increasing % of working with each dose, then have to re-capture them in the usual prisoner way.
Same could also work if you could trap a non-colonist npc that is reanimated? Cure them then treat them as a captured raider?

Maybe have a block that needs power and will stun any zombies in the room for x amount of time to allow colonist to administer cure, but have to charge the block for x amount of time to prevent over-using it as an exploit during zombie raids?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: mrofa on May 20, 2014, 12:37:39 PM
Slow movment part isnt really that visible, just started new game play and zombie was the first encouter before even the first raider, now its all good since they dont shoot, but it took me almost 30 min to run around with my 3 colonists and trying to kill that 9 zombies.  Now im aware that my colonist wouldnt hit a zombie while sticking a minigun in his face, but the pistol on the other hand is kinda good shoot and run weapon so while they are kindish slower, it still take a while to make run for a one shoot distance from pistol.  Also im not sure but what is a chance of beaing biten, my colonists did take quite a beating and it was very rare for them to get biten effect. Thats my short feedback (me bittching basicly ^^) more prapobly later today.
Anyways nice mod :)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Justin C on May 20, 2014, 02:24:15 PM
Quote from: mrofa on May 20, 2014, 12:37:39 PM
Slow movment part isnt really that visible, just started new game play and zombie was the first encouter before even the first raider, now its all good since they dont shoot, but it took me almost 30 min to run around with my 3 colonists and trying to kill that 9 zombies.  Now im aware that my colonist wouldnt hit a zombie while sticking a minigun in his face, but the pistol on the other hand is kinda good shoot and run weapon so while they are kindish slower, it still take a while to make run for a one shoot distance from pistol.  Also im not sure but what is a chance of beaing biten, my colonists did take quite a beating and it was very rare for them to get biten effect. Thats my short feedback (me bittching basicly ^^) more prapobly later today.
Anyways nice mod :)
I can slow the zombies down a bit more, but I don't want to nerf them too hard early in the development. Once I get the important changes out of the way, I will work more on balance. The Zombie's speed is set in the XML, so if they are a bit too fast for you, you could always go and slow them down on your end. Just edit the walkSpeed in Defs/ThingDefs/Races.xml.

I plan on doing something about the overwhelming hoard sizes early game today. I used the point system that is built in to the Raid incidents, assuming that the points would scale over time like they do with normal raids, but it's obvious that my assumption was false.

There is a 1 in 10 chance of your colonists getting bitten on every successful melee attack from a zombie. I wanted the bite chance to be low since the bites are fatal.

Quote from: Crimsonknight3 on May 20, 2014, 11:40:29 AM
This mod seems amazing! :) Going to have to try it out at some point!

I also agree with everyone else that there should be a way to save bitten colonists, even if it takes a very long time, maybe have someone with the doctor skill administer a daily cure that you have to manufacture and let it have an increasing % of working with each dose, then have to re-capture them in the usual prisoner way.
Same could also work if you could trap a non-colonist npc that is reanimated? Cure them then treat them as a captured raider?

Maybe have a block that needs power and will stun any zombies in the room for x amount of time to allow colonist to administer cure, but have to charge the block for x amount of time to prevent over-using it as an exploit during zombie raids?
Zombies are dead, so there will never be a cure for zombification in my mod. I will, however, consider options for treating zombie bites. An ideal solution, in my mind, would be something that offers a chance at curing of the bite at the expense of permanent stat debuffs. Like, for example, Hershel in The Walking Dead survive a zombie bite by amputating his leg. So if he were a pawn in my mod he would have a permanent speed reduction. Or another person could survive the bite but never be quite as healthy as they were, so they would have a permanent reduction to their max health.

And thanks to everyone who has played it so far!
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: SpiritedCanine on May 20, 2014, 04:38:42 PM
Problem... I like this but after I got wrecked on day 5 by a large horde (exciting as a group was visiting) I started a new colony and found a colonist that died last time around and his name was still *Ian (Dead). I'm afraid of playing alot of this mod as I'll have to re-write their names. Love the mod tho
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Crimsonknight3 on May 20, 2014, 04:39:38 PM
Quote from: Justin C on May 20, 2014, 02:24:15 PM
Zombies are dead, so there will never be a cure for zombification in my mod. I will, however, consider options for treating zombie bites. An ideal solution, in my mind, would be something that offers a chance at curing of the bite at the expense of permanent stat debuffs. Like, for example, Hershel in The Walking Dead survive a zombie bite by amputating his leg. So if he were a pawn in my mod he would have a permanent speed reduction. Or another person could survive the bite but never be quite as healthy as they were, so they would have a permanent reduction to their max health.

And thanks to everyone who has played it so far!

That is a good idea, though I think the debuffs would need to be very carefully balanced otherwise it ends up pointless saving them. I was thinking more maybe if it can be done, losing a set % of a skill or multiple skills for amount of time spent infected before cure, and if they aren't timely cured, permanentaly losing the ability to do said skill.... That could balance things quite well, reward those who have cures prepared, and those who take too long to cure end up nerfed and not able to mine etc... It would mean they could still be useful. With taking away skills they could still be useful.. If they had a speed debuff they would be almost useless at everything bar researching and maybe cleaning... The health debuff though could work well with the skills debuff but at a slower rate than skill levels lost.

Also on a side note, perhaps put something ingame that keeps track of how many zombies each person or the colony has killed :)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: ItchyFlea on May 20, 2014, 05:14:43 PM
One word: Sweet. ;D

Will definitely give this a go today and give feedback, but I can already tell that this is going to be fun.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Justin C on May 20, 2014, 05:49:20 PM
Quote from: Crimsonknight3 on May 20, 2014, 04:39:38 PM
Quote from: Justin C on May 20, 2014, 02:24:15 PM
Zombies are dead, so there will never be a cure for zombification in my mod. I will, however, consider options for treating zombie bites. An ideal solution, in my mind, would be something that offers a chance at curing of the bite at the expense of permanent stat debuffs. Like, for example, Hershel in The Walking Dead survive a zombie bite by amputating his leg. So if he were a pawn in my mod he would have a permanent speed reduction. Or another person could survive the bite but never be quite as healthy as they were, so they would have a permanent reduction to their max health.

And thanks to everyone who has played it so far!

That is a good idea, though I think the debuffs would need to be very carefully balanced otherwise it ends up pointless saving them. I was thinking more maybe if it can be done, losing a set % of a skill or multiple skills for amount of time spent infected before cure, and if they aren't timely cured, permanentaly losing the ability to do said skill.... That could balance things quite well, reward those who have cures prepared, and those who take too long to cure end up nerfed and not able to mine etc... It would mean they could still be useful. With taking away skills they could still be useful.. If they had a speed debuff they would be almost useless at everything bar researching and maybe cleaning... The health debuff though could work well with the skills debuff but at a slower rate than skill levels lost.

Also on a side note, perhaps put something ingame that keeps track of how many zombies each person or the colony has killed :)
Those are all good ideas. I will keep them in mind when it comes time to tackle that issue. It's probably going to be a bit of a challenge.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Vas on May 20, 2014, 05:51:45 PM
Obviously no game is complete without a zombie game mode, right Tynan? *hinthintnudgehint*
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: SacoMato on May 20, 2014, 06:00:06 PM
I had so much fun with this mod.
After the virus go airborne, see the the deads been reanimated in a raiders attack  and let the zombies finish the work is so much fun.

I like the cure idea and i agree that must not works 100% of the time and if work must have some penalties.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Avis on May 20, 2014, 06:26:53 PM
At last! I have the walking dead in rimworld! All the fun to be had! Although, perhaps a zombie apoc storyteller would be nice, so you could have regular games and zombie games on the same install without enabling and disabling mods like crazy.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Justin C on May 20, 2014, 06:51:11 PM
New version is up on NexusMods! Sorry for releasing a new version so quickly, but I was really motivated to get the mod in a more playable state today when I saw the response it was getting.

v 0.5.1 - 5/20/2014 -----------------------------------------------
- Fixed a game-breaking bug that would cause the airborne status of the virus to carry over to a new game if you didn't close the client down before starting a new one.
- Removed the delay (in most instances) from when zombies spawned to when they were turned green and renamed.
- Increased the delay from when the virus goes airborne to when corpses start reanimating.
- Slightly reduced the rate at which corpses reanimate.
- Reduced the chance of the virus going airborne by 60%.
- Reduced the walk speed of zombies by 12.5%
- Completely changed the way points are given to hoard incidents, making the hoard size scale over time and with the number of colonists you have.
- Increased the melee damage of zombies by 2 and the health by 10 to compensate a bit for their slower speed and smaller early-game hoards.


Hopefully this will fix the problems with people getting overwhelmed early on. Hoards should start out fairly small and then slowly grow as the days pass and as you gain more colonists.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: StormProxy on May 20, 2014, 06:58:03 PM
True They are still bringin out those trait stuff
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Vas on May 20, 2014, 07:01:00 PM
Curious, do dead zombies raise again?  Would make it pretty interesting.  Kill a zombie and you only have a certain amount of time to dispose of the body before it re-animates.  Giving cremation a new use! :P
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Justin C on May 20, 2014, 07:02:29 PM
Quote from: Blackjack1000K on May 20, 2014, 04:27:17 AM
*cough*Call of Duty Black Ops Zombie mode*cough*
I haven't played a COD game since Modern Warfare 2, so I don't know what Black Ops zombie mode is like.

Quote from: Vas on May 20, 2014, 05:51:45 PM
Obviously no game is complete without a zombie game mode, right Tynan? *hinthintnudgehint*
That's what I was thinking! Zombies are like bacon: You can add zombies to basically anything and they will make that thing more awesome!

A wave-based survival mode could probably be thrown together pretty easily using a custom storyteller if people want something like that. With timed waves that gradually increase in size, and item/resource drops after every wave with some time in-between to build up your base.

Quote from: Vas on May 20, 2014, 07:01:00 PM
Curious, do dead zombies raise again?  Would make it pretty interesting.  Kill a zombie and you only have a certain amount of time to dispose of the body before it re-animates.  Giving cremation a new use! :P
Nope, once you kill a zombie, it's dead. I was going to add my own version of a cremation chamber so people could deal with corpses before they reanimated, but this v. 0.5 release is just so people can have fun with the zombies.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.1) Updated 5/20
Post by: decomg on May 20, 2014, 07:48:13 PM
this is the best mod of all ...   ;D 

I'm having fun
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: a89a89 on May 20, 2014, 08:33:07 PM
Quote from: SpiritedCanine on May 20, 2014, 04:38:42 PM
Problem... I like this but after I got wrecked on day 5 by a large horde (exciting as a group was visiting) I started a new colony and found a colonist that died last time around and his name was still *Ian (Dead). I'm afraid of playing alot of this mod as I'll have to re-write their names. Love the mod tho
that seems like a pretty big bug
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Vas on May 20, 2014, 08:35:39 PM
Quote from: Justin C on May 20, 2014, 07:02:29 PM
Quote from: Vas on May 20, 2014, 07:01:00 PM
Curious, do dead zombies raise again?  Would make it pretty interesting.  Kill a zombie and you only have a certain amount of time to dispose of the body before it re-animates.  Giving cremation a new use! :P
Nope, once you kill a zombie, it's dead. I was going to add my own version of a cremation chamber so people could deal with corpses before they reanimated, but this v. 0.5 release is just so people can have fun with the zombies.

You really should consider making zombies undieing no matter what.  They can be incapacitated at 0 health, but they steadily heal till 100 again and stand right back up.  Like a reverse sort of health system where they just can't be killed, once zero they are basically laying down in a bed healing right there where they dropped.  You have a button you click on them to cremate their bodies before they wake up.  If they wake up while you're hauling them, it always results in a bite, 100% of the time and a loss of 50% health instantly to the transporter.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Justin C on May 20, 2014, 08:44:10 PM
Quote from: a89a89 on May 20, 2014, 08:33:07 PM
Quote from: SpiritedCanine on May 20, 2014, 04:38:42 PM
Problem... I like this but after I got wrecked on day 5 by a large horde (exciting as a group was visiting) I started a new colony and found a colonist that died last time around and his name was still *Ian (Dead). I'm afraid of playing alot of this mod as I'll have to re-write their names. Love the mod tho
that seems like a pretty big bug
I haven't run into that issue, and I honestly can't think of a way it would even be possible. There was another bug where the "airborne" status of the virus was carrying over to new colonies, which might have caused a corpse to reanimate in his game before they were supposed to. But I don't see how dead colonists could randomly be spawning in his game.

Quote from: Vas on May 20, 2014, 08:35:39 PM
Quote from: Justin C on May 20, 2014, 07:02:29 PM
Quote from: Vas on May 20, 2014, 07:01:00 PM
Curious, do dead zombies raise again?  Would make it pretty interesting.  Kill a zombie and you only have a certain amount of time to dispose of the body before it re-animates.  Giving cremation a new use! :P
Nope, once you kill a zombie, it's dead. I was going to add my own version of a cremation chamber so people could deal with corpses before they reanimated, but this v. 0.5 release is just so people can have fun with the zombies.

You really should consider making zombies undieing no matter what.  They can be incapacitated at 0 health, but they steadily heal till 100 again and stand right back up.  Like a reverse sort of health system where they just can't be killed, once zero they are basically laying down in a bed healing right there where they dropped.  You have a button you click on them to cremate their bodies before they wake up.  If they wake up while you're hauling them, it always results in a bite, 100% of the time and a loss of 50% health instantly to the transporter.
Traditionally zombies are killed by headshots. Zombies cannot heal or regenerate because their bodies are dead, and once the brain is destroyed they die for good.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.1) Updated 5/20
Post by: ItchyFlea on May 20, 2014, 09:38:13 PM
Bug?
A new colony with this mod activate always starts with a special map condition named "Undefined".
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.1) Updated 5/20
Post by: Justin C on May 20, 2014, 10:13:59 PM
Quote from: ItchyFlea on May 20, 2014, 09:38:13 PM
Bug?
A new colony with this mod activate always starts with a special map condition named "Undefined".
That's not a bug, and I actually meant to mention that in the OP. I use a MapCondition to keep track of all of the zombie stuff, and there is no way to make custom MapConditionType to throw in there, so I am forced to use the Undefined one. I plan on looking for a better solution to this later.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.1 - May 20)
Post by: ItchyFlea on May 20, 2014, 10:26:32 PM
Is it intended for the game to display this message "Max Raid Points: 100, Max Raiders: 5, Min Raiders: 2" once every in-game hour?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.1 - May 20)
Post by: Justin C on May 20, 2014, 10:34:14 PM
Quote from: ItchyFlea on May 20, 2014, 10:26:32 PM
Is it intended for the game to display this message "Max Raid Points: 100, Max Raiders: 5, Min Raiders: 2" once every in-game hour?
Nope, I did not intend to keep that in at all. :P

Fixed. Sorry about that. I know I got distracted right before I was about to release it, and I must have forgot to comment that line out before the final build.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: mrofa on May 20, 2014, 11:48:27 PM
Ha new version and i just end making my anti zombie turret for thous large waves :D

Anyways, soo it might be just ammount of coffie or zombies are ignoring path cost of terrain, i dont mean sand bags, more like grass, food resources/ metal, they always seem to run at the same speed, didnt check for traits but if its a trait then most of them have it.

Zombies will loose intrest in colonist if they will run to far, or if zombies will run after npcs to rim of the map, this is kinda tricky, on one side you kinda got no zombies problem, on the other if they will grow to large by eating passing npc then this might be a problem, especialy that this bug resets itself after reloading the game, meaning all this dead guys will remmber your ther and will run at you, yes it was fun :D

Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: ItchyFlea on May 21, 2014, 01:27:35 AM
Well, one thing is for sure. I suck at fighting zombies.
First wave of zombies had a bit of a feast, shortly followed by the "Everybody is dead" screen. :D

Is there a can of ZOMB-EZE (https://www.youtube.com/watch?v=5gzQVjb1Y-M&t=8m40s) hidden away somewhere on the map? :P

I assumed this would be fun, and I was right. I'm looking forward to the 1.0 version. :)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: Justin C on May 21, 2014, 01:38:14 AM
Quote from: mrofa on May 20, 2014, 11:48:27 PM
Ha new version and i just end making my anti zombie turret for thous large waves :D

Anyways, soo it might be just ammount of coffie or zombies are ignoring path cost of terrain, i dont mean sand bags, more like grass, food resources/ metal, they always seem to run at the same speed, didnt check for traits but if its a trait then most of them have it.
Right now zombies use the default pathing class, so their movement works the same way it does for normal pawns.

QuoteZombies will loose intrest in colonist if they will run to far, or if zombies will run after npcs to rim of the map, this is kinda tricky, on one side you kinda got no zombies problem, on the other if they will grow to large by eating passing npc then this might be a problem, especialy that this bug resets itself after reloading the game, meaning all this dead guys will remmber your ther and will run at you, yes it was fun :D
Yeah, zombies do seem to lose interest a bit quickly. The default timeout for a chase is a random range between 400 and 900 ticks, but I might increase that since they move so slowly. Don't want them stopping to think 10 times while they cross the map.

I give raiding zombies and turned zombies different max ranges to search for targets, so zombie hoards will always find a target on the map to attack, and turned zombies might be too far away and would instead just wander around aimlessly on the other side of the map like zombies do. If the wandering zombies all of a sudden start chasing your colonists on a reload then chances are I just forgot to expose the raiding bool (exposing a variable makes it save and load) so it defaults to true on load. I will fix that for the next release.

QuoteThers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.

Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: mrofa on May 21, 2014, 01:44:36 AM
QuoteQuote
Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.

Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!

I mean that normal visitor, not a enemy, just a guy from another fraction vermy much alive :D
There was one guy names Boomrat (dead)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: Justin C on May 21, 2014, 01:49:36 AM
Quote from: mrofa on May 21, 2014, 01:44:36 AM
QuoteQuote
Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.

Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!

I mean that normal visitor, not a enemy, just a guy from another fraction vermy much alive :D
There was one guy names Boomrat (dead)
Well that is interesting. ???

Was that after a reload, or did he spawn with that name?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: mrofa on May 21, 2014, 01:51:25 AM
He spawned with that name
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: Justin C on May 21, 2014, 04:10:42 PM
I set up a profile for the mod on ModDB last night, and when I checked today it was already accepted.

(http://button.moddb.com/popularity/medium/mods/25183.png) (http://www.moddb.com/mods/rimworld-zombie-apocalypse)

So if you like the mod go support it on ModDB. Rate it, comment on it, submit screenshots of zombies overwhelming your base, etc.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: Vas on May 21, 2014, 05:30:31 PM
Quote from: Justin C on May 20, 2014, 08:44:10 PMTraditionally zombies are killed by headshots. Zombies cannot heal or regenerate because their bodies are dead, and once the brain is destroyed they die for good.

You forget, men have two brains.  :|  One just gets used more than the other.  And that isn't the one in the head!  xD
Besides, in my zombie apoc, Zombies can only be killed via cremation.  Imagine it like Torchwood Miracle Day.  That would make it much more entertaining and chaotic.  You could always release an alternate in the same mod.  One Zombie Apoc, and one Zombie Apoc Torchwood edition.  Or Miracle Day edition, whichever you want to call it.  Undieing forever, only you still turn into zombies once a non-zombie dies then raise again as the living dead.  And in this Miracle Day version, people still healed during the show, it was just slow, like a normal human body.  Given enough time, even a guy who blew himself up could likely heal enough to walk again.  :P  I just thought it'd add a new interesting game mode is all that would make it more difficult and more crazy.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: mrofa on May 21, 2014, 05:50:21 PM
Its alredy is hard when you get 10 biten visitors marching into middle of your base.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: Cala13er on May 21, 2014, 06:10:12 PM
Enjoyed this mod quite a lot! Keep up the good work!
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: SpiritedCanine on May 21, 2014, 06:15:26 PM
Quote from: Justin C on May 21, 2014, 01:49:36 AM
Quote from: mrofa on May 21, 2014, 01:44:36 AM
QuoteQuote
Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.

Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!

I mean that normal visitor, not a enemy, just a guy from another fraction vermy much alive :D
There was one guy names Boomrat (dead)
Well that is interesting. ???

Was that after a reload, or did he spawn with that name?

That was my issue, they spawn with it and even pops up in the pawn generator when making a new colony
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: Justin C on May 21, 2014, 07:29:20 PM
Quote from: SpiritedCanine on May 21, 2014, 06:15:26 PM
Quote from: Justin C on May 21, 2014, 01:49:36 AM
Quote from: mrofa on May 21, 2014, 01:44:36 AM
QuoteQuote
Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.

Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!

I mean that normal visitor, not a enemy, just a guy from another fraction vermy much alive :D
There was one guy names Boomrat (dead)
Well that is interesting. ???

Was that after a reload, or did he spawn with that name?

That was my issue, they spawn with it and even pops up in the pawn generator when making a new colony
I assume this is when starting a new colony after playing another one, without shutting down the client in between? Thanks for the info, you confirmed the suspicions that I had when mrofa reported the issue last night.

What must be happening is that when I change the name inside the pawns I'm modifying a reference, which is then being used later by new pawns that spawn. After a quick look at the Pawn class again it looks like the Label is set to be overridden, so I can stop modifying the names/nicknames themselves and just change what is displayed for zombies. That should be a quick and easy fix for this bug.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: mrofa on May 21, 2014, 08:29:59 PM
Quote from: Justin C on May 21, 2014, 07:29:20 PM
Quote from: SpiritedCanine on May 21, 2014, 06:15:26 PM
Quote from: Justin C on May 21, 2014, 01:49:36 AM
Quote from: mrofa on May 21, 2014, 01:44:36 AM
QuoteQuote
Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.

Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!

I mean that normal visitor, not a enemy, just a guy from another fraction vermy much alive :D
There was one guy names Boomrat (dead)
Well that is interesting. ???

Was that after a reload, or did he spawn with that name?

That was my issue, they spawn with it and even pops up in the pawn generator when making a new colony
I assume this is when starting a new colony after playing another one, without shutting down the client in between? Thanks for the info, you confirmed the suspicions that I had when mrofa reported the issue last night.

What must be happening is that when I change the name inside the pawns I'm modifying a reference, which is then being used later by new pawns that spawn. After a quick look at the Pawn class again it looks like the Label is set to be overridden, so I can stop modifying the names/nicknames themselves and just change what is displayed for zombies. That should be a quick and easy fix for this bug.

I didnt start a new colony this stuff all happened on the first one.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: Justin C on May 21, 2014, 10:24:43 PM
Quote from: mrofa on May 21, 2014, 08:29:59 PM
Quote from: Justin C on May 21, 2014, 07:29:20 PM
Quote from: SpiritedCanine on May 21, 2014, 06:15:26 PM
Quote from: Justin C on May 21, 2014, 01:49:36 AM
Quote from: mrofa on May 21, 2014, 01:44:36 AM
QuoteQuote
Thers some bug with names, i see alot of guys that pass by either named zombie or something (dead).
"Zombie" means the zombie was spawned as part of a wave. "Name (dead)" means they were a living NPC that was killed and then reanimated as a zombie. "* Name (dead)" means they were a colonist who was killed and then reanimated as a zombie. I did this because I figured some people, like myself, would find it interesting being able to easily keep track of where the zombies came from. With this you can easily tell that the wave that is currently overwhelming your base started out half its current size, and then grew when they slaughtered that group of travelers and added them to their ranks.

Well, I'm glad to see so many people are enjoying the mod. I'm at over 100 downloads after just under 24 hours, so that's encouraging. Keep the feedback coming!

I mean that normal visitor, not a enemy, just a guy from another fraction vermy much alive :D
There was one guy names Boomrat (dead)
Well that is interesting. ???

Was that after a reload, or did he spawn with that name?

That was my issue, they spawn with it and even pops up in the pawn generator when making a new colony
I assume this is when starting a new colony after playing another one, without shutting down the client in between? Thanks for the info, you confirmed the suspicions that I had when mrofa reported the issue last night.

What must be happening is that when I change the name inside the pawns I'm modifying a reference, which is then being used later by new pawns that spawn. After a quick look at the Pawn class again it looks like the Label is set to be overridden, so I can stop modifying the names/nicknames themselves and just change what is displayed for zombies. That should be a quick and easy fix for this bug.

I didnt start a new colony this stuff all happened on the first one.
I meant Spirited. If he ran into it on the new colony window it must have been after playing a game with the mod on previously, without restarting the client.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: spatula on May 23, 2014, 12:12:52 AM
This mod is great- really adds a spicy element to the gameplay.

Some suggestions that would make this tight:
- instead of permanent airborne, just a timed event like a solar flare for days (ie. radioactive space dust clouds)
- zombie sound fx!
- cure bites with medpacks and high doctor skill, or hack limb and loose a skill
- fire wall (zombie defense)
- "tame zombie".. your very own zombie pets for target practice and scaring raiders/visitors

Love this mod, keep it up!
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.2 - May 20)
Post by: Justin C on May 23, 2014, 02:20:12 AM
Quote from: spatula on May 23, 2014, 12:12:52 AM
- instead of permanent airborne, just a timed event like a solar flare for days (ie. radioactive space dust clouds)
It wouldn't be much of a zombie apocalypse if it only lasted a few days. :P

I might separate the Zombies from the Airborne event so that people can disable the event if they don't want it. That was originally my plan, but it went out the window when I decided that the Airborne event was the most interesting thing about the mod.

Quote- zombie sound fx!
This is on the list, but it is very low priority.

Quote- cure bites with medpacks and high doctor skill, or hack limb and loose a skill
I hadn't thought about using medpacks. That's a pretty good idea.

Quote- fire wall (zombie defense)
A fire wall would be a good idea for a weapon mod, but that would have to be separate from this mod. I don't want to clutter this mod with features that aren't specifically related to the zombies.

Quote- "tame zombie".. your very own zombie pets for target practice and scaring raiders/visitors
An interesting idea, but to be honest it's not one that I would spend time on. It wouldn't really add much to the game for the amount of effort required.


Tomorrow afternoon I should be releasing version 0.5.3, which fixes the pawn naming bug and adds one more tweak to the sizes of early-game zombie hoards. This will probably be my last update to the mod before Alpha 4 comes out.

I'd like to thank everyone who has downloaded and played the mod so far, and thanks for all of the feedback/suggestions/bug reports. Keep them coming!

Also, let me know where you think the mod stands balance-wise. I'm trying to keep it challenging and interesting without making the players hate their life, but I think right now it's leaning more towards the "hating life" side of the spectrum. What do you guys think?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 23, 2014, 06:56:18 PM
The newest version is up on both ModDB and NexusMods.

v 0.5.3 - 5/23/2014 -----------------------------------------------
- Tweaked the way points are calculated for zombie raids again to guarantee that any zombie hoards that show up before 10 days into the game will only consist of one or two zombies.
- Fixed a bug that was causing odd names to be generated for pawns.
- Lowered the Zombie's health to 100 again. Zombie hoards are tough enough with standard HP.
- Fixed some issues with pathing to unreachable targets.


I confirmed that the naming bug is fixed. it was an issue with modifying references which are later reused as I had initially assumed. Thanks to those of you who gave me the information needed to narrow it down.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: spatula on May 23, 2014, 08:23:26 PM
awesome dude. good points as well.

it still gives the apocalypse feel to have the airborne be recurring - it would happen as often as solar flares/eclipses and last for days... but it would allow corpses to pile up in between making the onset of the event more "uh oh". Even if it was recurring for a long time and then the world is overrun and it become a permanent event after a certain condition was met (ie. number of days), that would be logical so you can build towards it. Or if permanent was a separate event that has an extremely low % (or maybe goes up in % based on your number of colonists? I don't know how the coding limitations are on this).

I've been playing this mod a lot for the past few days and the best moments were usually pre-airborne, when I desperately try to avoid getting bitten during zombie raids, or immediately when the airborne event occurs and the bodies all come up and wreak havoc. After that it's usually a matter of one or two raids before there's no more colony.

things that might balance it:
- slower zombies, or slow/fast zombies? (ie. Night of the VS 28days zombies)
- environmental zombies like packs of muffalos or solo zeds, with really small fields of vision/detection that roam around (more permanent zombie threat, but avoidable)
- some zombie raids come out of the ground, like a reverse raider drop
- zombies eat the dead/incapped
- zombies should leave the map after running out of food, so you can hide and cower
- chainsaw?
- a "boss" zombie would be cool every once in a while

But ultimately this is one of my favorite mods so far. I loved one called "Horrorworld" but the mutants are so goddamn unforgiving (I play with that and zombies on if I want a really quick game). This is much more balanced and interesting with it's effect on the gameplay. I think I'll have a tough time not playing with this on.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: SpiritedCanine on May 23, 2014, 09:29:32 PM
Quote from: spatula on May 23, 2014, 08:23:26 PM
awesome dude. good points as well.


things that might balance it:
- slower zombies, or slow/fast zombies? (ie. Night of the VS 28days zombies)
- environmental zombies like packs of muffalos or solo zeds, with really small fields of vision/detection that roam around (more permanent zombie threat, but avoidable)
- some zombie raids come out of the ground, like a reverse raider drop
- zombies eat the dead/incapped
- zombies should leave the map after running out of food, so you can hide and cower
- chainsaw?
- a "boss" zombie would be cool every once in a while



The roaming zombie idea and zombies popping up from the ground sounds cool, I wouldn't care for a "boss" tho...
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Jagginlaz0rz on May 24, 2014, 01:33:18 AM
Wonder why Tynan hasnt commented on this glorious mod? I mean if you lose your colony and leave the game running in the background you end up with a horde of zombies in your city, its amazing how metagame this is. It's like this game has this and yet Project Zomboid cant even get it right and its been years....

I hope he hires you on

(http://i.imgur.com/Wvazsuz.png)

theres more than that on the map... used to be only one. But someone GOT BIT!!!

witness:

(http://i.imgur.com/O6zaKFZ.png)

(http://i.imgur.com/jBcy63f.png)

metagame, from one of my overrun colonies.... scary stuff!
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Rex705 on May 24, 2014, 03:03:47 AM
Tynan is on vacation until the 28th. I'm sure once he gets back he will be loving this mod. Scary stuff ^
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 24, 2014, 05:22:14 AM
Quote from: spatula on May 23, 2014, 08:23:26 PM
awesome dude. good points as well.

it still gives the apocalypse feel to have the airborne be recurring - it would happen as often as solar flares/eclipses and last for days... but it would allow corpses to pile up in between making the onset of the event more "uh oh". Even if it was recurring for a long time and then the world is overrun and it become a permanent event after a certain condition was met (ie. number of days), that would be logical so you can build towards it. Or if permanent was a separate event that has an extremely low % (or maybe goes up in % based on your number of colonists? I don't know how the coding limitations are on this).

I've been playing this mod a lot for the past few days and the best moments were usually pre-airborne, when I desperately try to avoid getting bitten during zombie raids, or immediately when the airborne event occurs and the bodies all come up and wreak havoc. After that it's usually a matter of one or two raids before there's no more colony.
Hmm, you make some pretty fair points. And I do really like your idea of airborne "waves" which slowly build up to a permanent zombie apocalypse. It's a good compromise between the two, and from the sound of it, it should extend your game length by a bit.

I would like other people to weigh in on this issue, if possible.

Quotethings that might balance it:
- slower zombies, or slow/fast zombies? (ie. Night of the VS 28days zombies)
I might have mentioned this in this thread before, but in the beginning one of my goals was to make zombies really fast in the beginning (like 2x the speed of humans) and then have them slow down to about 25% speed as they absorb damage. While we are alive our brains place limits on the amount we are allowed to use our muscles to avoid damage due to overexertion. I liked The Zombie Survival Guide's suggestion that "fresh" zombies could potentially be much stronger and faster than they were while they were alive due to the removal of those limiters.

Quote- environmental zombies like packs of muffalos or solo zeds, with really small fields of vision/detection that roam around (more permanent zombie threat, but avoidable)
I considered zombified animals, but really it's not worth the trouble of getting this working. I compromise by making "turned" zombies have a smaller search radius than zombie raiders, so if a zombie reanimates at the outskirts of the map they will just wander around because they won't see any targets. I might randomize the search radius a bit so that I can allow for ones with really short ranges who can wander off and do their own thing.

Quote- some zombie raids come out of the ground, like a reverse raider drop
I think this would be a bit OP with zombie bites. Zombies have the potential to mark a colonist for death with one strike, so it wouldn't be fair to have them just popping up out of the ground. Also, it really doesn't make much sense, to be honest.

Quote- zombies eat the dead/incapped
I tried to make zombies finish off incapped pawns in the beginning. Deep in the attack code, where I can't reach, there is another check that prevents attacks on incapped pawns. My zombies were running right up to the incapped targets and then just looking at them funny.

Quote- zombies should leave the map after running out of food, so you can hide and cower
Zombies do not attack walls, so they really would just stop being a threat if you could wall yourself off until they got bored and left. Besides, I went out of my way to make it so zombies don't get bored and stop fighting :P. Also, zombies don't need food to survive, they are just driven to eat.

Quote- chainsaw?
I'm not looking to do a weapons mod anytime soon, and I imagine a melee weapons mod would be fairly difficult to implement.

Quote- a "boss" zombie would be cool every once in a while
I was thinking of making it so zombies who are reanimated in your game have a small chance of reanimating as super powerful ones. Maybe they could have different behavior, like being smart enough to attack your walls or something.

QuoteBut ultimately this is one of my favorite mods so far. I loved one called "Horrorworld" but the mutants are so goddamn unforgiving (I play with that and zombies on if I want a really quick game). This is much more balanced and interesting with it's effect on the gameplay. I think I'll have a tough time not playing with this on.
I'm very glad to hear that. There is nothing I like more than hearing that people are actually enjoying my mod.

EDIT:
Nice screenies Jagginlaz0rz! For you or anyone else who has some good screencaps(or videos), I am pretty sure the ModDB page is set up to allow anyone to submit them. So if you want to support the mod submitting media is a great way to do it. Or you can leave me a rating or a comment. I will greatly appreciate any of the above. ;D
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Jagginlaz0rz on May 24, 2014, 03:18:08 PM
Quote from: Rex705 on May 24, 2014, 03:03:47 AM
Tynan is on vacation until the 28th. I'm sure once he gets back he will be loving this mod. Scary stuff ^

yeah just read it on his changelog, LOL.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: mrofa on May 24, 2014, 03:24:04 PM
I agree with airborn is kinda annoying to have it all the time.
You could consider it like the events but with 2 stages, first one is you get a airborn and all human bodies and lets say 1/4 of zombie bodies are ressurectedas zombies, and the next stage will be that there will be a zombie raid event after a day or two  that airborn did started.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: spatula on May 24, 2014, 08:09:53 PM
i'll try and post some screenshots after playing tonight. gave it a rating on mod db.

love the idea of fresher = faster for zombies... also special infected reminds me of L4D and would be awesome.

i didn't mean animal-zombies, i meant zombies that roam like animals... but that could be some wanderers from a raid like you mentioned... just would be interesting to see zombies at play in the environment.

And yes, after my colony dies, it's much more fun to wait "after the end" and watch as your infected colonist begin to grow an army of undead followers... muahhahaa
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Jdalt40 on May 24, 2014, 08:49:14 PM
Are the zombies counted as a faction. If they are not a faction will they work on older saves.
If it does work will turrets function normally against zombies?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 24, 2014, 09:27:33 PM
Quote from: Joshy1111 on May 24, 2014, 08:49:14 PM
Are the zombies counted as a faction. If they are not a faction will they work on older saves.
If it does work will turrets function normally against zombies?
They are a hidden faction. The Zombies that spawn will all be a part of the "Zombie" faction which will always be hostile to you, but that faction will never show up in the Factions window.

Turrets work normally against zombies.

It most likely will not work on previous save games because I replace the Pawn class that human races use.

Quote from: spatula on May 24, 2014, 08:09:53 PM
i'll try and post some screenshots after playing tonight. gave it a rating on mod db.
Thanks, I really appreciate it!

Quotei didn't mean animal-zombies, i meant zombies that roam like animals... but that could be some wanderers from a raid like you mentioned... just would be interesting to see zombies at play in the environment.
Yeah, I think I am definitely going to add a variable search radius for zombies that are turned or spawned as raiders.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: spatula on May 25, 2014, 01:55:30 AM
i decided to cheat a bit with dev mode to make it a truly massive horde to finish off my game tonight, but while building up my base got the event "ALL the zombies are attacking you" and quasi pooped myself. One raider shot my guy to death, it put a zed behind my lines and pretty soon it was over.

Anyway here's some pics:
http://imgur.com/XvALgeD
http://imgur.com/yXugzMv
http://imgur.com/POUTF9w
http://imgur.com/kFZH6I3
http://imgur.com/O1JlaDF
http://imgur.com/QHHJ0oh
http://imgur.com/HBzt1a4

Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 28, 2014, 08:21:25 PM
Quote from: spatula on May 25, 2014, 01:55:30 AM
i decided to cheat a bit with dev mode to make it a truly massive horde to finish off my game tonight, but while building up my base got the event "ALL the zombies are attacking you" and quasi pooped myself. One raider shot my guy to death, it put a zed behind my lines and pretty soon it was over.

Anyway here's some pics:
http://imgur.com/XvALgeD
http://imgur.com/yXugzMv
http://imgur.com/POUTF9w
http://imgur.com/kFZH6I3
http://imgur.com/O1JlaDF
http://imgur.com/QHHJ0oh
http://imgur.com/HBzt1a4
Nice. :)

One thing that will be coming with the next release, which I'm sure you will like, is that during raids any zombies spawned will have a 25% chance of being given a target search radius between 15-150 (250 is the size of the standard map), instead of the normal raiding zombies who can find targets anywhere on the map.

So what this means is that you will have those occasional zombies with a small search radius who just wander around at the edge of the map doing their own thing, like you wanted.

This adds even more to the meta of dealing with zombies. Now even after you deal with the initial hoard who rushes your base to be slaughtered by your turrets, there will be a few stragglers that you will need to actually leave the safety of your base to deal with. If you leave them or forget about them, they could wind up biting a colonist who strays too close, or they could turn a friendly group of travelers who are passing through into a big zombie hoard. This change will reduce the initial danger of zombie hoards by cutting the forces rushing your base by 15-25%, but should increase the overall danger of zombies. I played several games with this new change in place and I am really liking how it changes how things play out.

Here are some changes that aren't going to be in the next release, but I will be working on soon(tm):
- Changes to the way the airborne incident works. I think I am going to make the incident a temporary thing for the first 2 or 3 times it happens, and then have it be permanent after that.
- Zombie bosses. They will be bigger, stronger, faster, and they will take more hits when they die. I don't think they will spawn with zombie hoards. I think I am going to make them appear very rarely when a corpse is reanimated on the map, and they will only spawn late-game. I might make them only spawn when an actual colonist is reanimated. I'm not 100% sure yet. Feel free to weigh in on this one.
- Make a cure for zombie bites. The cure will not work 100% of the time and there will likely be some tradeoffs. I'm thinking it should only be successful 25% of the time as a base, with doctor skills maybe bringing it up to 50%. Then there will be a good chance that the cure just does nothing at all, with a small chance of it killing them immediately, making them reanimate with the doctor right next to them. I might add a tiny chance of them reanimating as zombie bosses. I'm not sure yet. Once again, feel free to give your opinion here.

Let me know what you guys think. If you have any other ideas for future changes, please post them in this thread.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Crimsonknight3 on May 28, 2014, 09:02:35 PM
Quote from: Justin C on May 28, 2014, 08:21:25 PM
One thing that will be coming with the next release, which I'm sure you will like, is that during raids any zombies spawned will have a 25% chance of being given a target search radius between 15-150 (250 is the size of the standard map), instead of the normal raiding zombies who can find targets anywhere on the map.

That is a really good idea and I think it REALLY will improve this mod a lot,  it will add a whole new dimension... Not just defending but actively hunting!

Quote from: Justin C on May 28, 2014, 08:21:25 PM
Here are some changes that aren't going to be in the next release, but I will be working on soon(tm):
- Changes to the way the airborne incident works. I think I am going to make the incident a temporary thing for the first 2 or 3 times it happens, and then have it be permanent after that.
Again I think this would really also add to the whole feel of the mod.. Though may I suggest add an option in the config.xml for a "hard mode" which is disabled by default which allows people to use the original version where one it happens it's permanent?

Quote from: Justin C on May 28, 2014, 08:21:25 PM
- Zombie bosses. They will be bigger, stronger, faster, and they will take more hits when they die. I don't think they will spawn with zombie hoards. I think I am going to make them appear very rarely when a corpse is reanimated on the map, and they will only spawn late-game. I might make them only spawn when an actual colonist is reanimated. I'm not 100% sure yet. Feel free to weigh in on this one.
I think the idea of only reanimated colonists reanimating as bosses is a GREAT idea but I think there should be an EXTREMELY EXTREMELY EXTREMELY rare spawn chance... Like a spawn happening sometime in a range of 30-50 raids of 5-20 boss zombies + regular ones


Quote from: Justin C on May 28, 2014, 08:21:25 PM
- Make a cure for zombie bites. The cure will not work 100% of the time and there will likely be some tradeoffs. I'm thinking it should only be successful 25% of the time as a base, with doctor skills maybe bringing it up to 50%. Then there will be a good chance that the cure just does nothing at all, with a small chance of it killing them immediately, making them reanimate with the doctor right next to them. I might add a tiny chance of them reanimating as zombie bosses. I'm not sure yet. Once again, feel free to give your opinion here.

I think I said this a while back but I do think it's a good idea though I think a base of 25% is pretty low considering the low numbers of colonists involved in the average rimworld game... I think a base of 40% being raised by max doctoring skill to 75% "sounds" better... Would have to mess around and see though.

I do think this mod could use a few extra items to help with hordes though... Maybe expensive researchable zombie defence things, a floor that will create a fire when powered, an electric fence similar to another mods charged barbed wire, consuming a lot more power though... and maybe your own version of cremation + a time delay between death + Reanimation that allows a limited window to dispose of the bodies?

Just a few thoughts :)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 29, 2014, 12:28:55 AM
Quote from: Crimsonknight3 on May 28, 2014, 09:02:35 PM
Quote from: Justin C on May 28, 2014, 08:21:25 PM
Here are some changes that aren't going to be in the next release, but I will be working on soon(tm):
- Changes to the way the airborne incident works. I think I am going to make the incident a temporary thing for the first 2 or 3 times it happens, and then have it be permanent after that.
Again I think this would really also add to the whole feel of the mod.. Though may I suggest add an option in the config.xml for a "hard mode" which is disabled by default which allows people to use the original version where one it happens it's permanent?
I can make it so you can set how many temporary waves there are before it becomes permanent in the XML for the incident.

Quote
Quote from: Justin C on May 28, 2014, 08:21:25 PM
- Zombie bosses. They will be bigger, stronger, faster, and they will take more hits when they die. I don't think they will spawn with zombie hoards. I think I am going to make them appear very rarely when a corpse is reanimated on the map, and they will only spawn late-game. I might make them only spawn when an actual colonist is reanimated. I'm not 100% sure yet. Feel free to weigh in on this one.
I think the idea of only reanimated colonists reanimating as bosses is a GREAT idea but I think there should be an EXTREMELY EXTREMELY EXTREMELY rare spawn chance... Like a spawn happening sometime in a range of 30-50 raids of 5-20 boss zombies + regular ones
I want a single boss Zombie spawn to be the rare event that happens. If it's strong enough to be called a "Boss", then 5-20 of them should spell instant game over for almost any base. I don't really want that.

Quote
Quote from: Justin C on May 28, 2014, 08:21:25 PM
- Make a cure for zombie bites. The cure will not work 100% of the time and there will likely be some tradeoffs. I'm thinking it should only be successful 25% of the time as a base, with doctor skills maybe bringing it up to 50%. Then there will be a good chance that the cure just does nothing at all, with a small chance of it killing them immediately, making them reanimate with the doctor right next to them. I might add a tiny chance of them reanimating as zombie bosses. I'm not sure yet. Once again, feel free to give your opinion here.
I think I said this a while back but I do think it's a good idea though I think a base of 25% is pretty low considering the low numbers of colonists involved in the average rimworld game... I think a base of 40% being raised by max doctoring skill to 75% "sounds" better... Would have to mess around and see though.
My whole issue with making it high is that in most Zombie lore, a Zombie bite is fatal. Period. If you get bit, say goodbye to your friends and family and let them shoot you in the head before you start trying to eat them.

The Walking Dead was the first place I've ever seen a Zombie bite cured, and it was cured by sawing the victim's leg off in time before the infection spread past the leg. Amputation seems to be the one way of surviving a bite, and there are just so many things that can go wrong there. If you are bitten on the body, you're dead. If you are bitten on a limb but don't get treated in time, you're dead. If you get treated before the infection spreads but your "doctor" doesn't know how to perform an amputation without you bleeding out, you're dead. If your amputation is successful but the wound becomes infected, you're dead. And if everything happens to go right and you manage to survive, you are permanently crippled in the middle of a Zombie apocalypse. There are no happy endings when you are bitten by a Zombie. It's bad news all around.

The only sure way of dealing with a Zombie bite is to not get bit, and I'd like to keep it that way.

QuoteI do think this mod could use a few extra items to help with hordes though... Maybe expensive researchable zombie defence things, a floor that will create a fire when powered, an electric fence similar to another mods charged barbed wire, consuming a lot more power though... and maybe your own version of cremation + a time delay between death + Reanimation that allows a limited window to dispose of the bodies?
There are at least two separate cremation mods that should work with my mod. There are also plenty of weapon mods that should work with it.

My mod is strictly zombies and things that are zombie-related. Any weapon packs would be separate from the Zombie Apocalypse mod, and I really have no interest in creating weapon packs right now.

There is a time delay from when corpses that haven't been bitten spawn if the virus is airborne. It might be a bit short right now, so I can make it last a bit longer later. As for corpses that have been bitten, the amount of time they spend living after the bite is the delay. For bitten colonists I want players to focus on detaining them and preparing for them to die and turn, instead of just having them dispose of the corpse.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: keylocke on May 29, 2014, 05:08:17 AM
i just logged in to say you're awesome. bro fist ftw!
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Rex705 on May 29, 2014, 10:03:32 AM
You keep saying you have never heard of a cure for zombie bites so I guess you have never played any Resident Evil games because they have an anti-virus that stops the infection. It would really help out if you had a chance to save some of your colonists.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: spatula on May 29, 2014, 11:14:27 AM
cool man!

maybe the "cure tradeoff" could be that it has a 33/33/33 chance of either curing, killing or making a boss zombie via genetic mutation and doctor skill just reduces the boss chance to mitigate risk.

OR, maybe the "cure" only has a 5% chance to "cure" (and 2% chance to mutate to boss, 6% chance to just die and turn) but medpacks will simply restore your health to max, so you can delay the inevitable as long as you have them on hand... meaning after being bitten, you'd have to routinely use medpacks to prevent death/turning. You could have an entire colony of bitten people manufacturing medpacks in a desperate race to stay alive... making agave the most important plant of the zombie apocalypse.... (maybe agave + zombie meat is the recipe?). Maybe the bite reduced your max health by 10 per day, so with 100 health, you have 10 days of medpacks before your max health hits zero and you die? (ie. medpacks would cure 90 hlth day 1, 80 health day 2, 70 day 3, etc. with a 5% chance to cure).

I also like the idea of the "end-game" being that you have a working cure via medpacks, but zombie raids start happening at quicker and quicker intervals, meaning less and less medpacks until you're overwhelmed.

---

i'd say that you'd want to focus on gameplay over staying true to "lore" as there's no real canon for "zombies"... are there infected, viral, mutation, gamma-ray induced, spiritual, possessed by demons, bacteria, genetic zombies?

There's so many takes on the genre. Might as well make a "new type of zombie" specific to Rimworld and focus on gameplay. Maybe the "cure" is really just a "phew, turns out it was a cactus scratch, not zombie bite",  or however you want to make it work, but it would be nice if there was a REMOTE chance of reversing the bite... even if just to give a false sense of hope before saying bye-bye.

My take on it is that the colonists landed on a world where there's an indigenous bacteria that enters corpses and instead of eating the material, reads the genes and re-animates the animal them to extend it's lifespan. Normally people avoid this planet, but there's a few outlaw colonies and raiders living on the planet because the zombie meat has magical healing properties- if eaten by a live creature, the bacteria will heal anything dead (ie. missing a kidney, not anymore after eating Zombiesnakz(tm))... the bacteria can be killed by a living host if they have a decent immune system, but anything dead they restore and take over... it's obviously banned in the galaxy because of the whole zombie outbreak potential, so everybody is  here risking their lives for the ultimate black market trade- the lucrative zombie corpse market.

That explanation would make sense with zombies + rimworld + the game mechanics i suggested above.

Now, anyone seen the zombie film "Fido"? It's basically Lassie, but with zombies. Zombie pets. mmmm



Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: keylocke on May 29, 2014, 12:15:06 PM
-(i haven't installed this mod yet) but are there zombie spawns just idling around like squirrels or muffalos until colonists get close enough to attack? i want colonists going out on supply runs through zombie infested areas to be actually very dangerous.

-is there a way to fiddle around with the map generator and tile sets to create an urban environment? (ie: remove the mountains, increase abandoned structures, replace tilesets to make it look like urban/suburban/rural, etc) (increase spawn rate of metal to cope with the lack of mining areas, which would force colonists to go on supply runs)

-remove hydrophonics table and lower the generation of farmable areas. (again to force colonists to go on supply runs)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: spatula on May 29, 2014, 03:56:22 PM
Quote from: keylocke on May 29, 2014, 12:15:06 PM
-(i haven't installed this mod yet) but are there zombie spawns just idling around like squirrels or muffalos until colonists get close enough to attack? i want colonists going out on supply runs through zombie infested areas to be actually very dangerous.

he just added this factor in the game. when zombie raids appear, some will drift around dangerously.

Quote from: keylocke on May 29, 2014, 12:15:06 PM
-is there a way to fiddle around with the map generator and tile sets to create an urban environment? (ie: remove the mountains, increase abandoned structures, replace tilesets to make it look like urban/suburban/rural, etc) (increase spawn rate of metal to cope with the lack of mining areas, which would force colonists to go on supply runs)

Look at this mod for different landscapes (snow/plains/mountains): http://ludeon.com/forums/index.php?topic=2910.0

I'm sure someone will come up with urban/ruins mapsets eventually... that would fit with the zombie theme... i like this idea.

Quote from: keylocke on May 29, 2014, 12:15:06 PM
-remove hydrophonics table and lower the generation of farmable areas. (again to force colonists to go on supply runs)
I dunno about this. I'd rather just see a random event (like "a turret misfires and the echo of the shot is heard all around") that would cause map-wandering zombies to all attack your base... that way you'd have a good motivation to go out hunting down the roving hordes (instead of on supply runs) and it wouldn't change the core game-play too much. 
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 29, 2014, 04:59:02 PM
Quote from: Rex705 on May 29, 2014, 10:03:32 AM
You keep saying you have never heard of a cure for zombie bites so I guess you have never played any Resident Evil games because they have an anti-virus that stops the infection. It would really help out if you had a chance to save some of your colonists.
I didn't really think of the Resident Evil games. That's a man-made zombie virus scenario, and I am going for a more "traditional" Walking Dead/Dawn of the Dead style zombie apocalypse feel. Having a cure just makes zombies less dangerous or scary.

I'm willing to give players a chance at healing to cut them a little slack (which has been on my to-do list for a while now), but I think their ultimate goal should be to avoid being bitten. I want there to be a feeling of dread when you get the "Colonist Bitten" alert. I want players to go through the 5 stages of grief as they accept that their colonist is probably doomed. I want my mod to be hard mode, because I am a sadistic bastard. :P

Quote from: keylocke on May 29, 2014, 12:15:06 PM
-(i haven't installed this mod yet) but are there zombie spawns just idling around like squirrels or muffalos until colonists get close enough to attack? i want colonists going out on supply runs through zombie infested areas to be actually very dangerous.
The next release will have some zombies that stay behind during hoards and just hang out near the edge of the map until someone wanders too close.

Quote-is there a way to fiddle around with the map generator and tile sets to create an urban environment? (ie: remove the mountains, increase abandoned structures, replace tilesets to make it look like urban/suburban/rural, etc) (increase spawn rate of metal to cope with the lack of mining areas, which would force colonists to go on supply runs)

-remove hydrophonics table and lower the generation of farmable areas. (again to force colonists to go on supply runs)
I haven't taken a look at the map generation stuff at all so I don't know what would be involved in a complete overhaul on the map generator. But that is certainly an interesting idea, and if anyone else is up for the challenge of making an urban environment map generator, I would definitely be interested in making a version of my mod that takes advantage of it.

Quote from: spatula on May 29, 2014, 11:14:27 AM
maybe the "cure tradeoff" could be that it has a 33/33/33 chance of either curing, killing or making a boss zombie via genetic mutation and doctor skill just reduces the boss chance to mitigate risk.
That's basically what I was thinking, except it would be more like 25% chance of curing, 63% chance of no effect (or just health reduction without death), 10% chance of killing (and instant reanimation), 2% chance of killing and boss spawn.

I am also considering just having even simpler rules that work independently and letting the chance of each result work themselves out from those independent mechanics. Like for example, have a flat 2-5% chance of a colonist reanimation turning into a boss zombie. Then each attempt at curing can have a 20% chance of curing, and an 80% chance of dealing damage to the bitten, ranging from a small amount to a huge amount. When the heal attempt fails it deals a random amount of damage (probably like 5%-50%), if the damage is enough to kill them, they die. Then they have that 5% chance of turning into a boss zombie applied.

Quotei'd say that you'd want to focus on gameplay over staying true to "lore" as there's no real canon for "zombies"... are there infected, viral, mutation, gamma-ray induced, spiritual, possessed by demons, bacteria, genetic zombies?
Yes, there are multiple different versions of the zombie story, but there are popular ones and unpopular ones. I find the "Walking Dead" version much more appealing and more intimidating than any of the others, and it's also the most popular lore at the moment since the show basically revived the whole Zombie genre. A huge part of what makes zombies scary is the fact that you don't know what they are, how the infection started, or if it can be cured. People fear what they don't understand. Once you have an explanation for any of those questions, the zombies instantly become less scary.

My goal with this mod was to make zombies that genuinely feel like traditional zombies, and because of that the lore is one thing I am not flexible on.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: steveuk on May 29, 2014, 06:26:46 PM
Hi Justin, loving the mod. This and the Tech tree minami one, make Rimworld fantastically gruesome and difficult.

I have slowed my zombies down a bit (Romero style), but as I am not too familiar with XML, was wondering the best way to produce much more zombies? I tried messing with the count range, but after a quick test I noticed no difference :( Would you be so kind as to point me in the right direction.

Keep up the great work :)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 29, 2014, 08:14:40 PM
Quote from: steveuk on May 29, 2014, 06:26:46 PM
Hi Justin, loving the mod. This and the Tech tree minami one, make Rimworld fantastically gruesome and difficult.

I have slowed my zombies down a bit (Romero style), but as I am not too familiar with XML, was wondering the best way to produce much more zombies? I tried messing with the count range, but after a quick test I noticed no difference :( Would you be so kind as to point me in the right direction.

Keep up the great work :)
For the current release you can lower the cost of the zombies in the FactionDef. But be careful with that. The hoards start out small in the beginning, but they get much bigger as time goes on and as you gain more colonists.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: steveuk on May 29, 2014, 08:31:31 PM
Quote from: Justin C on May 29, 2014, 08:14:40 PM
Quote from: steveuk on May 29, 2014, 06:26:46 PM
Hi Justin, loving the mod. This and the Tech tree minami one, make Rimworld fantastically gruesome and difficult.

I have slowed my zombies down a bit (Romero style), but as I am not too familiar with XML, was wondering the best way to produce much more zombies? I tried messing with the count range, but after a quick test I noticed no difference :( Would you be so kind as to point me in the right direction.

Keep up the great work :)
For the current release you can lower the cost of the zombies in the FactionDef. But be careful with that. The hoards start out small in the beginning, but they get much bigger as time goes on and as you gain more colonists.

Thanks Justin, just realised the value I was altering relates to what they carry lol I will play around with some values. Do you know the multiplier x time + colonists that the zombie horde grows?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 29, 2014, 09:32:27 PM
Quote from: steveuk on May 29, 2014, 08:31:31 PM
Quote from: Justin C on May 29, 2014, 08:14:40 PM
Quote from: steveuk on May 29, 2014, 06:26:46 PM
Hi Justin, loving the mod. This and the Tech tree minami one, make Rimworld fantastically gruesome and difficult.

I have slowed my zombies down a bit (Romero style), but as I am not too familiar with XML, was wondering the best way to produce much more zombies? I tried messing with the count range, but after a quick test I noticed no difference :( Would you be so kind as to point me in the right direction.

Keep up the great work :)
For the current release you can lower the cost of the zombies in the FactionDef. But be careful with that. The hoards start out small in the beginning, but they get much bigger as time goes on and as you gain more colonists.

Thanks Justin, just realised the value I was altering relates to what they carry lol I will play around with some values. Do you know the multiplier x time + colonists that the zombie horde grows?
Here is what I am doing now (what I explain below assumes a cost of 20 per zombie. If you change the cost you will have to do the math yourself :P):

- The starting maximum spawn size is 3.
- Every 3 days 1 zombie is added to the maximum number of zombies that can spawn. (this is ignored for the first 10 days, so if you get a zombie hoard before day 10 they will usually only have one or two spawn, but on day 11 the maximum spawn size will go up by 3)
- For every extra colonist you have (past 3) it adds 2 to the maximum number of zombies that can spawn.

The actual spawn size is a random number between the maximum size and 40% of the maximum size.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: steveuk on May 29, 2014, 11:15:23 PM
Quote from: Justin C on May 29, 2014, 09:32:27 PM
Quote from: steveuk on May 29, 2014, 08:31:31 PM
Quote from: Justin C on May 29, 2014, 08:14:40 PM
Quote from: steveuk on May 29, 2014, 06:26:46 PM
Hi Justin, loving the mod. This and the Tech tree minami one, make Rimworld fantastically gruesome and difficult.

I have slowed my zombies down a bit (Romero style), but as I am not too familiar with XML, was wondering the best way to produce much more zombies? I tried messing with the count range, but after a quick test I noticed no difference :( Would you be so kind as to point me in the right direction.

Keep up the great work :)
For the current release you can lower the cost of the zombies in the FactionDef. But be careful with that. The hoards start out small in the beginning, but they get much bigger as time goes on and as you gain more colonists.

Thanks Justin, just realised the value I was altering relates to what they carry lol I will play around with some values. Do you know the multiplier x time + colonists that the zombie horde grows?
Here is what I am doing now (what I explain below assumes a cost of 20 per zombie. If you change the cost you will have to do the math yourself :P):

- The starting maximum spawn size is 3.
- Every 3 days 1 zombie is added to the maximum number of zombies that can spawn. (this is ignored for the first 10 days, so if you get a zombie hoard before day 10 they will usually only have one or two spawn, but on day 11 the maximum spawn size will go up by 3)
- For every extra colonist you have (past 3) it adds 2 to the maximum number of zombies that can spawn.

The actual spawn size is a random number between the maximum size and 40% of the maximum size.
Thanks so much for your help. I'm experimenting with cost 10 at the moment and just got attacked by around 24 zombies (I have 5 colonists). I survived but the zombies broke into the prison and turned the 4 prisoners inside.

I have read some of your intentions for the future of the mod and would like to make a couple of suggestions.

I personally prefer the system you have now re: Airborne and Death by bite. Maybe you could make that optional if you do  implement changes. A Romero style mod and 28 Days later etc. Research options into the virus would be good though and could prolong the inevitable turning for the hapless victims? Amputations would be cool but I suppose it all depends on how far your going to take the mod.

I also like the idea of roaming zombies. No more sending out colonist with gay abandon to collect resources.

I'm not too keen on the boss zombie idea unless a buff was added to the heavier set zombies. Again, perhaps a traditional and more modern choice would be good. A mod was created for State of Decay which catered for nearly all tastes. I of course chose Romero :)

Anyway, thanks again.

Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: a89a89 on May 30, 2014, 05:12:45 PM
DO I need a new save to make this work?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: spatula on May 30, 2014, 05:51:15 PM
hmmm, i just had a thought.

what about a common event: "a group of survivors is joining your colony"?

it fits more with the zombie genres of small groups of humans travelling together, solves the "depopulation via bites" issues by adding more colonists, more frequently... aaaaannnddd....

alternate event: a group of survivors is joining the colony... one looks a bit off...
(ie. one of them is already bitten- it doesn't say who though!)

imagine, you get a group of three joining the colony, but one is losing health over time and stealing medpacks. You decide to arrest him and schedule an execution, but this upsets the whole colony as a result and one of your best farmers decides to leave... only to be greeted by an onslaught of zombies at the gates... muhahaha. the drama.

Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: SSS on May 30, 2014, 07:00:46 PM
Quote from: steveuk on May 29, 2014, 11:15:23 PM
I'm not too keen on the boss zombie idea unless a buff was added to the heavier set zombies. Again, perhaps a traditional and more modern choice would be good. A mod was created for State of Decay which catered for nearly all tastes. I of course chose Romero :)

I don't have the mod installed yet, but perhaps bosses should be fast, rather than slow? Having a hulking boss that won't go down easy is a lot less scary than a lightning-fast zombie with lower health, but is hard to hit in the first place because of said speed. (In perspective: A zombie with both the "runner" and "tough" traits.)
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 30, 2014, 08:32:43 PM
Quote from: a89a89 on May 30, 2014, 05:12:45 PM
DO I need a new save to make this work?
Yes.

Quote from: spatula on May 30, 2014, 05:51:15 PM
hmmm, i just had a thought.

what about a common event: "a group of survivors is joining your colony"?

it fits more with the zombie genres of small groups of humans travelling together, solves the "depopulation via bites" issues by adding more colonists, more frequently... aaaaannnddd....

alternate event: a group of survivors is joining the colony... one looks a bit off...
(ie. one of them is already bitten- it doesn't say who though!)

imagine, you get a group of three joining the colony, but one is losing health over time and stealing medpacks. You decide to arrest him and schedule an execution, but this upsets the whole colony as a result and one of your best farmers decides to leave... only to be greeted by an onslaught of zombies at the gates... muhahaha. the drama.
I was considering making it so on occasion, groups of travelers could have someone who was bit with them. So they could show up and maybe you wouldn't notice that one of them is slowly bleeding out. And then they'd wander off and collapse somewhere you aren't really paying attention to and... SURPRISE!

Making groups of survivors join is a good idea, but it could completely throw off the balance of the game if not done carefully. I suppose I could look at the Storyteller settings and only allow the event to happen if you are low on colonists. Actually, that could work out well. I will throw this idea in the pile of ideas I am considering.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: mrofa on May 30, 2014, 08:40:43 PM
Or just make huge waves of zombies with some info about it day or two before
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: user27 on May 31, 2014, 01:48:43 PM
are the zombies like raiders and the other attackers but just with hostility to everyone?
couse if thay are..   who else is going to try to capture a few zombies and rehabilitate them?
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Justin C on May 31, 2014, 02:34:08 PM
Quote from: user27 on May 31, 2014, 01:48:43 PM
are the zombies like raiders and the other attackers but just with hostility to everyone?
couse if thay are..   who else is going to try to capture a few zombies and rehabilitate them?
Nope, my Zombies are more than just really unfriendly raiders. They have completely unique behavior, which includes being reanimated from the dead and infecting your colonists and other humans by biting them. Also they cannot be captured because when they are incapped I just kill them immediately and treat it like a headshot, and just to be safe they have a recruitment difficulty of 100. :P
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: Rex705 on May 31, 2014, 04:13:46 PM
How about adding some zombie defense stuff like traps and zombie proof walls. I am imagining a walled off colony with zombies wondering around outside. Inside the walls you are safe life is good but when you need to go outside the walls that's when things get scary. A lot like Walking Dead and the prison colony. Also maybe zombies can have range they can spot you and come for you but if your colonist can run fast enough and get them stuck in traps they can get out of the zombies range of detection and make it back inside the base and the zombies will lose interest and wonder off waiting for the next meal.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5.3 - May 23)
Post by: steveuk on May 31, 2014, 07:57:33 PM
Quote from: SSS on May 30, 2014, 07:00:46 PM
Quote from: steveuk on May 29, 2014, 11:15:23 PM
I'm not too keen on the boss zombie idea unless a buff was added to the heavier set zombies. Again, perhaps a traditional and more modern choice would be good. A mod was created for State of Decay which catered for nearly all tastes. I of course chose Romero :)

I don't have the mod installed yet, but perhaps bosses should be fast, rather than slow? Having a hulking boss that won't go down easy is a lot less scary than a lightning-fast zombie with lower health, but is hard to hit in the first place because of said speed. (In perspective: A zombie with both the "runner" and "tough" traits.)
I have already slowed the zombies down in my game so the thought of a faster than vanilla type goes against the grain lol
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 01, 2014, 07:16:38 PM
The Alpha 4 version is up on NexusMods now. The ModDB version should be authorized soon.

I'll be rewriting the OP of this thread and posting some new screenshots later. I'll also be making a quick post on ModDB about the changes between this version and the last and my plans for future changes sometime tonight.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: LittleMikey on June 02, 2014, 06:10:14 AM
Got attacked by a horde of about a dozen zombies when I had four villagers, game over after 22 hours. 10/10
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 02, 2014, 03:30:51 PM
Quote from: LittleMikey on June 02, 2014, 06:10:14 AM
Got attacked by a horde of about a dozen zombies when I had four villagers, game over after 22 hours. 10/10
lol. That's just poor luck. While I was testing it I was thinking that maybe I should give people a bit more time to build up in the beginning, and maybe reduce the hoard sizes a bit, but I'm not sure that it's a bad thing that you can't make it to day 300 with my zombie mod active.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: mrofa on June 02, 2014, 03:34:59 PM
Dunno the slower version is kinda easy wouldnt have a problem with day 300, especialy when they like to hug my combat dummy :D
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 02, 2014, 09:34:50 PM
I just found a playthrough of Rimworld with this mod active on YouTube, so I figured I would link it here. So thanks to Belannaer for the playthrough!

Here is the first video in the series:
https://www.youtube.com/watch?v=RHo2nX8tWm0

And here is his Twitch livestream:
http://www.twitch.tv/belannaer/profile
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Rex705 on June 02, 2014, 09:47:51 PM
No one liked my idea :(
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: mrofa on June 02, 2014, 09:54:33 PM
If you got a zombie proff walls then zombies arent a problem and you end up with a game of farmvile, that have no challenge at all.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 02, 2014, 10:29:51 PM
Also, walls are already zombie-proof. :P

Zombies will attack doors, but they will not attack walls.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: spatula on June 02, 2014, 10:39:00 PM
i really liked how some of the zombies linger... gave me a frightening moment when I forgot about one near a corner.

the crematorium makes it much more interesting to rush and dispose corpses before they rise... I got hit with airborne right off the bat (1st event, lol) and then 3 simultaneous raids... by the end the zombies obviously won... the bites seem rarer, which is good.

What about zombie bait? Like something that makes noise or is meat that zombies would prioritize attacking, but would be horrific for colonist mental states? (ie. surround the base in a meat wall to keep zombies occupied, but everyone goes insane).
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Rex705 on June 03, 2014, 12:59:41 AM
Ok well forget the walls I was just thinking of cool prison like colony everyone scared to go out. But the traps and stuff would be cool. Spike traps with meat so they go for the meat and get stuck so you can come by and take them out.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 03, 2014, 01:32:00 AM
Quote from: Rex705 on June 03, 2014, 12:59:41 AM
Ok well forget the walls I was just thinking of cool prison like colony everyone scared to go out. But the traps and stuff would be cool. Spike traps with meat so they go for the meat and get stuck so you can come by and take them out.
A zombie "moat" is possible. Getting zombies in the moat is the hard part.

Also, I just remembered two very important changes I left out of the change log. They have been added to the OP.
- When the airborne incident hits, you now have 24 hours to dispose of corpses before they start reanimating.
- While the airborne incident is active, a corpse will not reanimate until it has been dead for at least 12 hours.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: steveuk on June 03, 2014, 05:16:07 AM
I'm loving the way the zombies hang around the map now, attacking visiting factions. There were about 8 zombies that had stayed back on a horde attack and I had the ' a colonist wants to join my group' event. Needless to say, he led them straight at me  ;D
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: SpiritedCanine on June 03, 2014, 12:15:21 PM
It doesn't show up in the Mods list for me...
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: mrofa on June 03, 2014, 12:34:35 PM
Means you got zombie apocalypse folder in zombie apocalypse folder, this happens dependable on the tool u use to extract the file.
Proper placment is Mods/zombie/defs,about,assembly(and all other files you got there)

Justin as a note the 24h time to corpse rise is kinda big, what about some randomnes from 1h to 24h ?
I tent to like it additional threat that zombies rise from dead raiders  in the middle of the fight, like it was in first realese.
Thats said im not sure how hauling would look then since this would might make body to turn while being hauled and this would be kinda a killer to that suggesion :p
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 03, 2014, 02:50:22 PM
Quote from: mrofa on June 03, 2014, 12:34:35 PM
Justin as a note the 24h time to corpse rise is kinda big, what about some randomnes from 1h to 24h ?
I tent to like it additional threat that zombies rise from dead raiders  in the middle of the fight, like it was in first realese.
Thats said im not sure how hauling would look then since this would might make body to turn while being hauled and this would be kinda a killer to that suggesion :p
It's only 12 hours from death to reanimation. That means the people who died at the beginning of a fight usually start reanimating towards the end. It might be a little long, but I wanted to give people enough time to cremate the corpses before they turn.

The corpses of the bitten still reanimate instantly, and with the addition of wandering zombies it makes it far more likely that travelers or raiders will be zombified and added to the hoard.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 07, 2014, 01:58:02 PM
Well it's a bit late, but I finally put a writeup about the latest release on ModDB. If you've been following the thread it won't say much you don't know already, but if you haven't then you can go there to get all of the information in one place.

http://www.moddb.com/mods/rimworld-zombie-apocalypse/news/rimworld-zombie-apocalypse-alpha-4-release

I'll aim to have another article up on Monday to outline my plans for future changes to the mod.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: dackry1 on June 07, 2014, 03:48:43 PM
i would love to download this mod but when i go to open the winrar folder it comes up saying that the file in damaged help?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 07, 2014, 04:55:02 PM
Quote from: dackry1 on June 07, 2014, 03:48:43 PM
i would love to download this mod but when i go to open the winrar folder it comes up saying that the file in damaged help?
Try downloading it again. If that doesn't work try using 7zip instead of winrar.

EDIT: And I noticed that I hit 1000 downloads between ModDB and NexusMods today!
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: dackry1 on June 07, 2014, 09:18:16 PM
Quote from: Justin C on June 07, 2014, 04:55:02 PM
Quote from: dackry1 on June 07, 2014, 03:48:43 PM
i would love to download this mod but when i go to open the winrar folder it comes up saying that the file in damaged help?
Try downloading it again. If that doesn't work try using 7zip instead of winrar.
EDIT: And I noticed that I hit 1000 downloads between ModDB and NexusMods today!
how mighti change it from winrar to 7zip
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: steveuk on June 07, 2014, 09:44:14 PM
Quote from: Justin C on June 07, 2014, 04:55:02 PM

And I noticed that I hit 1000 downloads between ModDB and NexusMods today!

Congrats :)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 07, 2014, 11:12:41 PM
Quote from: dackry1 on June 07, 2014, 09:18:16 PM
how mighti change it from winrar to 7zip
Download and install 7zip from here:
http://www.7-zip.org/

After you install it, download my mod. Right click on the .zip file, go to 7zip, and then extract.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: dackry1 on June 08, 2014, 10:42:20 AM
Quote from: Justin C on June 07, 2014, 11:12:41 PM
Quote from: dackry1 on June 07, 2014, 09:18:16 PM
how mighti change it from winrar to 7zip
Download and install 7zip from here:
http://www.7-zip.org/

After you install it, download my mod. Right click on the .zip file, go to 7zip, and then extract.
it still just downloads ii winrar how do i change the way it downloads?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 08, 2014, 01:17:48 PM
Quote from: dackry1 on June 08, 2014, 10:42:20 AM
Quote from: Justin C on June 07, 2014, 11:12:41 PM
Quote from: dackry1 on June 07, 2014, 09:18:16 PM
how mighti change it from winrar to 7zip
Download and install 7zip from here:
http://www.7-zip.org/

After you install it, download my mod. Right click on the .zip file, go to 7zip, and then extract.
it still just downloads ii winrar how do i change the way it downloads?
When you download it, make sure you don't have "Open in Winrar" selected. Just download it normally and then extract it manually afterwards.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Ivia on June 09, 2014, 04:18:00 AM
I really like this mod, so many wondering zombies around and no humans can reach my base, I'm forced to close my base and only open the gate for well armed squads for some special resources gathering, like weapons or centipedes body xD
But.. zombie meats need to be out of the default ingredients xD
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Avis on June 09, 2014, 10:03:59 AM
Quote from: Ivia on June 09, 2014, 04:18:00 AM
zombie meats need to be out of the default ingredients xD

Maybe the zombie disease is a bacteria? and you can kill it by cooking it? or perhaps the cook stove is advanced enough to sanitize food completely?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Ivia on June 09, 2014, 12:43:46 PM
Quote from: Avsnoopy on June 09, 2014, 10:03:59 AM
Quote from: Ivia on June 09, 2014, 04:18:00 AM
zombie meats need to be out of the default ingredients xD

Maybe the zombie disease is a bacteria? and you can kill it by cooking it? or perhaps the cook stove is advanced enough to sanitize food completely?
Maybe, but the point is they are still human fresh.. not so fresh anyway.
And about the default thing, they are also default in the butcher table, and strangely 'not' default in the crematorium, like they are a food source in any normal view, which is very strange.
Colonists will have bad mood if they butcher a humanoid(Butchered humanoid), and if they eat one, things will get worse because they got another bad mood 'Cooked cannibalism'.
About the disease part, I have tested to let them keep eat 'Zombie meat', no one got the disease but the bad mood 'Raw cannibalism'.

So.. I don't really think it's about can or cannot, I think the maker just forgot to set it as not a default :)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 09, 2014, 02:18:32 PM
Yeah, it's just how the default settings of the butcher table/cook stove and crematorium work. It's a simple fix which I've been putting off/forgetting for a while now. I'll make sure I get a fix for it in the next release.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Scotty on June 09, 2014, 02:48:29 PM
hmmm, on the latest release i did not encounter any zombies at all for 7 nights?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Ivia on June 09, 2014, 02:49:34 PM
Quote from: Justin C on June 09, 2014, 02:18:32 PM
Yeah, it's just how the default settings of the butcher table/cook stove and crematorium work. It's a simple fix which I've been putting off/forgetting for a while now. I'll make sure I get a fix for it in the next release.

Thanks, btw, I think you can make raw zombie meats have a chance to let people got the disease xD
They need to butcher it first and have to setting it as a touchable(non-forbidden items), so unless they want their people to eat it, no one will eat it, could be a last option to survive xD
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Scotty on June 09, 2014, 03:25:08 PM
How long does it normally take for zombie to begin to appear?
Will they only start once i kill raiders?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Dr. Z on June 09, 2014, 03:31:42 PM
Does the mod work with Alpha 4F?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Scotty on June 09, 2014, 04:37:12 PM
I am asking the same thing my self,
I have the mod enabled and i have killed a few raiders but no zombies?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 09, 2014, 07:03:15 PM
Is anyone else having issues getting zombies to spawn? I haven't done a playthrough with Alpha 4F yet but I don't see why it should all of a sudden stop working.

EDIT: One thing I just thought of that might affect it is having mods that add more random events to the game. That could reduce the chances of the zombie raids happening.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: NephilimNexus on June 09, 2014, 07:21:32 PM
This reminds me of a thought that I had about "The Walking Dead" and that is this: On that series, they have never proven that a zombie bite is automatically fatal.  Everyone who has been bitten on that show either A) is left to slowly wither, die and turn or B) is immediately killed by a shot the head to keep them from turning.

In the entire series, the only person who ever actually turned from a minor bite was Bill (1st season), and even then we never actually see him die.  We just see him comatose and propped up against a tree as everyone is driving off.  Everyone else who turned from a bite also suffered massive physical damage, most commonly their neck being torn out.  The sort of injury that would kill a person even if a zombie wasn't involved.  Again, only Bill ever got a minor bite (in the side of his torso) and was left alive for more than ten minutes afterward... and we never see him die.  Another factor in this "assumption of fatality" is that no one even bothers to try to help those bitten.  They just kill them after a few minutes of dramatic dialog (Andrea) or right on the spot without warning (Everyone but Andrea).

In the entire series the only solid evidence we see of a bite being fatal is during their stay with the CDC scientist, who shows a recorded video of x-ray footage of his wife dying from a bite induced fever.  They've also mentioned this fever several other times.

My point?  It's a fever.  While fevers can certainly be fatal, fevers can also be survived.  They can be cured.  Yet at no point in the series has it ever occurred to anyone to take a bite victim and give him/her some aspirin, penicillin, dunk them into a cold bath/lake or any of a dozen other proven remedies for fevers.  For all we really know the bite of a zombie isn't automatically fatal, merely dangerous (but survivable) and that our band of heroes have actually been executing their friends left & right all this time out of sheer lazy ignorance.

My, my, won't they be embarrassed when they find out that all they needed to do to save Andrea or T-Dog or any of the other who-knows how many bite victims that they've executed so far was to run down to the pharmacy and grab them a bottle of Bayer?  Because they've never actually tried that, or anything like that, ever, in the whole history of the series.

Sorry to derail the thread, but that's something I like to share whenever zombies come up.  :D
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: steveuk on June 09, 2014, 09:02:25 PM
Quote from: Justin C on June 09, 2014, 07:03:15 PM
Is anyone else having issues getting zombies to spawn? I haven't done a playthrough with Alpha 4F yet but I don't see why it should all of a sudden stop working.

EDIT: One thing I just thought of that might affect it is having mods that add more random events to the game. That could reduce the chances of the zombie raids happening.

Zombies appearing in my game ok. I was not using any mods though.

NephilimNexus: As the Walking Dead zombie is largely based upon George A. Romero's concept of what a zombie is. I think you can safely say that once you are bitten, you will die and then return as the walking dead. Unless of course the bite is on a limb which is then quickly amputated. But even then, the chance of survival is slim.
The fever is brought about by the viral infection and there is no cure.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 09, 2014, 11:39:13 PM
Quote from: NephilimNexus on June 09, 2014, 07:21:32 PM
This reminds me of a thought that I had about "The Walking Dead" and that is this: On that series, they have never proven that a zombie bite is automatically fatal.  Everyone who has been bitten on that show either A) is left to slowly wither, die and turn or B) is immediately killed by a shot the head to keep them from turning.

In the entire series, the only person who ever actually turned from a minor bite was Bill (1st season), and even then we never actually see him die.  We just see him comatose and propped up against a tree as everyone is driving off.  Everyone else who turned from a bite also suffered massive physical damage, most commonly their neck being torn out.  The sort of injury that would kill a person even if a zombie wasn't involved.  Again, only Bill ever got a minor bite (in the side of his torso) and was left alive for more than ten minutes afterward... and we never see him die.  Another factor in this "assumption of fatality" is that no one even bothers to try to help those bitten.  They just kill them after a few minutes of dramatic dialog (Andrea) or right on the spot without warning (Everyone but Andrea).

In the entire series the only solid evidence we see of a bite being fatal is during their stay with the CDC scientist, who shows a recorded video of x-ray footage of his wife dying from a bite induced fever.  They've also mentioned this fever several other times.

My point?  It's a fever.  While fevers can certainly be fatal, fevers can also be survived.  They can be cured.  Yet at no point in the series has it ever occurred to anyone to take a bite victim and give him/her some aspirin, penicillin, dunk them into a cold bath/lake or any of a dozen other proven remedies for fevers.  For all we really know the bite of a zombie isn't automatically fatal, merely dangerous (but survivable) and that our band of heroes have actually been executing their friends left & right all this time out of sheer lazy ignorance.

My, my, won't they be embarrassed when they find out that all they needed to do to save Andrea or T-Dog or any of the other who-knows how many bite victims that they've executed so far was to run down to the pharmacy and grab them a bottle of Bayer?  Because they've never actually tried that, or anything like that, ever, in the whole history of the series.

Sorry to derail the thread, but that's something I like to share whenever zombies come up.  :D
A fever is not an illness, it's a symptom. There are hundreds of illnesses of varying severity which cause fevers. Just because a fever is the most noticeable symptom of a zombie bite does not mean they are automatically as harmless as the kinds of fevers you and I would fight off with modern medicine.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: a89a89 on June 10, 2014, 05:28:16 PM
Does this work with alpha 4f
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 10, 2014, 06:53:09 PM
It should. There were changes to the storyteller in 4F that may or may not have reduced the frequency of zombie raids. I will look into it over the next few days when I have time and tweak it if necessary.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Dr. Z on June 14, 2014, 10:36:49 AM
Are there traders you can sell zombie meat to? Maybe cannibal traders which think it's normal human meat?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: spatula on June 14, 2014, 04:43:41 PM
I'm using tons of mods (including events, arachnids, etc) and I've still got healthy amounts of zombies.

I REALLY like how the zombies linger- it creates a persistent atmosphere and there's been times where a wandering traveler or a stray zombie has really created a horror-scenario... which is great. The frequency of bites and airborne events happening seemed to be rarer in my last game which was good- makes those events more special. I'd definitely vote this as the best mod for adding a unique game-changing element!

I thought up a couple more ideas for ya to take or leave.
One might be hard (or another mod in and of itself) but I think it would be cool:

FOG-OF-WAR: What if at night, everything went black except where colonists/lights are? You could see wandering zombies in the day and know where raids are coming from... but at night, you'd have no idea how many zombies were coming (maybe still can "go to location" and know which direction they're coming from, but no visual on numbers). Hauling outside the base would also be terrifying at night, especially after the hordes build up. Include this for eclipses and add a rarer "30-days-of-night" event and it would be really intense.

NO BITE NOTIFICATIONS No one ever fesses up to being bitten in zombies movies and it becomes a problem, but you would be able to tell by watching health bars after a battle, so I think it would be more interesting to not know if someone has been bitten and have top figure this out manually!

DIFFERENT ZOMBIE MODES: With simple enough changes, I think you could make versions for each zombie school of thought.

WalkingDead version: Airborne event is always on by day x, no cures but can amputate limbs
Romero Version: No airborne, all zombie horde sizes/frequencies increased by 2-5x, slower zombies, more bites, no cures
Rimworld Version: Airborne is a temporary recurring event, cure bites with medpacks (heals + chance to cure, so it's still a treatment)

This way, you'd have a version true to your preferred Walking Dead zombie lore (focused on surviving the Zeds), cover the Romero zombies (designed so you always die), and then create a version of zombies more geared towards fitting into the RW gameplay (a more subtle, blended version that would act as another challenge in the world as opposed to shifting all the focus).

You're crash landing on an alien world, so zombies could be explained as an alien bacteria that can reanimate dead hosts- if it gets in you it tries to kill your colonist and can maybe possess them (ie. psychotic - think Rec2) and unleash damage unless you can restrain and cure by making/trading for medpacks/holding an exorcism (warden/doctor=exorcist). This version could also have zombie muffalo, etc, and be more in line with a sci-fi-western than straight up horror. The current zombie mod ends up dominating the gameplay choices, so it would be nice to have a version that would blend in more with the other RW gameplay elements. I can't play without this mod anymore or it's too easy, but eventually every colony I have ends up perishing with it on...

And on that note, I saw Tynan saying he hasn't seen a storyteller mod...

Zack Zombie Storyteller AI - why not create a custom storyteller for the zombies?
Maybe if you like the above idea of "modes" it could be Zombie Zack (RW zombies), Romero Roulette, Grimes' Ghouls, and Indiscriminate Infected (random zombie mode).

I'm not really sure what the game limitations are and I'm not a coder, so just throwing these ideas out there in hopes of inspiring something!
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Jdalt40 on June 14, 2014, 10:15:21 PM
I don't know if this is already a bug but a dead raider who had just converted into a zombie was named like this: Raider(dead), cooker(dead)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: pop on June 23, 2014, 03:07:03 PM
Can i heal bitten colonists?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Avis on June 23, 2014, 04:40:08 PM
Quote from: Joshy1111 on June 14, 2014, 10:15:21 PM
I don't know if this is already a bug but a dead raider who had just converted into a zombie was named like this: Raider(dead), cooker(dead)

It has been said several times that it is a feature and not a bug.

Quote from: pop on June 23, 2014, 03:07:03 PM
Can i heal bitten colonists?

Nope
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: pop on June 24, 2014, 03:01:35 AM
And when he is bitten that mean 100% dead?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Rex705 on June 24, 2014, 10:21:28 AM
Quote from: pop on June 24, 2014, 03:01:35 AM
And when he is bitten that mean 100% dead?
Zombie = dead yes.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: mrofa on June 24, 2014, 11:27:45 AM
If you have a med bed mod them he will be able to work properly but without fighting, since if he get to much dmg med bed wont be able to heal him out. Other than that yes preety much dead :D
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on June 25, 2014, 02:43:05 PM
Hey guys, sorry I haven't been updating this lately. I don't have as much spare time to work on the mod right now.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: JKTD1919 on June 28, 2014, 01:38:45 PM
Not a problem! I've been building scenarios for zombie apocalypses in the meantime. My favorite is an abandoned military base (where the virus emerged, consequentially, as researchers were trying to make immortal soldiers.)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Dipthong on June 28, 2014, 02:51:19 PM
There are things good and things bad about this mod. However, i would not recommend getting it (yet).

The first complaint of mine is that the "ALL THE ZOMBIES" raid happens regardless of whether you are on Phoebe, early in your colony, or if you already have a group of raiders. You can end up with a large group of zombies or "ALL OF THE" zombies even if you haven't even built a room yet, or you're playing on Phoebe. And there are just so f***ing many zombies you will almost without a doubt die.

Now I realize that it's hard to have a zombie mod without having a feature where you can get bit. I understand. However, it's just a hassle. Your colonists get bitten all the time and you don't even realize they're being attacked. And being bitten is certain death. It's condemning a colonist to death after being melee'd once. It's just annoying and bothersome.

When the zombie virus goes airborne, that's when the mod really starts to suck. Because when you start getting huge groups of raiders, it just means you have to fight them twice. Once as their raider form, and another as zombies. It's just so annoying and troublesome and ridiculous. And the shear speed the bodies transform doesn't give you time to get rid of the dead raiders before the bodies turn to zombies.

This mod has potential, don't turn it into a chore mod.  :)

Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Dragoon on July 03, 2014, 12:26:01 AM
If someone is bitten is there anything we can do?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: iame6162013 on July 03, 2014, 04:41:46 AM
Quote from: Dragoon on July 03, 2014, 12:26:01 AM
If someone is bitten is there anything we can do?
kill it with fire?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on July 03, 2014, 07:43:25 PM
Just a heads up, the Alpha 5 version of Zombie Apocalypse will be lagged a bit due to other projects I am being paid to work on. I promise I will update it eventually.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: a89a89 on July 09, 2014, 08:31:00 AM
"Warning - while you were reading 122 new replies have been posted. You may wish to review your post." New record!  (http://i.imgur.com/EH0JgyD.png)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Entityofsin on July 22, 2014, 11:20:43 PM
Quote from: Justin C on July 03, 2014, 07:43:25 PM
Just a heads up, the Alpha 5 version of Zombie Apocalypse will be lagged a bit due to other projects I am being paid to work on. I promise I will update it eventually.
Could we get that update please? I am looking forward to running a few games with the mod running along side that All In One Mod. Sadly I never did play the Alpha 4 version of the mod since I skipped playing that version of the alpha.

Plus, I wanna have an army that slaughters dozens of zombies in an underground kill zone tunnel with heavy turrets and small arms fire.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Somz on July 23, 2014, 05:21:11 AM
Actually, I think a mod like this could take place in the vanilla rimworld too.
Of course I'm not talking about zombies, resurrecting upon death, but a virus, plague or a type of fungus -call it whatever you want- that infects people and makes them go nuts, aggressive nuts, attacking you, occasionally each other.
And yeah, infecting other fauna too. ;)

Aaand since I'm playing with alpha5 (I think), I doubt this mod won't cause any trouble =| I wanted to give it a shot, even if it's kinda out of the universe of rimworld, it sounds good.
Though I usually don't really give a damn about bodies, especially after a 200-300 raid, I rehabilitate my mentally devastated colonists then rebuild everything that was lost... It'd be game over if all the dead would just resurrect...x)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Entityofsin on July 23, 2014, 03:13:40 PM
Quote from: Cyst on July 23, 2014, 05:21:11 AM
Actually, I think a mod like this could take place in the vanilla rimworld too.
Of course I'm not talking about zombies, resurrecting upon death, but a virus, plague or a type of fungus -call it whatever you want- that infects people and makes them go nuts, aggressive nuts, attacking you, occasionally each other.
And yeah, infecting other fauna too. ;)

Aaand since I'm playing with alpha5 (I think), I doubt this mod won't cause any trouble =| I wanted to give it a shot, even if it's kinda out of the universe of rimworld, it sounds good.
Though I usually don't really give a damn about bodies, especially after a 200-300 raid, I rehabilitate my mentally devastated colonists then rebuild everything that was lost... It'd be game over if all the dead would just resurrect...x)
Well that's the beauty of the zombie mod. It would force you to find a way to defend against that many raiders and then slaughter that many zombies shortly afterwards. Could always blow up the corpses with Blast Charges afterwards and they would then go away. Corpses do have durability. :)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: BetaSpectre on August 07, 2014, 02:18:22 AM
This as well as the mechanoid mod are some of the mods I'm just itching for an update.

Another reason to keep bodies away from the Fort xD.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: NyZRoTh on August 11, 2014, 03:56:48 PM
Hi !
Any idea about a futur uptade ?
Thanks :)
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on August 12, 2014, 04:49:21 PM
Hey guys. I'm really sorry about not updating this for Alpha 5, but I just didn't have the time. The one downside to having a game in Alpha that gets updated so frequently is that any derivative works such as mods or "Let's Play" series have a very short lifespan.

At the very least I will make sure I update the mod for Alpha 6, and I have a feeling that while playing through Alpha 6 I am going to be inspired to work on some of the other planned features for the mod as well.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Dr. Z on August 12, 2014, 04:59:16 PM
Cool, locking forward to this. I didn't play much Alpha 4 so I'm really exited for the update.
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Stryker on August 17, 2014, 03:58:02 AM
Can we have a mode where the zombie virus isn't airborne? / Disable airborne zombificiation?
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Iwillbenicetou on August 17, 2014, 03:49:45 PM
Yay! you're updating it! I have wanted to play it for a while, but didn't want to downgrade...
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: LuciferNZ on August 17, 2014, 05:58:02 PM
Cant wait for this mod to be updated - significantly ups the fun and difficulty!

LOVE IT!
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Iwillbenicetou on August 17, 2014, 08:18:54 PM
Maybe not the difficulty... More like making them slower. Like have 25% movement, but hit like a truck
Title: Re: [MOD] (Alpha 4) Rimworld Zombie Apocalypse (v. 0.6.3 - June 1)
Post by: Justin C on August 18, 2014, 06:22:38 PM
Quote from: Stryker on August 17, 2014, 03:58:02 AM
Can we have a mode where the zombie virus isn't airborne? / Disable airborne zombificiation?
You can go into the IncidentDefs for the mod and set the chance to 0, which will disable the airborne incident. I'll throw a guide in a text file for the release.

I'm just about done with the Alpha 6 release of the mod and I should be releasing it tomorrow morning. If anyone has any quick suggestions they'd like me to try to get in before the release now would be the time to make them. I'll be testing and tweaking the mod all night, and I will be sure to keep an eye on the forums.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 19, 2014, 07:48:36 PM
All right, the Alpha 6 release is currently awaiting authorization on ModDB, so it should be approved within an hour or two.

(http://button.moddb.com/popularity/medium/mods/25183.png) (http://www.moddb.com/mods/rimworld-zombie-apocalypse)

You will need to start a new world for the mod to work.

Here is a list of changes:
v 0.7 - 8/19/2014
- Updated the mod for Alpha 6.
- Zombie hoards and the airborne incident no longer rely on the storyteller to happen. Instead they will happen regularly on a random timer.
- Changed the way zombie hoard size is determined. Zombie hoard sizes will now take your difficulty setting and progress into account.
- Since corpses now decay completely over time, really old corpses (the skeletons) will no longer reanimate. So this should reduce the number of zombies that reanimate from your graveyard when the airborne virus incident hits.
- All non-Colonists now have a 1/500 chance of being bitten when spawning on the map. This includes both visitors and raiders.
- You no longer receive warnings when non-Colonists are bitten by zombies.
- The naming scheme for reanimated zombies has changed. Zombies that reanimated from corpses will now be named "Zombie [Name]" instead of "[Name] (dead)". Zombies that used to be colonists will be named "* Zombie [Name] *".


I should have a writeup that goes into more detail about the changes up on ModDB by tomorrow evening.

There were a lot of last-minute changes made so if you find bugs report them here. Also let me know if you think the zombies attack too often or not often enough. I do plan on updating the mod at least one or two more times before Alpha 7 arrives.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Clayton on August 20, 2014, 03:38:17 AM
Awesome mod! One note:

It may just be RimWorld itself, but if you have a wall without a door, the zombies will just spawn and wont attack.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Dr. Z on August 20, 2014, 04:18:57 AM
Do I have to start a new game when installing this?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Rannzou on August 20, 2014, 05:46:34 AM
Yeah!!!!!!!!!!!!!!!!!!!!! finnaly is updated for alpha 6!!!!! :D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: khromosone on August 20, 2014, 06:09:30 AM
55 days in and no zombies on challenge.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 20, 2014, 10:03:18 AM
Quote from: khromosone on August 20, 2014, 06:09:30 AM
55 days in and no zombies on challenge.

Did you start a new world? Maybe generate a whole new world. Like the planet.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: 2rok on August 20, 2014, 10:15:50 AM
YAY! It's back! Thanks for updating!

I've been using the new version for a few hours now. There are two things I noticed.
1. Corpses don't seem to turn into zombies. I had tons and tons of corpses laying in my base and none ever turned into a zombie. I had the "virus airborne" event multiple times still no zombies.
2. At one point I just started getting spammed with the "There is a xxxx group of zombies approaching" event. During my entire play with the mod I only had a handful of normal events, but the "zombie horde coming" event every few minutes.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 20, 2014, 10:33:00 AM
Read my previous comment, and look on the front page.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: DorgoDorato on August 20, 2014, 03:40:39 PM
Don't forget to put up some YouTube videos folks
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 20, 2014, 04:22:29 PM
Quote from: 2rok on August 20, 2014, 10:15:50 AM
YAY! It's back! Thanks for updating!

I've been using the new version for a few hours now. There are two things I noticed.
1. Corpses don't seem to turn into zombies. I had tons and tons of corpses laying in my base and none ever turned into a zombie. I had the "virus airborne" event multiple times still no zombies.
2. At one point I just started getting spammed with the "There is a xxxx group of zombies approaching" event. During my entire play with the mod I only had a handful of normal events, but the "zombie horde coming" event every few minutes.
Sorry, I should have mentioned this in my post instead of just putting it up on the front page.

You have to start a new world. If you created a world before installing the mod there won't be any zombie faction for the zombies to spawn from. So new world, new game, and it should work.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 20, 2014, 06:35:49 PM
Quote from: DorgoDorato on August 20, 2014, 03:40:39 PM
Don't forget to put up some YouTube videos folks
I would definitely appreciate any YouTube videos or even screenshots that show off my mod. I'm absolutely awful at that stuff.

Also, I just found someone who is currently streaming Rimworld with Zombie Apocalypse:
http://www.twitch.tv/thaan
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 20, 2014, 07:59:22 PM
Can you make 2 versions (like regular and hardcore) where the chance of being bitten is smaller/larger, slower/faster zombies and more/less time until airborne virus.
Also I saw an enemy was bit, and the infection damage was "Misc" Can you change it to infection or something?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 20, 2014, 09:10:59 PM
Quote from: Iwillbenicetou on August 20, 2014, 07:59:22 PM
Can you make 2 versions (like regular and hardcore) where the chance of being bitten is smaller/larger, slower/faster zombies and more/less time until airborne virus.
I don't plan on making separate versions. The number of zombies that spawn scales with the difficulty level you choose. I could make the bite chance and airborne chance scale a bit with that as well.

QuoteAlso I saw an enemy was bit, and the infection damage was "Misc" Can you change it to infection or something?
I'll definitely fix the "Misc" injury thing, but I'm kind of split on labeling people as "infected" because in the movies people tend to hide the fact that they are bitten.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 20, 2014, 09:18:41 PM
I might think of doing a mod pack soon. It's the zombie apocalypse pack. Can I use your mod for it?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Zeta Omega on August 20, 2014, 09:20:35 PM
Zombies...its always zombies -Grabs a sniper-
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 20, 2014, 09:32:01 PM
Quote from: Iwillbenicetou on August 20, 2014, 09:18:41 PM
I might think of doing a mod pack soon. It's the zombie apocalypse pack. Can I use your mod for it?
Sure, go for it.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: bobucles on August 20, 2014, 09:41:30 PM
Is it possible to set up zombie anatomy that differs from their victims?

Because everyone knows that torso shots are useless. You have to aim for the head.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 20, 2014, 09:46:35 PM
Quote from: Justin C on August 20, 2014, 09:32:01 PM
Quote from: Iwillbenicetou on August 20, 2014, 09:18:41 PM
I might think of doing a mod pack soon. It's the zombie apocalypse pack. Can I use your mod for it?
Sure, go for it.

Now the only thing I need is to find out how to start it. I will do some testing and report back.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 20, 2014, 09:56:18 PM
Quote from: bobucles on August 20, 2014, 09:41:30 PM
Is it possible to set up zombie anatomy that differs from their victims?

Because everyone knows that torso shots are useless. You have to aim for the head.
Well you'd still want bullets to the limbs or torso to slow them down, so changing the anatomy is out of the question. I could make body shots do less damage to their health, but I definitely won't require headshots to kill them. Imagine trying to headshot a group of zombies early game when you have 2 colonists with pistols and no shooting skills who can't hit the broad side of a barn. No, I don't see the point in penalizing poor accuracy when it's not the players doing the actual shooting.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 20, 2014, 10:11:59 PM
I might need help. I have never done programming, so I need some help. I looked at AIO mod pack, and I looked in assemblies and it said that each individual mod had it's own .dll file, not folder. So this "project" of mine will take a lot more than just click and drag. It will also give me time to learn some code. Maybe you could help me, and continue this with PM's? If not I will look somewhere else.

I also have to go to sleep. Maybe you could help me tomorrow or something?

EDIT: I found how to do it. It's pretty easy. :D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 20, 2014, 10:47:08 PM
Quote from: Iwillbenicetou on August 20, 2014, 10:11:59 PM
I might need help. I have never done programming, so I need some help. I looked at AIO mod pack, and I looked in assemblies and it said that each individual mod had it's own .dll file, not folder. So this "project" of mine will take a lot more than just click and drag. It will also give me time to learn some code. Maybe you could help me, and continue this with PM's? If not I will look somewhere else.

I also have to go to sleep. Maybe you could help me tomorrow or something?
Those would be the DLL files from the mods themselves. I assume they just took all of the DLLs from each individual "Assemblies" folder and threw them all in the same one for the pack. You shouldn't need to do any coding.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: DorgoDorato on August 21, 2014, 02:58:18 AM
Quote from: Justin C on August 20, 2014, 06:35:49 PM
I would definitely appreciate any YouTube videos or even screenshots that show off my mod. I'm absolutely awful at that stuff.

Also, I just found someone who is currently streaming Rimworld with Zombie Apocalypse:
http://www.twitch.tv/thaan

He just finished an 11 hour stream! I died twice in his world :P
Title: Headsup
Post by: ghandhi_rules on August 21, 2014, 06:43:37 AM
The ModDB frontpage is linking to the Alpha 4 download, you'll have to go to the top for downloads to get the latest. Hopefully this saves others my sorrow of trying to get it to work while using the wrong version.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: khromosone on August 21, 2014, 07:42:53 AM
Annoying, playing on casual and they still send 5-6 zombies first go. They are hard to kite and boring really.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 21, 2014, 08:16:07 AM
I got 3 on rough.
Title: Re: Headsup
Post by: Justin C on August 21, 2014, 01:40:44 PM
Quote from: ghandhi_rules on August 21, 2014, 06:43:37 AM
The ModDB frontpage is linking to the Alpha 4 download, you'll have to go to the top for downloads to get the latest. Hopefully this saves others my sorrow of trying to get it to work while using the wrong version.
Sorry, the front page is displaying the Alpha 4 release article, since I haven't finished the Alpha 6 release article yet. I added a warning above the link in the article for now.

Quote from: khromosone on August 21, 2014, 07:42:53 AM
Annoying, playing on casual and they still send 5-6 zombies first go. They are hard to kite and boring really.
Weird. It should only be spawning one or two the first time. Did you build up your base a bit or add defenses before the spawn?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: bird929 on August 21, 2014, 02:37:36 PM
This mod is dose not work for me, i can not unstuff it. :(
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 21, 2014, 04:24:37 PM
Quote from: bird929 on August 21, 2014, 02:37:36 PM
This mod is dose not work for me, i can not unstuff it. :(
Can you give more details? Are you getting a black screen? If so you might be trying to use the Alpha 4 version with Alpha 6 RimWorld.

I just posted a new news article to ModDB, so when that is approved it should fix the problem of people accidentally downloading the old version.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Brendon on August 21, 2014, 05:34:50 PM
I might just be having really bad RNG luck but within the first 20 minutes of starting a colony i get the airborne zombie virus that makes the whole screen white, is their any possibility of making a version without the airborne zombie virus event?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: DorgoDorato on August 21, 2014, 10:13:33 PM
I watched the whole play through on Twitch of Thaan using this mod, and not once did I see any of the thousands of dead people littering his world get back up. People killed directly by the zombies were immediately reanimated, but those who died of natural causes stayed dead. The airborne event was active the whole time too. On a related note, there were loads of people that'd be attacked, receiving loads of bite wounds, and not get infected and start dying as well.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Clayton on August 21, 2014, 10:30:32 PM
I just witnessed one of my original colonist succumb to his infection and turn in front of my eyes lol.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Herc18 on August 21, 2014, 10:42:49 PM
When do zombies happen?? I'm on day 30 no zombies yet??
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 21, 2014, 10:46:40 PM
Create a new world, and then a new colony.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Herc18 on August 21, 2014, 11:12:58 PM
I'm playing on a new colony does it have to be a new world as well?? It says zombie virus active? But I've killed 4 raiders and none have turned? They just rot
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: khromosone on August 22, 2014, 12:49:34 AM
Yep must create a new world when mod is enabled.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: vagineer1 on August 22, 2014, 09:00:36 AM
Would it be possible for a version of this mod without the airborne virus incident to exist? I love the idea of this mod but most of my colonies are outdoor-based.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 22, 2014, 09:03:28 AM
For now just set the incedent to 0%
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: vagineer1 on August 22, 2014, 09:12:09 AM
Quote from: Iwillbenicetou on August 22, 2014, 09:03:28 AM
For now just set the incedent to 0%

What do you mean? How?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 22, 2014, 09:32:31 AM
Follow these steps:
Defs>IncidentDefs>BaseIncident_Zombies then fiddle around. Airborne virus is at the bottom.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: vagineer1 on August 22, 2014, 09:36:47 AM
Quote from: Iwillbenicetou on August 22, 2014, 09:32:31 AM
Follow these steps:
Defs>IncidentDefs>BaseIncident_Zombies then fiddle around. Airborne virus is at the bottom.

Thank you.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: vagineer1 on August 22, 2014, 10:23:38 AM
Quote from: Iwillbenicetou on August 22, 2014, 09:32:31 AM
Follow these steps:
Defs>IncidentDefs>BaseIncident_Zombies then fiddle around. Airborne virus is at the bottom.

I checked out the XML file and the chance for the airborne virus is 0 (I did not edit it) Does that mean it will not happen?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Ominus on August 22, 2014, 02:29:57 PM
I've ran across  a compatibility problem with this mod and Haplos MAI.
As soon as i activate a MAI i get spammed with the error in the picture, the error goes away when MAI dies, if a colonist gets bitten while the error is happening i seem to loose any control over the game, but the colonists still go about doing their jobs.

I hope this can be resolved somehow, was gonna use MAIs as high risk cargo haulers for stuff outside my base, got lots of roaming zombies on my map xD


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Haplo on August 22, 2014, 02:37:02 PM
Can you post the output_log.txt file from the RimWorld-subfolder ../RimWorld532Win_Data/ please?
Then I can take a look at what the problem can be..
It may be a problem because of the custom pawn class mai uses..
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Ominus on August 22, 2014, 02:47:51 PM
here you go, hope its of some use.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Somz on August 22, 2014, 03:06:39 PM
God, this mod is crazy. It's just crazy! Madness!
In a good way...! Feels like an actual space zombie movie.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Haplo on August 22, 2014, 03:23:54 PM
Quote from: Ominus on August 22, 2014, 02:47:51 PM
here you go, hope its of some use.

Thank you.. Hmm, it is really a problem from the zombie mod... As it casts a found pawn directly to BitablePawn. The problem is, that Mai is not a BiteablePawn. She is an AIPawn with a Pawn as a base..

Hmm, It may work, with some small changes to the assembly...
But I'm unsure, if what I've found is all that's needed... We'll see...

Alternately I could make an Mai that inherits BitablePawn, but that version wouldn't be compatible with non zombie mods... And.. do you really wanna have a zombie Mai? ;)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 22, 2014, 04:30:59 PM
Quote from: vagineer1 on August 22, 2014, 10:23:38 AM
Quote from: Iwillbenicetou on August 22, 2014, 09:32:31 AM
Follow these steps:
Defs>IncidentDefs>BaseIncident_Zombies then fiddle around. Airborne virus is at the bottom.

I checked out the XML file and the chance for the airborne virus is 0 (I did not edit it) Does that mean it will not happen?
No. It is set to 0 so the Storyeller won't call the events. The mod actually handles deciding when raids and the airborne event happen.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 22, 2014, 06:57:01 PM
Quote from: Haplo on August 22, 2014, 03:23:54 PM
Quote from: Ominus on August 22, 2014, 02:47:51 PM
here you go, hope its of some use.

Thank you.. Hmm, it is really a problem from the zombie mod... As it casts a found pawn directly to BitablePawn. The problem is, that Mai is not a BiteablePawn. She is an AIPawn with a Pawn as a base..

Hmm, It may work, with some small changes to the assembly...
But I'm unsure, if what I've found is all that's needed... We'll see...

Alternately I could make an Mai that inherits BitablePawn, but that version wouldn't be compatible with non zombie mods... And.. do you really wanna have a zombie Mai? ;)
Yeah, I did assume that all colonists would be biteable in the bitten alert check. At the time I wasn't concerned because I assumed that if there were colonists who weren't pawns the mod just wasn't working for whatever reason. I guess this makes me an ass * 2.

Ludum Dare starts in about 2 hours so I am not going to commit to fixing the issue tonight. It ends on Sunday evening, so after that I will make sure Zombie Apocalypse is compatible with MAI.

If there are any other mods you guys are having compatibility issues with please list them here so I can try to fix those for the next release.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: ssilvee on August 23, 2014, 04:00:11 AM
Hi, I got a alternative method to solve the error about BitablePawn / AIPawn
1. open your save file in wordpad
2. search the word colonist until u reach

</thing>
      <thing Class="BiteablePawn">
         <def>Human</def>
         <id>Human5</id>
         <pos>(135, 0, 127)</pos>
         <rot>1</rot>
         <faction>Colony</faction>
         <kindDef>Colonist</kindDef>
         <jailerFaction>null</jailerFaction>
         <story>

3. up above is the colonist information, for me the error appear is the slave i buy, their information show
                  <thing Class="Pawn">

4. Ok, what i try to do is replace the Pawn to BiteablePawn.
5. check all paragraph like 2. to make sure all Pawn to BiteablePawn.
6. Save and close
7. Load into Game, the screen flashes error should gone.

This method maybe dumb...but so far work for me, hope it helps until fixed version releases :)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: vagineer1 on August 23, 2014, 06:02:03 AM
Quote from: vagineer1 on August 23, 2014, 06:01:33 AM
Quote from: Justin C on August 22, 2014, 04:30:59 PM
Quote from: vagineer1 on August 22, 2014, 10:23:38 AM
Quote from: Iwillbenicetou on August 22, 2014, 09:32:31 AM
Follow these steps:
Defs>IncidentDefs>BaseIncident_Zombies then fiddle around. Airborne virus is at the bottom.
I checked out the XML file and the chance for the airborne virus is 0 (I did not edit it) Does that mean it will not happen?
No. It is set to 0 so the Storyeller won't call the events. The mod actually handles deciding when raids and the airborne event happen.

So is there a way of disabling the event? I love this mod but most of my colonies are outdoor-based.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Halinder on August 23, 2014, 01:07:25 PM
This mod makes mechanoids fighting zombies a thing, and that thing is glorious.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Bruvvy on August 23, 2014, 11:29:53 PM
Had a lot of fun Thanks for this!
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: thefinn on August 24, 2014, 01:50:39 PM
I played this earlier for several hours and got not one zombie horde :(

I was kinda looking forward to it, the virus went airborne and I left a mad squirrel sitting on a dump pile for a week - didn't turn.

Had the following mods:
Embrasures.
Wood Economy.
Project Armory.
Work Places.
Clutter.

Did I do something wrong ? Going by the description I should get zombies of varying sized hordes no matter my difficulty correct ?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Conred on August 24, 2014, 02:05:44 PM
Travelers arent attacking zombies until they get bite in the ass. They should fire at them from distance. Also seem like zombies getting damage from losing blood after a fight. I dont think they should die from that since they are dead already. They should be automatically patched up after surviving a battle with travelers
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 24, 2014, 05:18:19 PM
Quote from: thefinn on August 24, 2014, 01:50:39 PM
I played this earlier for several hours and got not one zombie horde :(

I was kinda looking forward to it, the virus went airborne and I left a mad squirrel sitting on a dump pile for a week - didn't turn.

Had the following mods:
Embrasures.
Wood Economy.
Project Armory.
Work Places.
Clutter.

Did I do something wrong ? Going by the description I should get zombies of varying sized hordes no matter my difficulty correct ?

Yes you did do something wrong. Thoughts for next time:
Read the front page entirely! There is a step where it says "genereate a whole new world/planet"
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: thefinn on August 24, 2014, 11:13:31 PM
Quote from: Iwillbenicetou on August 24, 2014, 05:18:19 PM
Quote from: thefinn on August 24, 2014, 01:50:39 PM
I played this earlier for several hours and got not one zombie horde :(

I was kinda looking forward to it, the virus went airborne and I left a mad squirrel sitting on a dump pile for a week - didn't turn.

Had the following mods:
Embrasures.
Wood Economy.
Project Armory.
Work Places.
Clutter.

Did I do something wrong ? Going by the description I should get zombies of varying sized hordes no matter my difficulty correct ?

Yes you did do something wrong. Thoughts for next time:
Read the front page entirely! There is a step where it says "genereate a whole new world/planet"

Damn the fine print!

I did read that too, but I figured a new map was a new map, not a new WORLD :)

Thanks ;)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 25, 2014, 12:41:51 PM
You should use your old seed :)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 25, 2014, 09:57:15 PM
Hey is there a way to stop the killed people debuff when killing zombies?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 25, 2014, 10:31:14 PM
What do you mean ???
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 26, 2014, 03:02:20 AM
When you kill the zombies they get a debuff like they killed an actual person. it makes them sad to kill zombies and i don't think that's realistic :P
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 26, 2014, 07:09:12 AM
another question, is it possible to detect if you have superior crafting installed and tone down the waves a little? Normal game with zombies would be easy enough but large waves on day 7 when you haven't even built a turret yet can get kinda intimidating lol
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Somz on August 26, 2014, 09:02:10 AM
Quote from: Lithial on August 26, 2014, 03:02:20 AM
When you kill the zombies they get a debuff like they killed an actual person. it makes them sad to kill zombies and i don't think that's realistic :P

Why? Maybe they are sad because they thought about them having a (probably not) nice life once, turned into zombie, and now they have had to kill them. Oh, now *I* feel sorry for them.  ;D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 26, 2014, 09:12:34 AM
I think you sir might have to go kill some zombies to fix that sympathy you might be having :P
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 26, 2014, 01:02:10 PM
Quote from: Lithial on August 26, 2014, 07:09:12 AM
another question, is it possible to detect if you have superior crafting installed and tone down the waves a little? Normal game with zombies would be easy enough but large waves on day 7 when you haven't even built a turret yet can get kinda intimidating lol

It might be your difficulty. Day 3-4 I got a 3 zombie wave.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 26, 2014, 10:39:35 PM
I suppose i do play on challenge, i thought that was normal lol. i havn't had a small wave yet hahaha
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 26, 2014, 11:26:59 PM
Though another thing that i think has been said, need to change the alliance thing so that all other tribes know that they are enemies
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: henryheyhey123 on August 27, 2014, 06:26:59 PM
For me, the zombies spawn and give me an alert then disappear a split second after, giving me the error 'Operation is not valid due to state of object'.

Other mods installed are:
Ts Mod:
MoreFloors
MoreCarpets
ConditionRed
MiscStuff
Blasting Charges
Minigun Turret
Workplaces
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 27, 2014, 09:54:37 PM
Quote from: henryheyhey123 on August 27, 2014, 06:26:59 PM
For me, the zombies spawn and give me an alert then disappear a split second after, giving me the error 'Operation is not valid due to state of object'.

Other mods installed are:
Ts Mod:
MoreFloors
MoreCarpets
ConditionRed
MiscStuff
Blasting Charges
Minigun Turret
Workplaces
Yeah, it's the same issue that was talked about at the end of last week.

I know I said I was going to fix it early this week. I wound up taking a few extra days to work on my Ludum Dare game, since I didn't manage to get a playable version finished for the end of the event.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: FireFly on August 28, 2014, 04:49:43 AM
Day 34. 8 zombie raids, one large, the rest massive. Not one pirate or tribal raid. Plez nerf ^_^
I have SC and a few other mods on. Looked through the configs but couldn't find a way to tone them down at all. I love this mod, but I can't even keep up with the pile of bodies, let alone the zombies themselves.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: thefinn on August 28, 2014, 08:53:44 AM
Quote from: FireFly on August 28, 2014, 04:49:43 AM
Day 34. 8 zombie raids, one large, the rest massive. Not one pirate or tribal raid. Plez nerf ^_^
I have SC and a few other mods on. Looked through the configs but couldn't find a way to tone them down at all. I love this mod, but I can't even keep up with the pile of bodies, let alone the zombies themselves.

Kind of agree.

You note in your patch notes that you started spawning zombies without the use of the storyteller, which would be fine as long as there was some method to tailor the rate and size of zombie spawns. It does kind of negate the entire method of balancing the game if you remove the storyteller.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on August 28, 2014, 11:29:57 AM
If you change your difficulty to rough or something, then you get a raid from zombies of about 3 of them. You can change them to be more toned down.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on August 29, 2014, 01:02:02 AM
Quote from: thefinn on August 28, 2014, 08:53:44 AM
Quote from: FireFly on August 28, 2014, 04:49:43 AM
Day 34. 8 zombie raids, one large, the rest massive. Not one pirate or tribal raid. Plez nerf ^_^
I have SC and a few other mods on. Looked through the configs but couldn't find a way to tone them down at all. I love this mod, but I can't even keep up with the pile of bodies, let alone the zombies themselves.

Kind of agree.

You note in your patch notes that you started spawning zombies without the use of the storyteller, which would be fine as long as there was some method to tailor the rate and size of zombie spawns. It does kind of negate the entire method of balancing the game if you remove the storyteller.
I still use the Storyteller's way of determining the hoard size based on wealth and difficulty setting. I just removed the storyteller's ability to spawn the waves. They do seem a bit large though, which I assume is a result of there not being any zombie types that cost a lot of points to spawn. I'll reduce the spawn sizes a bit if that's what people think needs to happen.

It's a bit odd that FireFly was only seeing zombie spawns. As I said, the day after I launched the new version I watched a streamer for about 10 hours, and he seemed to have a pretty balanced mix of normal raids and zombie raids.

The problem is it takes a lot of time playing the game in order to properly test the mod, and I just can't spend 30 hours playing the game to tweak it right now. That's why it's important for you guys to keep giving me feedback.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 29, 2014, 02:11:22 AM
Actually i can agree that the latest version is better, i had a reasonable variaty last game, though the hordes are a tad big at the start. though probably wouldnt be as bad if i wasn't using superior crafting.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Xerberus86 on August 29, 2014, 10:24:31 AM
hey, has anyone tried this mod with TTM yet and can confirm that these two are compatible? thx :)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Jacci014 on August 29, 2014, 01:06:23 PM
Quote from: Xerberus86 on August 29, 2014, 10:24:31 AM
hey, has anyone tried this mod with TTM yet and can confirm that these two are compatible? thx :)

I cant say i found any problems while playing. However i do seem to be experiencing a lack of raiders, sieges and pirates.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on August 30, 2014, 04:37:11 AM
Hey would it be possible to add amputation to stop the virus if its on a limb?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: thefinn on August 30, 2014, 06:33:22 PM
Quote from: Iwillbenicetou on August 28, 2014, 11:29:57 AM
If you change your difficulty to rough or something, then you get a raid from zombies of about 3 of them. You can change them to be more toned down.

Yeah the issue is the timing of them, I sometimes just play on harder difficulty but play the easy storyteller so I have a lot of time between raids.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 01, 2014, 01:20:06 PM
Quote from: thefinn on August 30, 2014, 06:33:22 PM
Quote from: Iwillbenicetou on August 28, 2014, 11:29:57 AM
If you change your difficulty to rough or something, then you get a raid from zombies of about 3 of them. You can change them to be more toned down.

Yeah the issue is the timing of them, I sometimes just play on harder difficulty but play the easy storyteller so I have a lot of time between raids.
Ah, that must be it then. I can see where it would cause problems on the lower difficulty settings now.

For those playing on a higher difficulty, do you think the zombie raids happen too frequently? And do you think the hoard sizes should be reduced? When you answer please let me know if you have any turret/weapon mods that make it easier to fight them.

You guys can expect an update by the end of the week at the latest.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Lithial on September 01, 2014, 04:14:17 PM
A little less frequent and starting smaller hordes on the higher difficulty would be nice, its mostly the medium and large hordes from day 10 because you built a steam generator so you must be rich thats the problem lol. Superior crafting adds alot of challege so even slowing that down when thats installed would be awesome
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on September 01, 2014, 06:22:23 PM
I use PA w/ Realistic weapons, and it's works well together. More damage, + more range :D Though more aiming time.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: blooshoo on September 01, 2014, 07:05:19 PM
Fun mod. I played a few rounds with it then installed Superior crafting. I walled myself off in hopes of delaying zombies and getting a feel for the new tech-tree, and in turn basically got a living wall protecting my colony. I just ignore the outside world and teched up..eventually the game engine starts getting slugish. Having a fun time setting up a maze now and let the tide wash over me. Blast doors go down almost instantly with enough zombies :)

(http://i.imgur.com/QoQOtrF.jpg)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Iwillbenicetou on September 01, 2014, 07:13:33 PM
Man, that is classic Left for dead with the huge hordes. That must be fun...
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: lance789 on September 02, 2014, 12:49:37 AM
The archive is empty, did something happen to it? Can it be reuploaded please?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Somz on September 02, 2014, 06:16:21 AM
Still awesome, I just had the most epic last stand ever, I've even managed to "win", though my colonists were bitten so...Yeah. ^^

Anyway, I have a few ideas I would like you to consider!

1) Cure! Sounds bad, right? I propose something more risky. Infected but not yet turned colonists should be able to receive (expensive [how it could be expensive is up to you]) treatment which has a chance to cure the said colonist, aaand a chance to turn it into a rampaging, badass zombie. Thougher, faster, so you would basically gamble each time you try to treat someone... Though it would require writing yet another pawn kind def something I guess?
A normal zombie would do the trick too. Maybe.

2) To make 1) a little more easier, have time/resource for the cure, (...though actually I've never tried the vanilla... Hmm...) cryo sleep.

Also a question for 3), I've noticed that not all zombies attack. Sometimes over half remains at the edge of the map, wandering around aimlessly until a pawn walks into their "attack zone". Especially on bigger maps they tend to stay instead of charging on the colony.
Is it intended? It's a pain going out each time, killing those zombies refusing to move for their food... *sigh*
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Abrexus on September 04, 2014, 12:44:27 PM
Well, I have to say I am really enjoying the mod!  It started out as a test to make sure it was compatible with my Superior Crafting mod, but now I don't think I will want to play a game again without it.  Excellent work!
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: cbtk on September 05, 2014, 12:16:26 PM
So cool! I like it!!!
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Daman453 on September 07, 2014, 03:24:42 PM
I can't get a zombie attack to happen, Can i edit the code so i happens more often?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 07, 2014, 05:01:49 PM
Quote from: Daman453 on September 07, 2014, 03:24:42 PM
I can't get a zombie attack to happen, Can i edit the code so i happens more often?
Did you create a new world after installing the mod? Zombie attacks happen pretty regularly, so if they aren't coming that is probably the problem.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: AY on September 07, 2014, 05:09:39 PM
Quote from: Iwillbenicetou on September 01, 2014, 06:22:23 PM
I use PA w/ Realistic weapons, and it's works well together. More damage, + more range :D Though more aiming time.
Working on a new update with way shorter aim time and MG42, currently testing against zombie hoards  ;D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Daman453 on September 07, 2014, 05:34:42 PM
Quote from: Justin C on September 07, 2014, 05:01:49 PM
Quote from: Daman453 on September 07, 2014, 03:24:42 PM
I can't get a zombie attack to happen, Can i edit the code so i happens more often?
Did you create a new world after installing the mod? Zombie attacks happen pretty regularly, so if they aren't coming that is probably the problem.
Oh... I want to put my base under zombie attack, sorry
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Xerberus86 on September 07, 2014, 05:42:21 PM
f*ck it, i hate those mortar shooting siegers, next colony is with zombies....goodbye siegers :D.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 07, 2014, 06:43:09 PM
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
This. Without the zombie faction, there are no zombie raids.

There is currently no way to apply the mod to a pre-existing colony. Sorry.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Daman453 on September 07, 2014, 06:51:43 PM
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
I created a new world to test it, No faction. Turns out in the code that <raidCommonality>0</raidCommonality>
   <canFlee>false</canFlee>
   <hidden>true</hidden> < Was true, then i did false. Now see the faction. I am no coder, but i think what i downloaded is kina broken
    <canSiege>false</canSiege>
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 07, 2014, 07:37:25 PM
Quote from: Daman453 on September 07, 2014, 06:51:43 PM
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
I created a new world to test it, No faction. Turns out in the code that <raidCommonality>0</raidCommonality>
   <canFlee>false</canFlee>
   <hidden>true</hidden> < Was true, then i did false. Now see the faction. I am no coder, but i think what i downloaded is kina broken
    <canSiege>false</canSiege>
Nope. That's all intended.

RaidCommonality is 0 so the game doesn't use the faction for normal raids. There is a separate incident for zombie raids.

The faction is hidden so it doesn't show up in the list of factions, because obviously zombies are not an organized faction. I just need it because all Pawns need to belong to a faction and all raids need to use a faction.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Daman453 on September 07, 2014, 07:39:46 PM
Quote from: Justin C on September 07, 2014, 07:37:25 PM
Quote from: Daman453 on September 07, 2014, 06:51:43 PM
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
I created a new world to test it, No faction. Turns out in the code that <raidCommonality>0</raidCommonality>
   <canFlee>false</canFlee>
   <hidden>true</hidden> < Was true, then i did false. Now see the faction. I am no coder, but i think what i downloaded is kina broken
    <canSiege>false</canSiege>
Nope. That's all intended.

RaidCommonality is 0 so the game doesn't use the faction for normal raids. There is a separate incident for zombie raids.

The faction is hidden so it doesn't show up in the list of factions, because obviously zombies are not an organized faction. I just need it because all Pawns need to belong to a faction and all raids need to use a faction.
Will it be fine being on the list? How about the code i just sent you?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 07, 2014, 07:56:47 PM
Quote from: Daman453 on September 07, 2014, 07:39:46 PM
Quote from: Justin C on September 07, 2014, 07:37:25 PM
Quote from: Daman453 on September 07, 2014, 06:51:43 PM
Quote from: Andellmere on September 07, 2014, 06:21:33 PM
Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active

Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
I created a new world to test it, No faction. Turns out in the code that <raidCommonality>0</raidCommonality>
   <canFlee>false</canFlee>
   <hidden>true</hidden> < Was true, then i did false. Now see the faction. I am no coder, but i think what i downloaded is kina broken
    <canSiege>false</canSiege>
Nope. That's all intended.

RaidCommonality is 0 so the game doesn't use the faction for normal raids. There is a separate incident for zombie raids.

The faction is hidden so it doesn't show up in the list of factions, because obviously zombies are not an organized faction. I just need it because all Pawns need to belong to a faction and all raids need to use a faction.
Will it be fine being on the list? How about the code i just sent you?
I'm not sure how the mod will behave if you have it on the list.

In older versions all visible factions would be used in the raids. The RaidCommonality variable was added to get around that, so it shouldn't make a difference having it visible now. But since I haven't tested having the Zombie faction visible in Alpha 6 I can't say for sure.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Zeta Omega on September 07, 2014, 08:47:29 PM
We are just talking about normal zombies right....Not like resident evil, left 4 dead, or state of decay stuff....right?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 07, 2014, 10:08:34 PM
Quote from: Zeta Omega on September 07, 2014, 08:47:29 PM
We are just talking about normal zombies right....Not like resident evil, left 4 dead, or state of decay stuff....right?
Normal zombies. Think Walking Dead, without any kind of melee weapons. They are slower than living colonists and pretty easy to kill on their own, but in large numbers they can overwhelm you. And if one of your colonists is bitten they can become infected, and the infection will slowly kill them and then they will turn after they die.

And if you are unlucky the virus can become airborne, and people won't even need to be bitten to be reanimated on death.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: KnightsCross on September 08, 2014, 02:06:25 AM
Hi Justin C uh, if you may can you tell me, how do you make the zombies to raid in huge waves? let say every week. cause i need it in my mod called "the great war" so basically i need an event that my factions mod will invade your colony. just like the zombieraid in your mod i'd appreciate it and would credit you in my mod really :) thanks in advance
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: thefinn on September 08, 2014, 05:03:24 PM
Will there be the opportunity to customise the frequency, size and timing of zombie raids in the future ?

All things being equal someone loading up your mod, likely isn't just loading up your mod, and game balance then depends on what mods someone has loaded - so being able to balance for yourself is important.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Reaper on September 09, 2014, 08:44:55 PM
is there a option to disable the airborne event? and if so how? I like the idea of this mod but that event kinda feels a little cheap to me, I want old school zombies before all this "last of us" "walking dead" airborne stuff happened.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: welcomeHub on September 10, 2014, 12:29:53 AM
I think you can edit the save file, search "airborne" and remove the whole event quote(or change it to "VirusActive" event) will try to see if it works.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Reaper on September 10, 2014, 01:46:10 PM
which file? and i think editing the save will only stop the event once it has happened. I don't want it to happen at all
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 10, 2014, 04:44:28 PM
Don't do that. That will break the mod.

Quote from: KnightsCross on September 08, 2014, 02:06:25 AM
Hi Justin C uh, if you may can you tell me, how do you make the zombies to raid in huge waves? let say every week. cause i need it in my mod called "the great war" so basically i need an event that my factions mod will invade your colony. just like the zombieraid in your mod i'd appreciate it and would credit you in my mod really :) thanks in advance
So you want raids to happen every week without fail?

I use a timer inside my custom MapCondition. At the end of the timer I run my zombie raid incident and reset the timer. That's really all there is to it.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Reaper on September 10, 2014, 08:25:16 PM
can you suggest a way to have it without the airborne stuff?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 10, 2014, 09:41:23 PM
Version 0.7.1 has been uploaded to ModDB and is awaiting approval. It should hopefully be available for download in a few hours.

Change log:
Quote- Fixed a mod compatibility issue. Now the mod should work fine with MAI.
- Made zombie raids start small early-game and ramp up over time.
- Increased the base chance of a traveler/raider being infected when it is spawned.
- The chance of a traveler or raider being infected when it enters the map now takes the difficulty setting into account.
- The frequency of zombie raids is now determined by the difficulty setting.

Quote from: Reaper on September 10, 2014, 08:25:16 PM
can you suggest a way to have it without the airborne stuff?
There's currently no way to play without the airborne incident. I will work towards having some way of playing without it in the Alpha 7 release, since there are a lot of people asking for it.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: KnightsCross on September 11, 2014, 01:30:19 AM
@Justin C
Hi! i cant seem to find the timer you're talking about
and i dont even know how to trigger them? is it in the assemblies .Dll?
im not really good with those and i dont know a thing about em'

(http://s15.postimg.org/6dcxhzxvf/timer.png)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 11, 2014, 02:14:02 AM
Quote from: KnightsCross on September 11, 2014, 01:30:19 AM
@Justin C
Hi! i cant seem to find the timer you're talking about
and i dont even know how to trigger them? is it in the assemblies .Dll?
im not really good with those and i dont know a thing about em'

(http://s15.postimg.org/6dcxhzxvf/timer.png)
Sorry, I should have been more specific. In the XML alone you won't be able to make timed raids. At best you can turn up the chance of the raids, but that still doesn't give you any control over when they happen. What you are asking will have to be done in C#.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: KnightsCross on September 11, 2014, 02:33:19 AM
@Justin C
soo uh what program should i use with C#? .net framework?
and does it have to do with the .dll?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
Post by: Justin C on September 11, 2014, 10:58:10 PM
Quote from: KnightsCross on September 11, 2014, 02:33:19 AM
@Justin C
soo uh what program should i use with C#? .net framework?
and does it have to do with the .dll?
Visual Studio Express and MonoDevelop are free and will get the job done. Google will be enough to learn basically anything you need to know about C#.

If you have no programming experience at all, there is far more you will need to know about C# and programming in general than I can teach you here. I'd suggest learning the basics first and writing simpler applications before attempting to mod.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Rannzou on September 11, 2014, 11:24:16 PM
Gorgeous new update :D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: thefinn on September 12, 2014, 02:22:07 PM
Suggestion:

Now you have the mod working pretty well, it could probably do with some fine tuning, like more configurability, but the basics work well.

I think you need a premise for the mod, like a story component ;)

Like, right now you just kinda go "Zombies, yes have some zombies".

What I mean is something like..

Have no zombies and no infection at the start, add a new faction to the game alongside the other factions.

Some time after the player builds the radio transmitter, they get a call from this faction saying there's been an outbreak in their camp. Then a while after that they go off the air never to be heard of again. Then the infection starts.

I'm sure yourself and others could come up with a lot of other ideas too ;).

It could still be premature too, I realise you're in 0.7 of the mod and the game itself might not be far enough along to rely on rimworld not changing certain aspects and thus breaking the mod too much in the future.


Edit
: I'd also like an option to not get notified someone is bitten and is infected - more fun.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 14, 2014, 11:51:00 AM
Quote from: thefinn on September 12, 2014, 02:22:07 PM
Suggestion:

Now you have the mod working pretty well, it could probably do with some fine tuning, like more configurability, but the basics work well.

I think you need a premise for the mod, like a story component ;)

Like, right now you just kinda go "Zombies, yes have some zombies".

What I mean is something like..

Have no zombies and no infection at the start, add a new faction to the game alongside the other factions.

Some time after the player builds the radio transmitter, they get a call from this faction saying there's been an outbreak in their camp. Then a while after that they go off the air never to be heard of again. Then the infection starts.

I'm sure yourself and others could come up with a lot of other ideas too ;).

It could still be premature too, I realise you're in 0.7 of the mod and the game itself might not be far enough along to rely on rimworld not changing certain aspects and thus breaking the mod too much in the future.


Edit
: I'd also like an option to not get notified someone is bitten and is infected - more fun.
I don't see storyline as being all that important right now. I'll have some basic storyline and some special storyline events later on, but they are low on my list. Configuration is another thing that will happen in the future, but it's also pretty low on the list right now. Once I have configuration in the mod I will definitely have some basic difficulty settings and stuff like that.

Every single new release breaks my mod quite a bit. I pretty much plan on needing at least 20-30 hours to prepare the mod for each new Alpha release, so I am not really worried about which parts of the mod will be broken by future updates. It's going to happen regardless.

I intend to keep updating the mod every single month until it is released, which means I am in this for the long haul. For now I'm just taking things slow and making sure everyone is happy with the current iteration before I go making any major changes.

For those who have been playing with v. 0.7.1, what do you guys think of the new changes? Does the ramp up of hoard sizes work well? Do you think the frequency of raids is good where it is? Is there any difficulty setting that seems to difficult/easy or where the raids happen too often or not often enough? It's really difficult for me to tell, since I can really only judge it based on my own skill level and play style.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: xXChrizzelXx on September 15, 2014, 01:38:59 PM
Hello everybody,

This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days  :(
I created tons of new WORLDS  and Colos...  I deactivated all other mods too.. still dont work for me :(

This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult

Aktiv Mods:
Blast Charges
Core

I need help pls.. I really wanna try this mod out..
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 15, 2014, 04:35:35 PM
Quote from: xXChrizzelXx on September 15, 2014, 01:38:59 PM
Hello everybody,

This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days  :(
I created tons of new WORLDS  and Colos...  I deactivated all other mods too.. still dont work for me :(

This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult

Aktiv Mods:
Blast Charges
Core

I need help pls.. I really wanna try this mod out..
When you look at the bottom right of the screen does it say "Zombie Virus Active"?

Play it for another couple weeks and see if they show up. The maximum time between raids on the highest difficulties should be 21 days.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: thefinn on September 15, 2014, 05:04:17 PM
Quote from: Justin C on September 14, 2014, 11:51:00 AM
I don't see storyline as being all that important right now. I'll have some basic storyline and some special storyline events later on, but they are low on my list. Configuration is another thing that will happen in the future, but it's also pretty low on the list right now. Once I have configuration in the mod I will definitely have some basic difficulty settings and stuff like that.

Every single new release breaks my mod quite a bit. I pretty much plan on needing at least 20-30 hours to prepare the mod for each new Alpha release, so I am not really worried about which parts of the mod will be broken by future updates. It's going to happen regardless.

I intend to keep updating the mod every single month until it is released, which means I am in this for the long haul. For now I'm just taking things slow and making sure everyone is happy with the current iteration before I go making any major changes.

For those who have been playing with v. 0.7.1, what do you guys think of the new changes? Does the ramp up of hoard sizes work well? Do you think the frequency of raids is good where it is? Is there any difficulty setting that seems to difficult/easy or where the raids happen too often or not often enough? It's really difficult for me to tell, since I can really only judge it based on my own skill level and play style.

Honestly, I really think the mod is almost a must-have. It's something you can easily take out if you want a vanilla playthrough, but vanilla is pretty easy even at higher settings sometimes too. This puts constant pressure and "no-go" zones throughout the game.

The only change I'd make is making the "alert" that someone's bitten configurable to turn off - so you know someone might've been bitten, but no idea if they are infected or not. This means you have to seclude them or have a special area for people who might be infected or just take the chance and hope. (Probably make this configurable for people that wouldn't want it).

Keeping your colony alive forever I am not sure is entirely the goal with RW. On the dwarf fortress page they have a good link for Fun (http://dwarffortresswiki.org/index.php/DF2014:Losing) which I think still holds pretty true for RW.

Making things hard is cool, but letting people start well and invest themselves in their colonists a bit is also part of the fun - which you did I think in that last update - it's much more playable with TTM now.

I for one really have fun with this mod (getting rid of corpses can be an issue at times ;)).

One game I had to close the blast door to play some "catch up" with my colonists because some were hurt, and we had hardly any food. By the time I got it open again there must've been between 50-100 zombies on screen.

I started to open the blast doors and had ample turrets shooting at them in groups, then I'd close the blast doors as they started to overrun the defences. Then  the blast door got damaged enough by the turrets and jammed when I tried to close it.

Sam the engineer ran over to it to try and repair it, but got overwhelmed by zombies and bitten. Finally got it repaired, closed the door, and sam turned and basically bit/killed everyone.

Was fun.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: xXChrizzelXx on September 16, 2014, 12:00:26 AM
Quote from: Justin C on September 15, 2014, 04:35:35 PM
Quote from: xXChrizzelXx on September 15, 2014, 01:38:59 PM
Hello everybody,

This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days  :(
I created tons of new WORLDS  and Colos...  I deactivated all other mods too.. still dont work for me :(

This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult

Aktiv Mods:
Blast Charges
Core

I need help pls.. I really wanna try this mod out..
When you look at the bottom right of the screen does it say "Zombie Virus Active"?

Play it for another couple weeks and see if they show up. The maximum time between raids on the highest difficulties should be 21 days.

No nothing like that show up :(  have to Work now  coming back later.

Edit: Still not showing up any idears ?

How this mod works? I see another "outlander" faction tht shouldnt be there i think.. playing for 30 days now.. do they get infected first and raid me ? Im confused and running out of Idears....
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 16, 2014, 05:49:55 PM
Quote from: xXChrizzelXx on September 16, 2014, 12:00:26 AM
Quote from: Justin C on September 15, 2014, 04:35:35 PM
Quote from: xXChrizzelXx on September 15, 2014, 01:38:59 PM
Hello everybody,

This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days  :(
I created tons of new WORLDS  and Colos...  I deactivated all other mods too.. still dont work for me :(

This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult

Aktiv Mods:
Blast Charges
Core

I need help pls.. I really wanna try this mod out..
When you look at the bottom right of the screen does it say "Zombie Virus Active"?

Play it for another couple weeks and see if they show up. The maximum time between raids on the highest difficulties should be 21 days.

No nothing like that show up :(  have to Work now  coming back later.

Edit: Still not showing up any idears ?

How this mod works? I see another "outlander" faction tht shouldnt be there i think.. playing for 30 days now.. do they get infected first and raid me ? Im confused and running out of Idears....
If it doesn't say "Zombie Virus Active" then you did something wrong when setting up the mod.

Make sure the mod is in the Mods folder. Then make sure it has been enabled in the "Mods" menu.

After you enable the mod, go and create a new world. Then start a new colony on the new world. In the beginning the colonists will fall from the sky. As soon as they appear "Zombie Virus Active" should show up right where it tells you the weather. That means the mod is properly working.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: skullywag on September 16, 2014, 07:26:12 PM
Quote from: xXChrizzelXx on September 16, 2014, 12:00:26 AM
Quote from: Justin C on September 15, 2014, 04:35:35 PM
Quote from: xXChrizzelXx on September 15, 2014, 01:38:59 PM
Hello everybody,

This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days  :(
I created tons of new WORLDS  and Colos...  I deactivated all other mods too.. still dont work for me :(

This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult

Aktiv Mods:
Blast Charges
Core

I need help pls.. I really wanna try this mod out..
When you look at the bottom right of the screen does it say "Zombie Virus Active"?

Play it for another couple weeks and see if they show up. The maximum time between raids on the highest difficulties should be 21 days.

No nothing like that show up :(  have to Work now  coming back later.

Edit: Still not showing up any idears ?

How this mod works? I see another "outlander" faction tht shouldnt be there i think.. playing for 30 days now.. do they get infected first and raid me ? Im confused and running out of Idears....

Make sure you didnt put the mod in a folder..in a folder..in /mods, youll still be able to enable in the menu it but it wont do anything, if you did, move the mod up one level.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: BetaSpectre on September 16, 2014, 08:59:08 PM
The mod doesn't seem to work for me on the easiest callie. I haven't tried other story tellers but I used the Dev mode to try to force a zombie event nothing happened.

There's a little thingy that said that the mod is active though.

I'm thinking there's a mod conflict or maybe the mod isn't fully compatible with Alpha 6. I just D/L'd like 10 mods.

I would have assumed that it would be the WW1 mod but I've heard that this mod is compatible. Maybe Project Armory? Clutter? Or Misc has some conflict?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Iwillbenicetou on September 16, 2014, 10:00:09 PM
One, do the Common Steps for mods that create factions, two, if that doesn't work, then try fiddling around, maybe download it again.

I'm going to add a manual for mods that add factions :)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: BetaSpectre on September 17, 2014, 01:41:32 AM
That is a good point, the WW1 Mod changes the factions, or should. I heard there was no conflict though, maybe there is one.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: xXChrizzelXx on September 17, 2014, 01:48:04 AM
Quote from: Justin C on September 16, 2014, 05:49:55 PM
Quote from: xXChrizzelXx on September 16, 2014, 12:00:26 AM
Quote from: Justin C on September 15, 2014, 04:35:35 PM
Quote from: xXChrizzelXx on September 15, 2014, 01:38:59 PM
Hello everybody,

This mod sounds wonderfull.. but not for me.. I dont know why i cant play it. Not a single Zombie in 20 Days  :(
I created tons of new WORLDS  and Colos...  I deactivated all other mods too.. still dont work for me :(

This is how I play:
Language: German (btw sorry for my bad english..)
Cassandra Classic
Highest Difficult

Aktiv Mods:
Blast Charges
Core

I need help pls.. I really wanna try this mod out..
When you look at the bottom right of the screen does it say "Zombie Virus Active"?

Play it for another couple weeks and see if they show up. The maximum time between raids on the highest difficulties should be 21 days.

No nothing like that show up :(  have to Work now  coming back later.

Edit: Still not showing up any idears ?

How this mod works? I see another "outlander" faction tht shouldnt be there i think.. playing for 30 days now.. do they get infected first and raid me ? Im confused and running out of Idears....
If it doesn't say "Zombie Virus Active" then you did something wrong when setting up the mod.

Make sure the mod is in the Mods folder. Then make sure it has been enabled in the "Mods" menu.

After you enable the mod, go and create a new world. Then start a new colony on the new world. In the beginning the colonists will fall from the sky. As soon as they appear "Zombie Virus Active" should show up right where it tells you the weather. That means the mod is properly working.

Ok this are my Steps i did now:
-Deleted the mod in mod folder
-go ingame checking "mods"
-Leaved game
-Downloaded the mod again. unzip it on Destop
- Open it (see Read me and another folder)
- put the folder in the "mods" folder in Rimworld
-Run Rimworld
-Going on "mods" and aktivate it
-Created the WORLD
-Created a new Colony ( Cassandra Classic and Challinging)

Entry 1: We landed in a RimWorld after our Ship got destroyed. We still dont know how this could happen. We Start to build our Home called.. New Hope.

Entry 2:  We finally got some Bed and Food now. Things goes better now and our new life becomes more comfortable.

Entry 3: Something is wrong out here... sometimes I see dark shadows  moving at our walls outside... better keep an Eye on it..

Entry 4: We meet some people.. they look pretty injured.. they got a strange smell and the eyes are... I dont know.. never saw this befor..

Entry 5: This people are crazy !! they bit my friend!! We shoot them but my friend is bleeding to death..... He died pretty fast.

Last Entry: More and more people coming.. they are all like the first group we meet.. my friend.. hes moving outside the Walls.... the Door cant take  much longer "Guys load your Weapons! Cover That Door!" If somebody hear this.. dont search for survivors.... Only Dead inside....

Well it works now. I did the same like befor ^^ Im still confused but happy about tht. Thx for helping me  ;D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 17, 2014, 04:48:30 AM
Quote from: BetaSpectre on September 17, 2014, 01:41:32 AM
That is a good point, the WW1 Mod changes the factions, or should. I heard there was no conflict though, maybe there is one.
The Great War seems to work with Zombie Apocalypse without creating any problems. I just tested it to be sure.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Axel on September 17, 2014, 10:29:44 PM
From what knightscross told me if he changed factions it would only be the vanilla factions. So the zombie faction should not conflict, and in my games it works wonderfully. Got zombie commandos (glittertech) attacking the french (ww1) as they bombard my base while i try to kill a handful of terminators (minami) while the outlanders, pirates and mechanoidd wage war on one another. And no conflicts between any of the factions thus far and anyone killed by a zomb regardless of vanilla or mod turns into a zombie.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Rannzou on September 18, 2014, 08:01:26 AM
I hope the awesome mod maker will fix the colonists actually gets sad killing zombies :( What is wrong with them!
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 18, 2014, 02:49:34 PM
Quote from: Rannzou on September 18, 2014, 08:01:26 AM
I hope the awesome mod maker will fix the colonists actually gets sad killing zombies :( What is wrong with them!
Specifically what kind of penalty are they getting to happiness when they kill the zombies?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Andellmere on September 18, 2014, 09:05:36 PM
Quote from: Justin C on September 18, 2014, 02:49:34 PM
Quote from: Rannzou on September 18, 2014, 08:01:26 AM
I hope the awesome mod maker will fix the colonists actually gets sad killing zombies :( What is wrong with them!
Specifically what kind of penalty are they getting to happiness when they kill the zombies?

They get the 'Saw a stranger die/Killed a stranger' debuff. Which can get ridiculous when they have to kill dozens of zombies at a time.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Lobotomy on September 19, 2014, 03:49:43 AM
Quote from: Rannzou on September 18, 2014, 08:01:26 AM
I hope the awesome mod maker will fix the colonists actually gets sad killing zombies :( What is wrong with them!

To be honest, the real answer to your "what's wrong with them" question is that they're "human beings" (or virtual approximations thereof). Even if the zombies have become mindless killing machines postmortem, at least the ones who were bitten, infected, and turned used to be regular human beings at some point and characters in zombie-genre movies and games and such do (or are at least supposed to) grapple with the moral dilemma of killing them rather than just shrugging it off like some kind of psychopath.

So, to be honest, I think that the characters in the game getting a mood debuff from killing zombies is pretty much things working exactly as they should. If you want your colonists to be a bunch of amoral "I don't care that it's a person I'm gunning down" psychopaths, then you should probably pick colonists that have the actual "Psychopath" trait, which averts that "problem" entirely.  ::)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: thefinn on September 19, 2014, 07:26:43 AM
I'd rather see colonists getting scared and panicking when facing zombies rather than sad, but I'm sure that might come in later updates of the main game.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: d-lord on September 20, 2014, 10:56:31 PM
hey i downloaded the mod and im having trouble i think im really stupid cause i cant see the mods stuff in my rar zip wth am i doing wrong i really wanna play soooooo badly
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 21, 2014, 04:03:53 AM
Quote from: d-lord on September 20, 2014, 10:56:31 PM
hey i downloaded the mod and im having trouble i think im really stupid cause i cant see the mods stuff in my rar zip wth am i doing wrong i really wanna play soooooo badly
The download is a 7-Zip file, so make sure you have either WinRar or 7-Zip (http://www.7-zip.org/) to extract it with. Then you just extract it and throw the "Zombie Apocalypse" folder into the RimWorld "Mods" folder, activate the mod in the Mods menu, and then it should be working. Be sure to create a new world to play on after activating the mod.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: a89a89 on September 21, 2014, 03:25:13 PM
Quote from: Justin C on September 21, 2014, 04:03:53 AM
Quote from: d-lord on September 20, 2014, 10:56:31 PM
hey i downloaded the mod and im having trouble i think im really stupid cause i cant see the mods stuff in my rar zip wth am i doing wrong i really wanna play soooooo badly
The download is a 7-Zip file, so make sure you have either WinRar or 7-Zip (http://www.7-zip.org/) to extract it with. Then you just extract it and throw the "Zombie Apocalypse" folder into the RimWorld "Mods" folder, activate the mod in the Mods menu, and then it should be working. Be sure to create a new world to play on after activating the mod.
It doesn't work,(http://i.imgur.com/VPPobAT.png)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 21, 2014, 03:45:50 PM
Quote from: a89a89 on September 21, 2014, 03:25:13 PM
Quote from: Justin C on September 21, 2014, 04:03:53 AM
Quote from: d-lord on September 20, 2014, 10:56:31 PM
hey i downloaded the mod and im having trouble i think im really stupid cause i cant see the mods stuff in my rar zip wth am i doing wrong i really wanna play soooooo badly
The download is a 7-Zip file, so make sure you have either WinRar or 7-Zip (http://www.7-zip.org/) to extract it with. Then you just extract it and throw the "Zombie Apocalypse" folder into the RimWorld "Mods" folder, activate the mod in the Mods menu, and then it should be working. Be sure to create a new world to play on after activating the mod.
It doesn't work,(http://i.imgur.com/VPPobAT.png)
I honestly have no idea what you did to get that. As I said, 7-Zip and WinRar both work fine for extracting .7z files. Use one of them.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: a89a89 on September 21, 2014, 07:26:41 PM
Quote from: Justin C on September 21, 2014, 03:45:50 PM
Quote from: a89a89 on September 21, 2014, 03:25:13 PM
Quote from: Justin C on September 21, 2014, 04:03:53 AM
Quote from: d-lord on September 20, 2014, 10:56:31 PM
hey i downloaded the mod and im having trouble i think im really stupid cause i cant see the mods stuff in my rar zip wth am i doing wrong i really wanna play soooooo badly
The download is a 7-Zip file, so make sure you have either WinRar or 7-Zip (http://www.7-zip.org/) to extract it with. Then you just extract it and throw the "Zombie Apocalypse" folder into the RimWorld "Mods" folder, activate the mod in the Mods menu, and then it should be working. Be sure to create a new world to play on after activating the mod.
It doesn't work,(http://i.imgur.com/VPPobAT.png)
I honestly have no idea what you did to get that. As I said, 7-Zip and WinRar both work fine for extracting .7z files. Use one of them.
I use zipeg, would that have anything to do with it?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 21, 2014, 08:30:06 PM
Quote from: a89a89 on September 21, 2014, 07:26:41 PM
Quote from: Justin C on September 21, 2014, 03:45:50 PM
Quote from: a89a89 on September 21, 2014, 03:25:13 PM
Quote from: Justin C on September 21, 2014, 04:03:53 AM
Quote from: d-lord on September 20, 2014, 10:56:31 PM
hey i downloaded the mod and im having trouble i think im really stupid cause i cant see the mods stuff in my rar zip wth am i doing wrong i really wanna play soooooo badly
The download is a 7-Zip file, so make sure you have either WinRar or 7-Zip (http://www.7-zip.org/) to extract it with. Then you just extract it and throw the "Zombie Apocalypse" folder into the RimWorld "Mods" folder, activate the mod in the Mods menu, and then it should be working. Be sure to create a new world to play on after activating the mod.
It doesn't work,(http://i.imgur.com/VPPobAT.png)
I honestly have no idea what you did to get that. As I said, 7-Zip and WinRar both work fine for extracting .7z files. Use one of them.
I use zipeg, would that have anything to do with it?
Probably. 7-Zip is pretty much the standard now.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: d-lord on September 21, 2014, 11:18:29 PM
yeah guys i know i have downloaded a bunch of these mods they all show up when i rip them from my winrar but it dosnt show up theres no folder or anything i looked in the achual winrar thing opened it up and its blank there is no folder or anything at all but i dled the one from alpha 4 and alpha 4 dosnt work on alpha 6 so im going mad here
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: d-lord on September 21, 2014, 11:21:28 PM
i love anything zombies but when i found out theres zombies for rimworld i was like f yeah but i cant play :( your mod hates me
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: a89a89 on September 22, 2014, 04:23:29 PM
Quote from: Justin C on September 21, 2014, 08:30:06 PM
Quote from: a89a89 on September 21, 2014, 07:26:41 PM
Quote from: Justin C on September 21, 2014, 03:45:50 PM
Quote from: a89a89 on September 21, 2014, 03:25:13 PM
Quote from: Justin C on September 21, 2014, 04:03:53 AM
Quote from: d-lord on September 20, 2014, 10:56:31 PM
hey i downloaded the mod and im having trouble i think im really stupid cause i cant see the mods stuff in my rar zip wth am i doing wrong i really wanna play soooooo badly
The download is a 7-Zip file, so make sure you have either WinRar or 7-Zip (http://www.7-zip.org/) to extract it with. Then you just extract it and throw the "Zombie Apocalypse" folder into the RimWorld "Mods" folder, activate the mod in the Mods menu, and then it should be working. Be sure to create a new world to play on after activating the mod.
It doesn't work,(http://i.imgur.com/VPPobAT.png)
I honestly have no idea what you did to get that. As I said, 7-Zip and WinRar both work fine for extracting .7z files. Use one of them.
I use zipeg, would that have anything to do with it?
Probably. 7-Zip is pretty much the standard now.
Would you know of a mac alternative?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Iwillbenicetou on September 22, 2014, 06:59:41 PM
Quote from: d-lord on September 21, 2014, 11:21:28 PM
i love anything zombies but when i found out theres zombies for rimworld i was like f yeah but i cant play :( your mod hates me

How? One look in my instructions, two if it doesn't work, then tell us or show us the error log.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 22, 2014, 08:06:41 PM
Quote from: a89a89 on September 22, 2014, 04:23:29 PMWould you know of a mac alternative?
http://www.7-zip.org/download.html

It looks like they have a list of alternatives for people who don't use Windows. I don't own a Mac so I can't promise that any of those are good or even confirm that my mod works properly on a Mac.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Iwillbenicetou on September 23, 2014, 07:54:51 PM
It worked for me on mac... Use the unarchiver tool in the App store.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: d-lord on September 23, 2014, 09:58:47 PM
i am using windows 7 to be exact  i cant show an error log cause therre is no error the file just dosent show up i exstract it nothing shows up when you look in the rar file theres nothing there i cant explain more than that i dled the file 10x times already on 7 diffent sites still nothing but when idled the file back from alpha 4 i get the folder of the game stuff you guys must of changed something i cant be the only fool that is having this problem like there is no file i dont know how to explain even more i dont even know how to screen capture it on my desktop or i would
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: d-lord on September 23, 2014, 10:03:56 PM
!   C:\Users\owner\Documents\Downloads\Zombie_Apocalypse_0_7_1.7z: Unknown method in
!   C:\Users\owner\Documents\Downloads\Zombie_Apocalypse_0_7_1.7z: Unknown method in
!   C:\Users\owner\Documents\Downloads\Zombie_Apocalypse_0_7_1.7z: Error - operation failed

am i high or something cause this is what i get its a blank rar file  this is the 11th time i dled it

heres the diginose
version to extract                       unknow
total files                   0
total size                    0
packed size                 0
ratio                          0%
sfx module size          0 bytes
main comment           absent
passwords                  absent
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 23, 2014, 10:17:39 PM
Quote from: d-lord on September 23, 2014, 09:58:47 PM
i am using windows 7 to be exact  i cant show an error log cause therre is no error the file just dosent show up i exstract it nothing shows up when you look in the rar file theres nothing there i cant explain more than that i dled the file 10x times already on 7 diffent sites still nothing but when idled the file back from alpha 4 i get the folder of the game stuff you guys must of changed something i cant be the only fool that is having this problem like there is no file i dont know how to explain even more i dont even know how to screen capture it on my desktop or i would
1) Install 7-Zip.
2) Download Zombie Apocalypse.
3) Right click on the .7z file, select 7-Zip > Extract Here.

If you follow those steps and it doesn't work then you did one of the steps wrong.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: d-lord on September 23, 2014, 10:53:09 PM
.... why dose it work for 7-zip but not winrar ....omg im a dumbass sorry
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 24, 2014, 12:04:14 AM
Quote from: d-lord on September 23, 2014, 10:53:09 PM
.... why dose it work for 7-zip but not winrar ....omg im a dumbass sorry
WinRar works fine for me.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: d-lord on September 24, 2014, 02:08:32 AM
i was using winrar the whole time and got squat as soon as buddy told me to dl 7-zip it showed up  im really sorry guys ive been rude
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Iwillbenicetou on September 27, 2014, 02:28:49 PM
Hey Justin, look what I found on youtube!
https://www.youtube.com/watch?v=tV3_LimvjlM (https://www.youtube.com/watch?v=tV3_LimvjlM)

It's an update vid on mods/games, and your mod was showcased in it!
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 27, 2014, 03:45:42 PM
Quote from: Iwillbenicetou on September 27, 2014, 02:28:49 PM
Hey Justin, look what I found on youtube!
https://www.youtube.com/watch?v=tV3_LimvjlM (https://www.youtube.com/watch?v=tV3_LimvjlM)

It's an update vid on mods/games, and your mod was showcased in it!
That's awesome! Thanks for the link. ;D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Jebb0482 on September 27, 2014, 05:53:20 PM
Whenever I download this mod and put it into the mod folder, it doesn't work. I believe the problem is the download not giving me any information other than the folders and the dll file. for instance, the dll file takes up no memory so that leads me to believe its empty, it also lacks a few other folders that other mods have. (I believe these are textures and languages) please help! this mod looks amazing and I would love to play it
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 27, 2014, 06:23:45 PM
Quote from: Jebb0482 on September 27, 2014, 05:53:20 PM
Whenever I download this mod and put it into the mod folder, it doesn't work. I believe the problem is the download not giving me any information other than the folders and the dll file. for instance, the dll file takes up no memory so that leads me to believe its empty, it also lacks a few other folders that other mods have. (I believe these are textures and languages) please help! this mod looks amazing and I would love to play it
There are no textures or language files needed, and the DLL should be small since the entire C# side of the mod is less than 1400 lines of code.

Make sure you do not have an extra folder in there. In the Mods folder you should have the "Zombie Apocalypse" folder, and if you click into that one you should see the About, Assemblies and Defs folder. If you have done that properly, make sure you go to the "Mods" menu and activate the mod.

Once it's activated, make sure you create a new planet and then create your new colony on that planet. If the mod is working, when you get into the game "Zombie Virus Active" will display at the bottom right of the screen while you are in a game.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: RemingtonRyder on September 28, 2014, 04:09:05 AM
Had great fun playing with this mod today.  Even if my colonist Tee did turn into a badass zombie that I had to put down.

Goes without saying now, exercise caution around corpses when the zombie virus goes airborne.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Iwillbenicetou on September 28, 2014, 08:31:07 PM
One, congrats on becoming a colonist.
Two, there should be a version where the walkers are pretty slow, but instakill anything.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 28, 2014, 08:53:49 PM
Quote from: Iwillbenicetou on September 28, 2014, 08:31:07 PM
One, congrats on becoming a colonist.
Am I a colonist?

QuoteTwo, there should be a version where the walkers are pretty slow, but instakill anything.
Zombie bites are about as close to instakills as I am willing to go.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Jaxxa on September 28, 2014, 08:58:50 PM
Quote from: Justin C on September 28, 2014, 08:53:49 PM
Quote from: Iwillbenicetou on September 28, 2014, 08:31:07 PM
One, congrats on becoming a colonist.
Am I a colonist?
Yes, Can you not see on the left it under your name it says:

Justin C
Private Tester
Colonist

It looks like colonist is someone who has 100 posts.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Iwillbenicetou on September 28, 2014, 09:22:26 PM
My next goal is to get private tester. Hopefully Tynan trusts me enough... You get planetologist at 1000 posts.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: SaymonCZ on September 29, 2014, 10:46:14 AM
Do zombies replace other events?
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on September 29, 2014, 03:10:45 PM
Quote from: SaymonCZ on September 29, 2014, 10:46:14 AM
Do zombies replace other events?
No. Zombie raids happen in addition to the usual raids.
Title: Re: [MOD] (Alpha 3F) Rimworld Zombie Apocalypse (v. 0.5)
Post by: noahdaorkyboy on September 30, 2014, 02:29:23 PM
Quote from: Celthric Aysen on May 20, 2014, 04:27:17 AM
*cough*Call of Duty Black Ops Zombie mode*cough*
get out of here with that gay shit!
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Dr. Z on October 01, 2014, 04:19:54 AM
Congrats Justin, your mod is famous enough for someone to post spam on it.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Evul on October 01, 2014, 04:34:25 AM
It disappeared somehow. :)
-Mod
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on October 01, 2014, 04:12:45 PM
The Alpha 7 release of Zombie Apocalypse is done, but I am waiting to release it until tomorrow. I want to do some additional testing among other things.

But I think you guys are going to be happy with this release.
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Romi on October 02, 2014, 01:01:33 PM
Hey Justin C if you need a tester you can call me.I'm free at time after 4 a clock and i'm good at detecting bugs.Just say the word and i'm ready to test this awesome mod :D
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Axel on October 02, 2014, 02:22:10 PM
Quote from: Justin C on October 01, 2014, 04:12:45 PM
But I think you guys are going to be happy with this release.
-breathes heavily- are there going to be new things o...o
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Shinzy on October 02, 2014, 02:38:00 PM
Quote from: Axel on October 02, 2014, 02:22:10 PM
Quote from: Justin C on October 01, 2014, 04:12:45 PM
But I think you guys are going to be happy with this release.
-breathes heavily- are there going to be new things o...o
If it's not gna be a chainsaw imma not be impressed!
at. all.
(Yes I will be, but zombies and chainsaws are just a match made in heaven)
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Axel on October 02, 2014, 03:05:18 PM
Quote from: Shinzy on October 02, 2014, 02:38:00 PM
Quote from: Axel on October 02, 2014, 02:22:10 PM
Quote from: Justin C on October 01, 2014, 04:12:45 PM
But I think you guys are going to be happy with this release.
-breathes heavily- are there going to be new things o...o
If it's not gna be a chainsaw imma not be impressed!
at. all.
(Yes I will be, but zombies and chainsaws are just a match made in heaven)

What if they're carrying melee weapons?.... like a chainsaw...
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Iwillbenicetou on October 02, 2014, 06:18:28 PM
Man, chainsaw, just ambush your enemies and that will be fun...
Title: Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7.1 - Sep 11)
Post by: Justin C on October 03, 2014, 08:00:46 AM
The Alpha 7 release and an article about the new features has been posted to ModDB. It should be available for download within a couple of hours. NexusMods will be updated either tonight or tomorrow.

Patch notes:
Quote- The base chance of a pawn being bitten when struck by a zombie has been raised from 16% to 21%.
- Melee skill level now reduces the infection chance by 1% per level. So a colonist with a Melee skill of 0 will have the base 21% chance of being bitten and a colonist with a maxed Melee skill of 20 will have a 1% chance of being bitten.
- Zombies no longer take reduced Melee damage.
- Cutting weapons now deal a base 200% damage to zombies, plus an extra 0-300% depending on Melee skill level.
- Cutting weapons now have a base 25% chance to one-shot Zombies, plus an extra 0-40% chance depending on Melee skill level.
- There is now a "Zombie Infection" disease that infects the area of zombie bites. This disease will have various detrimental effects on a colonist's health, in addition to the usual damage that the infection deals. The Zombie Infection will be visible in the Health tab of any bitten colonist.
- The damage done to colonists by zombie infections has been slowed considerably to compensate for the added health debuffs.
- The red blink damage effect for bitten humans has been removed.
- Any bitten limb can now be amputated, curing the colonist of the infection, but leaving them with a permanent disability. This only applies to infections on limbs and parts that can be removed.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 03, 2014, 05:19:20 PM
All right, the article and download have been approved on ModDB. You can view them here:
http://www.moddb.com/mods/rimworld-zombie-apocalypse/news/rimworld-zombie-apocalypse-v-10-release

As I mentioned in the article I now consider this mod feature-complete, so this is being called the 1.0 release.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dr. Z on October 03, 2014, 05:40:09 PM
Is the zombie bite restricted to outer bodyparts? Because a bit in the kidney or the lung wouldn't make much sense IMO.

Related to other features: I'm really looking forward to the death of my colony to make a new one with zombies!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Shinzy on October 03, 2014, 05:56:12 PM
Aw yeaah!
Okay there may not be chainsaws but.. Zombie leather
Jay C! you are amazing!
that is all
you may go now
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 03, 2014, 07:14:00 PM
Quote from: Dr. Z on October 03, 2014, 05:40:09 PM
Is the zombie bite restricted to outer bodyparts? Because a bit in the kidney or the lung wouldn't make much sense IMO.

Related to other features: I'm really looking forward to the death of my colony to make a new one with zombies!
Yeah, it's only outer body parts that get bitten.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Okava on October 04, 2014, 03:31:48 PM
Well...Looks like ive found some problem with the new Alpha 7 Zombie mod. My colonists just Can't see storage areas, it's like nothing more than just a randomly coloured square on the ground. When my colonists have landed, i've tried to gather some supplies AAAaaaaaannnnnnnd That's whan happened

(http://i.imgur.com/2qJ5ZW8.jpg?1)

The mods im using are:
Lantern
EdB Prepare Carefully
Surgeon Extended
[T] ConditionRed
[T] ExpandedCloth
[T] MoreBeds
[T] MoreFloors
Practise Target
(obviously) Zompie Apocalypse (v. 1.0)

Does anybody know any compability problems including these mods, or any other solution of such problem?

I tried playing without that mod first, and the issue appeared in a world created After turning on the zombie mode.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 04, 2014, 05:16:13 PM
Quote from: Okava on October 04, 2014, 03:31:48 PM
Well...Looks like ive found some problem with the new Alpha 7 Zombie mod. My colonists just Can't see storage areas, it's like nothing more than just a randomly coloured square on the ground. When my colonists have landed, i've tried to gather some supplies AAAaaaaaannnnnnnd That's whan happened

<image>

The mods im using are:
Lantern
EdB Prepare Carefully
Surgeon Extended
[T] ConditionRed
[T] ExpandedCloth
[T] MoreBeds
[T] MoreFloors
Practise Target
(obviously) Zompie Apocalypse (v. 1.0)

Does anybody know any compability problems including these mods, or any other solution of such problem?

I tried playing without that mod first, and the issue appeared in a world created After turning on the zombie mode.
That's a really weird bug to be having. I don't touch items or stockpiles, so I'm not sure how this could be caused by Zombie Apocalypse.

Just to be sure, your stockpile is configured to allow the item you are trying to haul, right? And if you play the game in developer mode do you get any errors?

I'll have to look into it later to see if I can figure out what is causing it.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Okava on October 04, 2014, 06:47:24 PM
Yes the stockpile was set to be able to hold Everything just to see what will happen but without any results. I didn't even know about something called "development mode", and i've checked it. And, well...im not sure what happened few minutes ago, but the bug disappeared. There are 2 options, pc reboot or launching the game in the development mode (maybe it fixed some things, don't know).
I'm a bit confused about that, but it works fine now so whatever xD Eventually, you probably helped me so thanks a lot :D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 04, 2014, 07:06:33 PM
Quote from: Okava on October 04, 2014, 06:47:24 PM
Yes the stockpile was set to be able to hold Everything just to see what will happen but without any results. I didn't even know about something called "development mode", and i've checked it. And, well...im not sure what happened few minutes ago, but the bug disappeared. There are 2 options, pc reboot or launching the game in the development mode (maybe it fixed some things, don't know).
I'm a bit confused about that, but it works fine now so whatever xD Eventually, you probably helped me so thanks a lot :D
Errors that fix themselves are the worst kind of errors. :P

I'm still going to look into it to see if I can figure out what is causing the problem, but I'm glad you got it working at least.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: falloute on October 04, 2014, 11:48:38 PM
When I download in the Zip folder there is nothing in there? What do I do to fix. :(
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 05, 2014, 12:13:14 AM
Quote from: falloute on October 04, 2014, 11:48:38 PM
When I download in the Zip folder there is nothing in there? What do I do to fix. :(
It's a 7-Zip file. You will need something that can extract a .7z file.

7-Zip is the best option for Windows users:
http://www.7-zip.org/

If you aren't a Windows user you will have to find an alternative on Google.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: falloute on October 05, 2014, 12:15:54 AM
Oh Okay I got 7-Zip and im on windows 7, Thank you. I'll try now.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Kais23 on October 05, 2014, 12:35:16 AM
So kinda ran into a problem, not sure if my fault or not:
Just got attacked by raiders and fended them off. Took the bodies away from my base as my crematory had no power atm. I noticed then that there were zombies roaming around the field, so I gathered my colonists up to go kill them but they wouldn't attack. Had them drafted and all were capable of killing, but they just wouldn't fire, even when the zombie was right on top of them. Help?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vinch on October 05, 2014, 08:37:51 AM
Hello everyone!

I just registered to  repport a little problem i have with the mod.
I play on alpha 7 and the enabled mods yours (obviously) and the "prepare carefully" one.

A group of 3 travellers came near my colony and after a few days, they started to starve to death. Nothing wrong at this point until i saw that 1 of them had a severe zombie infectation.
At this point of the game i didn't have any zombie related event and the virus isn't airborne.

So, when the unfortunate turned into a zombie I drafted my best shooter in order to deal with it... only to find that i can't fire on it! I mean the only interraction i get with my drafted guy is to"arrest the zombie" or "go there".  Note that it still trying to eat the brains of my colonists.

After reloading the game i got this error panel : https://www.dropbox.com/s/rl4hy0hiketi9ok/screenshot1.png?dl=0
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Iwillbenicetou on October 05, 2014, 11:09:27 AM
It seems that the zombie didn't change faction when it died. Check to make sure that the world was properly made. If you still have problems, then just force fire on the "zombie" by right clicking.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: falloute on October 05, 2014, 12:50:11 PM
How many days does it to take the zombies to get to me? I'm already 36 days in and I got tons of travelers none of them have infection and I killed a few people to see if they turned ( raiders ) and nothing happened?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 05, 2014, 03:00:40 PM
Quote from: falloute on October 05, 2014, 12:50:11 PM
How many days does it to take the zombies to get to me? I'm already 36 days in and I got tons of travelers none of them have infection and I killed a few people to see if they turned ( raiders ) and nothing happened?
Some travelers will be infected. That's intended.

The time between attacks is random, and is affected by your chosen difficulty. If you are playing on "Challenge" mode the maximum time between raids is 2 months (30 days). If you are playing on the hardest mode that goes down to 21 days.

Not being able to shoot them is a bug. I will have to look into that.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Axeyos on October 05, 2014, 04:20:06 PM
I was hunting animals then it happend o.0
http://imgur.com/gbnJgDR
THEY INVADED MY COLONY AND DESTROYED EVERYTHING IN A SECOND. xD
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 05, 2014, 04:35:12 PM
Quote from: Axeyos on October 05, 2014, 04:20:06 PM
I was hunting animals then it happend o.0
http://imgur.com/gbnJgDR
THEY INVADED MY COLONY AND DESTROYED EVERYTHING IN A SECOND. xD
Did that happen in your second month? That is a massive invasion.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MisterLock on October 05, 2014, 04:51:42 PM
Quote from: Axeyos on October 05, 2014, 04:20:06 PM
I was hunting animals then it happend o.0
http://imgur.com/gbnJgDR
THEY INVADED MY COLONY AND DESTROYED EVERYTHING IN A SECOND. xD

What were those walls and doors made out of?They seem really really white...Reminds me of glitter tech
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: shadowstreaker on October 05, 2014, 04:56:53 PM
I found out that if you block the entire area behind sandbags and have a nicely hid away place, you wont get properly attacked by the zombies and they will fill in the rest of the map until you attack one, long story short i had 370 zombies on my map and complete protection from every other possible attacking force
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Axeyos on October 06, 2014, 12:51:04 PM
Quote from: Justin C on October 05, 2014, 04:35:12 PM
Quote from: Axeyos on October 05, 2014, 04:20:06 PM
I was hunting animals then it happend o.0
http://imgur.com/gbnJgDR
THEY INVADED MY COLONY AND DESTROYED EVERYTHING IN A SECOND. xD
Did that happen in your second month? That is a massive invasion.
No, i was playing on Random so...
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: bullet on October 06, 2014, 03:41:33 PM
By the way, as the alpha 7 gave us more melee weapons, may it's time for the CHAINSAW?  ::)
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Iwillbenicetou on October 06, 2014, 06:30:35 PM
Quote from: falloute on October 05, 2014, 12:50:11 PM
How many days does it to take the zombies to get to me? I'm already 36 days in and I got tons of travelers none of them have infection and I killed a few people to see if they turned ( raiders ) and nothing happened?

Did you follow the correct guidlines (hint, look on the very bottom of my post) That may be why.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: falloute on October 06, 2014, 08:09:10 PM
I found zombies :P people started a territorial war ( one of the addons I think I have ) then they all turned but all of them were like neutral ( teal like color ) and my guys wouldn't manually fire at them, I had to make them fire. I know this is a kind of known bug just saying I got this too.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: 17shadow on October 06, 2014, 09:32:52 PM
I have the empty files problem, when I extract the game with my 7zip it says the compression method is invalid, and the files appear but are empty. And yes, I extract it with 7-zip.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Gregzenegair on October 07, 2014, 08:45:45 AM
Dear autor, hello, the archive file is broken, we can't play the mod. Please re upload it.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: michal3588 on October 07, 2014, 01:23:06 PM
Is that possible to make zombie race hostile? This is impossible to fight horde by clicking colonists one by one and then zombie :/.
Deactivating mod will broke my save?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 07, 2014, 05:38:51 PM
Quote from: michal3588 on October 07, 2014, 01:23:06 PM
Is that possible to make zombie race hostile? This is impossible to fight horde by clicking colonists one by one and then zombie :/.
Deactivating mod will broke my save?
The zombie race cannot be anything but hostile. I have no idea why people are running into "friendly" zombies.

Quote from: Gregzenegair on October 07, 2014, 08:45:45 AM
Dear autor, hello, the archive file is broken, we can't play the mod. Please re upload it.
Quote from: 17shadow on October 06, 2014, 09:32:52 PM
I have the empty files problem, when I extract the game with my 7zip it says the compression method is invalid, and the files appear but are empty. And yes, I extract it with 7-zip.
I just downloaded the file and it extracted fine. Try downloading it again. Maybe the download was just corrupted.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Iwillbenicetou on October 07, 2014, 08:40:55 PM
Quote from: Justin C on October 07, 2014, 05:38:51 PM
Quote from: michal3588 on October 07, 2014, 01:23:06 PM
Is that possible to make zombie race hostile? This is impossible to fight horde by clicking colonists one by one and then zombie :/.
Deactivating mod will broke my save?
The zombie race cannot be anything but hostile. I have no idea why people are running into "friendly" zombies.

I think what's happening is that friendly visitors turn, and somehow show up as friendly. This then is the bug. That is my theory.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 07, 2014, 09:50:47 PM
Quote from: Iwillbenicetou on October 07, 2014, 08:40:55 PM
Quote from: Justin C on October 07, 2014, 05:38:51 PM
Quote from: michal3588 on October 07, 2014, 01:23:06 PM
Is that possible to make zombie race hostile? This is impossible to fight horde by clicking colonists one by one and then zombie :/.
Deactivating mod will broke my save?
The zombie race cannot be anything but hostile. I have no idea why people are running into "friendly" zombies.

I think what's happening is that friendly visitors turn, and somehow show up as friendly. This then is the bug. That is my theory.
Yeah, the problem is I am testing it and can't recreate the problem. The zombie faction should never be in good standing, and I set the faction to the Zombie faction when turning visitors.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: went63 on October 08, 2014, 02:06:37 AM
what happens if a zombie bites a prosthetic part of a colonist if it/he/she has one?  does that colonist still becomes a zombie even though a prosthetic was bitten instead of skin/tissue?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: michal3588 on October 08, 2014, 04:16:41 AM
Quote from: went63 on October 08, 2014, 02:06:37 AM
what happens if a zombie bites a prosthetic part of a colonist if it/he/she has one?
Prosthetic become zombie and tries to kill it's owner :p.
I've made mistake in previous post. Zombies are hostile (they are attacking colonists) but colonists won't auto-fire on them. Just like raged animals in previous versions.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Reaper on October 08, 2014, 06:04:08 AM
still drooling over all of this mod but the airborne infection...
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: steveuk on October 08, 2014, 06:08:35 AM
I am having the same issue of colonist's and turrets not attacking zombies. The zombie's names are in blue, not the usual red?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 08, 2014, 06:36:19 AM
Quote from: steveuk on October 08, 2014, 06:08:35 AM
I am having the same issue of colonist's and turrets not attacking zombies. The zombie's names are in blue, not the usual red?
Yeah, lots of people are having that issue.

For anyone having the issue, could you please send me the saves for your planet and colony so I can look into the issue? Also, please list any mods you are using alongside Zombie Apocalypse for me.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: steveuk on October 08, 2014, 08:06:51 AM
Hi Justin, your mod was the only one I had installed. Unfortunately, I have no save as I started another game without ZA.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Inzann on October 09, 2014, 11:32:26 AM
I have a question about the best way to kill infected colonists? I tried arresting them putting them in their prison room and then either executing them or hospital bed > euthanize. But in all cases they instantly turn into a zombie that starts attacking the doctor or warden.

Does it work if i take their heart out instead or should I get another colonist of mine to lob grenades at the infected one? I am very new to RimWorld so maybe I'm missing something obvious.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Rex705 on October 09, 2014, 01:40:03 PM
Quote from: Inzann on October 09, 2014, 11:32:26 AM
I have a question about the best way to kill infected colonists? I tried arresting them putting them in their prison room and then either executing them or hospital bed > euthanize. But in all cases they instantly turn into a zombie that starts attacking the doctor or warden.

Does it work if i take their heart out instead or should I get another colonist of mine to lob grenades at the infected one? I am very new to RimWorld so maybe I'm missing something obvious.
Put the infected in a small room with turrets and lock the door.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 09, 2014, 04:26:35 PM
Quote from: Inzann on October 09, 2014, 11:32:26 AM
I have a question about the best way to kill infected colonists? I tried arresting them putting them in their prison room and then either executing them or hospital bed > euthanize. But in all cases they instantly turn into a zombie that starts attacking the doctor or warden.

Does it work if i take their heart out instead or should I get another colonist of mine to lob grenades at the infected one? I am very new to RimWorld so maybe I'm missing something obvious.
There's no way to prevent them from turning. I could make it so if you destroy the brain they won't turn, but that won't happen until Alpha 8 at least. If you can't cure them by amputating a limb, your best bet is to isolate them. Arrest them and as Rex said, put some turrets outside their door.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Rimfire on October 09, 2014, 09:53:41 PM
Here's a save- a big mess of zombies will turn shortly.

http://speedy.sh/hHdWt/Bunker-49-Copy.rwm

I know it may not be a mod compatibility issue, but the mods I was using for that game were:

-Apparello
-EdBInterface
-EdBPrepareCarefully
-SimpleMedicineCraft
-SurgeryExtended
-Zombie Apocalypse
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Omni on October 10, 2014, 01:27:49 AM
Quote from: Reaper on October 08, 2014, 06:04:08 AM
still drooling over all of this mod but the airborne infection...
I've always steered clear of this mod for what sounds like a random "you lose" scenario that could be looming over the horizon any minute. I could understand it as an optional addon, but I think it should be the exception, not the norm. Are we not understanding how it works or is it really an arbitrary game-over?

Quote from: Justin C on October 09, 2014, 04:26:35 PM[...] I could make it so if you destroy the brain they won't turn, [...]
That sounds like a great idea, actually.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 10, 2014, 02:15:58 AM
Quote from: Omni on October 10, 2014, 01:27:49 AM
Quote from: Reaper on October 08, 2014, 06:04:08 AM
still drooling over all of this mod but the airborne infection...
I've always steered clear of this mod for what sounds like a random "you lose" scenario that could be looming over the horizon any minute. I could understand it as an optional addon, but I think it should be the exception, not the norm. Are we not understanding how it works or is it really an arbitrary game-over?

Quote from: Justin C on October 09, 2014, 04:26:35 PM[...] I could make it so if you destroy the brain they won't turn, [...]
That sounds like a great idea, actually.
The Airborne event won't happen every game (I rarely run into it when testing), and it isn't necessarily a game over. All it means is that after every fight with raiders the dead will start turning after a while. You have some time to burn bodies, and you also know that they are definitely going to turn so it's not like it's a surprise.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Omni on October 10, 2014, 06:49:13 AM
Quote from: Justin C on October 10, 2014, 02:15:58 AM
Quote from: Omni on October 10, 2014, 01:27:49 AM
Quote from: Reaper on October 08, 2014, 06:04:08 AM
still drooling over all of this mod but the airborne infection...
I've always steered clear of this mod for what sounds like a random "you lose" scenario that could be looming over the horizon any minute. I could understand it as an optional addon, but I think it should be the exception, not the norm. Are we not understanding how it works or is it really an arbitrary game-over?

Quote from: Justin C on October 09, 2014, 04:26:35 PM[...] I could make it so if you destroy the brain they won't turn, [...]
That sounds like a great idea, actually.
The Airborne event won't happen every game (I rarely run into it when testing), and it isn't necessarily a game over. All it means is that after every fight with raiders the dead will start turning after a while. You have some time to burn bodies, and you also know that they are definitely going to turn so it's not like it's a surprise.

Well that sounds far less frustrating, glad to hear it. ;D In that case, doesn't sound like a game-breaker and I'll have to try it out.

Still:
Quote from: Justin C on May 20, 2014, 02:09:20 AMZombie Apocalypse/Airborne Zombie Virus
- The zombie virus goes airborne and affects all humans and corpses. All human corpses will start reanimating even if they were never bitten while living.
- This incident never ends. Once the virus goes airborne, everyone is infected.

I originally thought "everyone is infected" meant "everyone would start the process of turning into a zombie". But even with a corrected understanding, wouldn't this mean that any colonist that dies would immediately become a zombie, or become a zombie shortly after? I love the idea of random raider corpses reanimating, but it might be nice to give a colonist who has fought hard a proper "funeral", no zombification involved. As in, it'd be nice if a dead friend isn't ALWAYS a threat once that event occurs. (Then again, that could be part of the fun.) I'd like any zombification of my colonists to feel like my fault for not protecting them, not simply a default consequence of death.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MisterLock on October 10, 2014, 07:54:02 AM
Quote
I originally thought "everyone is infected" meant "everyone would start the process of turning into a zombie". But even with a corrected understanding, wouldn't this mean that any colonist that dies would immediately become a zombie, or become a zombie shortly after? I love the idea of random raider corpses reanimating, but it might be nice to give a colonist who has fought hard a proper "funeral", no zombification involved. As in, it'd be nice if a dead friend isn't ALWAYS a threat once that event occurs. (Then again, that could be part of the fun.) I'd like any zombification of my colonists to feel like my fault for not protecting them, not simply a default consequence of death.

Pretty sure Justin already explained this...When the airborn incident hits,it will never go away,It's basically The Walking Dead style,If you know a little about the walking dead,you would know the time it takes a person to turn into a walker varies,so I think this is what Justin wants to acomplish with this Airborn virus incident.Long story short,you will have some time to deal with the bodies,before they start chomping on your colonists...That includes burials for your proper colonists downed in raids.

Other then that...I really am not trying to be rude,but this is really dumb...Why would anyone make a event in his own mod that basically kills the colony...Like I said what Justin means was a infection like TWD....I really really,don't know how you could of thought of this,did you never watch a zombie movie or something before.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Omni on October 10, 2014, 12:07:29 PM
Quote from: MisterLock on October 10, 2014, 07:54:02 AMPretty sure Justin already explained this...When the airborn incident hits,it will never go away,It's basically The Walking Dead style,If you know a little about the walking dead,you would know the time it takes a person to turn into a walker varies,so I think this is what Justin wants to acomplish with this Airborn virus incident.Long story short,you will have some time to deal with the bodies,before they start chomping on your colonists...That includes burials for your proper colonists downed in raids.

Other then that...I really am not trying to be rude,but this is really dumb...Why would anyone make a event in his own mod that basically kills the colony...Like I said what Justin means was a infection like TWD....I really really,don't know how you could of thought of this,did you never watch a zombie movie or something before.
My apologies for asking questions that have been asked before. And I was wondering the same thing (about the purpose of an event that kills the colony), but it seems it I just didn't quite understand the explanation. And no worries about being rude; you're fine so far. Even if you do say anything a bit rude, I've got a tough enough skin. :D

And certainly I've seen plenty of zombie movies, but I probably lean toward more classic depictions. Zombies, specifically the slow kind, serve as a wonderful metaphor for and personification of our fears of death. Simon Pegg wrote about (http://www.theguardian.com/media/2008/nov/04/television-simon-pegg-dead-set) the subject. A key point there is the concept that your true enemy isn't the zombies themselves, it's the potential of making a mistake. Zombies are easy enough to avoid if you keep your wits about you, but death might be as simple as forgetting to close a gate properly. (Though translating the concept into a video game mechanic usually involves making them a bit more aggressive and dangerous, as it's very difficult to get across that mood without it becoming boring.)

Speaking of which, Project Zomboid (http://projectzomboid.com/). A fantastic game, though slow paced. ;D Looking forward to the features in its future.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MisterLock on October 10, 2014, 02:22:58 PM
Quote
Speaking of which, Project Zomboid (http://projectzomboid.com/). A fantastic game, though slow paced. ;D Looking forward to the features in its future.

Well well well,I guess great minds think the same,In fact I already know about project zomboid.I've been follwing that game ever since it's very early shell.Back then the game was nothing like it is now,I guess I could say i've been following it ever since the Pre-Alpha Tech Demo.That's what got me into lookin in a Rimworld zombie mod,that and TWD,and Justin here is a doing a great job,I really hope he finds the balance between modding and his RL and will not drop out on this mod like some other modders here did.

Edit:Isn't Simon Pegg the guy who played Shaun in Shaun of the Dead?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: steveuk on October 10, 2014, 02:38:35 PM
Project Zomboid is fantastic and along with Rimworld, they are two of my favourite games. As for the airborne virus. There is nothing to fear. The dead will re-animate but once killed, remain dead  ;D
Make sure you research stone cutting and cremation as priorities and you should have no problems. I play on serious challenge level and have yet to lose a colony by zombification alone. I would also suggest slowing the zombies down a bit (Romero style). I normally make them slower but have many more of them to contend with so it suits my idea of a zombie holocaust.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Omni on October 10, 2014, 09:26:46 PM
Quote from: MisterLock on October 10, 2014, 02:22:58 PM
Quote
Speaking of which, Project Zomboid (http://projectzomboid.com/). A fantastic game, though slow paced. ;D Looking forward to the features in its future.

Well well well,I guess great minds think the same,In fact I already know about project zomboid.I've been follwing that game ever since it's very early shell.Back then the game was nothing like it is now,I guess I could say i've been following it ever since the Pre-Alpha Tech Demo.That's what got me into lookin in a Rimworld zombie mod,that and TWD,and Justin here is a doing a great job,I really hope he finds the balance between modding and his RL and will not drop out on this mod like some other modders here did.

Edit:Isn't Simon Pegg the guy who played Shaun in Shaun of the Dead?

Yup, that's Simon Pegg. :) The only reason I know he made that statement/wrote that piece is actually from Project Zomboid's old website. I remember the old tech demo, and OH MAN has it come a long way since then. That game is shaping up to be so amazing. Currently have the i-will-back-up-my-save branch set up on my Steam account.

Quote from: steveuk on October 10, 2014, 02:38:35 PM
Project Zomboid is fantastic and along with Rimworld, they are two of my favourite games. As for the airborne virus. There is nothing to fear. The dead will re-animate but once killed, remain dead  ;D
Make sure you research stone cutting and cremation as priorities and you should have no problems. I play on serious challenge level and have yet to lose a colony by zombification alone. I would also suggest slowing the zombies down a bit (Romero style). I normally make them slower but have many more of them to contend with so it suits my idea of a zombie holocaust.

Hmm, alright. That sounds manageable. Guess I just had a knee-jerk reaction to the thought of everyone turning. (Also, pretty sure I could just comment out the airborne event in the files, but I wanted to bring the potential issue to attention. Seems I'm a bit late to the party, though, haha.)

...was already considering manually slowing the zombies for my game by editing the files. I know it'll be futile in the end anyway as far as survival, it'll just keep the zombies as their delightfully slow, creeping, ultimately unavoidable selves. ;)

As a modder, modding mods is great fun. ;D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 10, 2014, 10:48:41 PM
Quote from: MisterLock on October 10, 2014, 02:22:58 PM
Quote
Speaking of which, Project Zomboid (http://projectzomboid.com/). A fantastic game, though slow paced. ;D Looking forward to the features in its future.

Well well well,I guess great minds think the same,In fact I already know about project zomboid.I've been follwing that game ever since it's very early shell.Back then the game was nothing like it is now,I guess I could say i've been following it ever since the Pre-Alpha Tech Demo.That's what got me into lookin in a Rimworld zombie mod,that and TWD,and Justin here is a doing a great job,I really hope he finds the balance between modding and his RL and will not drop out on this mod like some other modders here did.
Don't worry, I'm not going anywhere.

Quote from: Omni on October 10, 2014, 12:07:29 PMMy apologies for asking questions that have been asked before.
How dare you not read through the entire 25 page conversation before asking your questions! :P
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: sanya02 on October 15, 2014, 08:53:34 AM
Alpha 7, zombie apocalypse v.1.0. A new world, a new colony, the inscription in the lower right corner, zombie mod active! But nothing happens !!!!!!!!!!!!! Killed his colonist, he lay for three days, and not turned into a zombie! And do not go zombie! What's wrong ??
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MisterLock on October 15, 2014, 08:58:48 AM
Quote from: sanya02 on October 15, 2014, 08:53:34 AM

Alpha 7, zombie apocalypse v.1.0. A new world, a new colony, the inscription at the bottom right, zombie mod active! BUT NOTHING HAPPENS !!!!!!!!!!!!! Killed his colonist, he lay three days, and have not turned into a zombie! And the zombies are coming! What's wrong ??

I don't really understand what you are saying...What I am getting from your comment is that no zombies have come to your colony yet?But at the same time you later said "Zombies are coming"...I am pretty sure you just didn't phrase it right but then again I can't give a tip to something I don't understand...As for the "Killed his colonist, he lay three days, and have not turned into a zombie!"...That only happens if the virus goes airborne through some event,If the event didn't happen no corpses will turn into zombies.You can manually trigger the event through the event console in dev mode if you really want it.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: sanya02 on October 15, 2014, 09:34:36 AM
Quote from: MisterLock on October 15, 2014, 08:58:48 AM
Quote from: sanya02 on October 15, 2014, 08:53:34 AM

Alpha 7, zombie apocalypse v.1.0. A new world, a new colony, the inscription at the bottom right, zombie mod active! BUT NOTHING HAPPENS !!!!!!!!!!!!! Killed his colonist, he lay three days, and have not turned into a zombie! And the zombies are coming! What's wrong ??

I don't really understand what you are saying...What I am getting from your comment is that no zombies have come to your colony yet?But at the same time you later said "Zombies are coming"...I am pretty sure you just didn't phrase it right but then again I can't give a tip to something I don't understand...As for the "Killed his colonist, he lay three days, and have not turned into a zombie!"...That only happens if the virus goes airborne through some event,If the event didn't happen no corpses will turn into zombies.You can manually trigger the event through the event console in dev mode if you really want it.
I'm sorry, I'm writing through a translator! I'm from Moscow) NO zombies DO NOT GO! 20 days have passed and they did not go! A sign at the bottom right lights Activiti zombies! According to the idea if I kill the colonist it should turn into a zombie!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: sanya02 on October 15, 2014, 10:20:28 AM
ok! then after some time to come the red message "VIRUS AIRBORNE"? That the epidemic started in a neighboring town, and it is necessary to burn the bodies!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 15, 2014, 02:45:43 PM
Quote from: sanya02 on October 15, 2014, 10:20:28 AM
ok! then after some time to come the red message "VIRUS AIRBORNE"? That the epidemic started in a neighboring town, and it is necessary to burn the bodies!
Now corpses will start turning into zombies like you were looking to happen.

"Zombie Virus Active" means that zombie raids will happen. The raids can sometimes take a couple months to happen. When zombies attack they can infect humans they attack, and that is when they will turn.

"Zombie Virus Airborne" means that everyone is infected, and everyone will turn after they die.

So I guess the fact that so many people have been commenting about the time it takes for zombie attacks to happen means the timer is a bit too high. Do you guys agree that it needs to be turned down a bit?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: sanya02 on October 15, 2014, 03:06:26 PM
Thank you! Figured out, it works! Zombies are almost at the end of the month begin to come))
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MisterLock on October 15, 2014, 03:36:23 PM
Quote
So I guess the fact that so many people have been commenting about the time it takes for zombie attacks to happen means the timer is a bit too high. Do you guys agree that it needs to be turned down a bit?

Nope,1 day reanimation time seems fine to me...I know it's way to complex for Rimworld but it would be awesome when the airborn incident comes,people reanimate based on the trauma of their death,being bitten and slowly dying by infection you would obviously take a few hours to turn while in dead body form,but if you are for example shot to death or stabbed by a raider,you will take way less to reanimate.Basically even more The Walking dead style.

Also something really weird happend to me,some tribals came by,atacked and some of them got incaped by my turrets,one of those incaps had his brain destroyed:Moving=None,Sight=None,etc.He eventually died from bloodloss,In most of the zombie media's I've seen zombies require a brain to function,but then again Gamey game has limitations right?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 15, 2014, 06:11:23 PM
Quote from: MisterLock on October 15, 2014, 03:36:23 PM
Quote
So I guess the fact that so many people have been commenting about the time it takes for zombie attacks to happen means the timer is a bit too high. Do you guys agree that it needs to be turned down a bit?
Nope,1 day reanimation time seems fine to me...I know it's way to complex for Rimworld but it would be awesome when the airborn incident comes,people reanimate based on the trauma of their death,being bitten and slowly dying by infection you would obviously take a few hours to turn while in dead body form,but if you are for example shot to death or stabbed by a raider,you will take way less to reanimate.Basically even more The Walking dead style.
I was talking about the frequency of zombie raids.

Currently if a colonist is dying from the zombie infection they reanimate instantly on death. If the virus is ariborne and they die without being bitten they take 12 hours to reanimate.

QuoteAlso something really weird happend to me,some tribals came by,atacked and some of them got incaped by my turrets,one of those incaps had his brain destroyed:Moving=None,Sight=None,etc.He eventually died from bloodloss,In most of the zombie media's I've seen zombies require a brain to function,but then again Gamey game has limitations right?
That's no longer a limitation in the game thanks to the new medical system. The mod just doesn't check injuries before reanimating anyone right now. Damaged and destroyed brains preventing a human corpse from reanimating is a feature that is planned for the Alpha 8 release of the mod.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: sanya02 on October 15, 2014, 06:57:03 PM
Prompt and how to recover from the plague?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: TheSilencedScream on October 16, 2014, 10:39:02 PM
Really enjoying this, but wish there was a way to cremate the corpses.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 16, 2014, 11:22:45 PM
Quote from: TheSilencedScream on October 16, 2014, 10:39:02 PM
Really enjoying this, but wish there was a way to cremate the corpses.
There is. It's in the vanilla game.

You'll need to research Cremation first.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: TheSilencedScream on October 17, 2014, 10:02:47 AM
/doh, didn't make a bill for it.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Lostsaint6689 on October 19, 2014, 03:18:08 PM
SO every zombie i come across have a blue name and my colonist will not attack them at all and i have to use my turrets to individually force target each zombie... which can be a huge pain in the arse. Is there a fix this? If so please let me know, if not... can that happen soon? i love the mod but its currently unplayable. Thanks
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: millenium on October 19, 2014, 10:04:45 PM
Quote from: Lostsaint6689 on October 19, 2014, 03:18:08 PM
SO every zombie i come across have a blue name and my colonist will not attack them at all and i have to use my turrets to individually force target each zombie... which can be a huge pain in the arse. Is there a fix this? If so please let me know, if not... can that happen soon? i love the mod but its currently unplayable. Thanks

it looks like its something wrong with the faction definition not loading right. spawned zombies are still enemies but resurrected zombies arent. also issue with the images used for the zombies they seem to kill framerate. more so than they really should.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Helbrecht on October 20, 2014, 03:22:52 AM
I have not tried this yet. Before i do try, i had a question. When a raider or a colony man, or even a random tribal dies after being infected, either by a bite or by airborne virus; does their zombie form inherit their injuries/incapacitations (if a raider had his leg blown off, does his zombie form have a leg missing?)

Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Tsilliev on October 20, 2014, 05:57:47 AM
Quote from: Helbrecht on October 20, 2014, 03:22:52 AM
I have not tried this yet. Before i do try, i had a question. When a raider or a colony man, or even a random tribal dies after being infected, either by a bite or by airborne virus; does their zombie form inherit their injuries/incapacitations (if a raider had his leg blown off, does his zombie form have a leg missing?)
When they become zombie all of their injuries are healed.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Lostsaint6689 on October 20, 2014, 07:21:36 PM

Quote from: millenium on October 19, 2014, 10:04:45 PM
Quote from: Lostsaint6689 on October 19, 2014, 03:18:08 PM
SO every zombie i come across have a blue name and my colonist will not attack them at all and i have to use my turrets to individually force target each zombie... which can be a huge pain in the arse. Is there a fix this? If so please let me know, if not... can that happen soon? i love the mod but its currently unplayable. Thanks

it looks like its something wrong with the faction definition not loading right. spawned zombies are still enemies but resurrected zombies arent. also issue with the images used for the zombies they seem to kill framerate. more so than they really should.

I don't suppose this bug will be fixed soon? I'd like to play and enjoy the mod.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: rexx1888 on October 21, 2014, 10:02:40 PM
heya :D

i really appreciate all the effort youve put into this mod, its pretty great. i do have one design point though, an i figure if i was in your position id want any feedback i could get. But before i give it, i just wanna say youve done a really great job so far :D

So, my only point on design is the basic behaviour of your zombies. Its good that they only melee, but they dont eat people. Though that may be a rimworld issue that you cant code, it signifies something more problematic. They dont seem to respond to stimuli from stuff around them. excluding when a colonist is near them. they dont kill wildlife, or wander off to chase it, or anything much like that. They still kill people, but they arent actually acting like zombies. An this leads to some behaviour that is just frustrating, because when a horde spawns, an its an actual horde, it immediately starts trekking across the map to your colonists base an killing your dudes. It ignores everything on the way except anything that shoots at it. So still no killing wildlife, or getting distracted, or even slowing down and splitting off from the group. Which in a randy game means you may only have 3 survivors when ten bloodthirsty murderers that are resistant to bullets and pretty frigging tough just roll on in an kill everyone. They dont even get distracted by eating those survivors. I bring this up because it means your zombies arent actually behaving in the way id assume youd want them to, as in like zombies.

So, itd be terrible to point out a problem if i didnt provide a solution. So, first id remove the horde event as it is, an instead just have zombies spawn into the map over time. as the game progresses maybe have bigger numbers spawn. But, have it just be a consistent stream, rather than a storyteller event. then put behavior in the actual zombies which makes them react to "noise". firstly, any moving objects near them can attract their attention, an they move in that direction. Have it as a chance detection, so things an people can keep moving an not necessarily keep updating the zombie path. Secondly, id track the "noise" of the colony. Track the current actions, and add a float together as cumulative noise. Different actions make more noise, higher number. Give the zombies the chance to hear this, but divide the float by something for distance(so the noise becomes negligible over great distance) equally, have a noise threshold on your zombies that represents natural noise, so any number under it just doesnt factor in. Finally, apply the distance part of the equation to every "noise" the zombie hears, so it doesnt just run off insanely whenever a mouse moves three squares away but it can still be distracted by things it passes.

finally, to fix the distraction thing during actual assaults, have the zombies hang out near corpses for a number of ticks. If you can design and implement a "butcher" action for them to do some of the time, thats also cool(i say some of the time so you still get mainly zombies turning from the dead, not gibs). Also also, probably make zombies prioritize raw meat over everything else if its in a certain distance.

Basically, your on the right track, but the zombies need to be more robustly designed in their behavior in order to be less fursterating an more fun :D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dragoon on October 21, 2014, 10:27:07 PM
Quote from: rexx1888 on October 21, 2014, 10:02:40 PM
but they don't eat people. 
they don't kill wildlife, or wander off to chase it, or anything much like that.

There are types of zombies that only eat people and don't eat other animals.

As far as eating people goes (would be cool) but it's pointless I mean they start eating them and then the body is gone and no new zombie. It's not really useful (would be cool and realistic but in this game they can't eat SOME of it they would have to eat all of it or none of it).

Also I prefer the horde to them slowly spawning across the map.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: rexx1888 on October 21, 2014, 11:18:04 PM
the behaviour i just detailed would still get you a horde... the eating behaviour is because the zombies as they currently function are just melee brutes with nothing to differentiate them from any other melee brute. they dont stop attacking till everythings dead, they dont get distracted, they still move pretty quick. They are just another faction atm with some flavour text.

As to eating, thats why i said give the corpse a chance to either be butchered or just turn,a nd have the zombies just stand around doing a "thing".

an again, the eating random things and generally getting distracted is to differentiate them from other raids. Finally, if you just want a horde of stupid things to travel across the map an get slaughtered, why not piss off the local tribe? thats their behaviour down to a tee, except they have thrown weapons to make them a bit more challenging.

edit: to clarify. Horde behaviour is a bunch of zombies wander up to your base an besiege it. This behaviour makes that happen in the same way you would get a horde in the walking dead. One zombie hears a thing. It moves towards it. Other zombies, near that one, hear it move an move in the same way. As they get closer to the base, they all hear it more, an keep moving. As they move, other zombies hear them moving. The float of your horde gets bigger, so more zombies hear it. By the time they besiege your base, theres dozens of them. However, with this behaviour, the player has a number of ways to defeat it. They can distract the horde with noises in different places. Kill of the rando zombies on the map before they can build up to that point. They can just run away from it afore it arrives etc. Its not only a better way to do it, its more interesting. If you can find a less resource intensive way to achieve the same thing, thats awesome. This is still a good prototype design.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 22, 2014, 02:02:54 AM
A lot of the current behavior is because of limitations that I ran into when I was first working on the mod in May and just never got around to changing.

For example, it used to be impossible to force a pawn to melee attack an incapped pawn. Hence the no eating/finishing downed colonists off. Eventually I actually worked that into the mechanics of the mod by turning an incap without an infection into sort of a second chance for a colonist who was caught by zombies. I didn't want to remove it before  there was a cure, because the mod was already difficult enough. I think now it would be safe to make zombies attack incapped pawns.

Similarly, there were some really odd bugs I was getting when my zombies were attacking animals. Boomrats were breaking them. They would kill a couple of them, and then all of a sudden they would just stop attacking. Instead they would chase their targets and run right up to them, and then just stand right next to them until they died. Also it was just really annoying watching a whole hoard of zombies suicide themselves on boomrats and Muffalos. In the end I decided it wasn't worth the trouble fixing it, assuming I could fix it, and just disabled attacking animals.

Both of these are things I would like to put back into the game, as well as randomizing targets so they don't all just rush the closest thing.

I was considering having zombies randomly wander onto the map occasionally, but I figured that would be pretty unfair for players. Players will not like accidentally aggroing zombies that they didn't even realize were there and losing a colonist because of it.

As for removing the hoards/raids, in most zombie lore the zombies tend to travel together. The big, dangerous zombie hoards are one of the defining things about zombies. I'm definitely not going to change that. I would like to tone them down a bit at the end-game, but it's really difficult to get the balance right when I just don't have the time to spend 15 hours playing a game until day 300 like some players like to do. I might need some dedicated testers or something.

The sound idea is good, but off the top of my head I have no idea how I could even implement it, if it's even possible right now. I'll look into it in the future, but it definitely won't be making it into the Alpha 8 release of the mod.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dragoon on October 22, 2014, 11:33:49 PM
:D exactly!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Ender on October 23, 2014, 12:29:56 AM
soooo i would be totally cool with testing... just sayin
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: skullywag on October 23, 2014, 03:57:42 AM
Justin the boomrat issue sounds like the "job interupt" from the explosion kicking in maybe. I dont know how youve coded this exactly but if it was only boomrats causing it, then the explosion or fire would be my guess.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 23, 2014, 04:31:07 AM
Quote from: skullywag on October 23, 2014, 03:57:42 AM
Justin the boomrat issue sounds like the "job interupt" from the explosion kicking in maybe. I dont know how youve coded this exactly but if it was only boomrats causing it, then the explosion or fire would be my guess.
Yes, it was the explosion from the boomrats causing it. They would become stunned/interrupted, then after an arbitrary number of times being stunned they would glitch and become unable to attack things, but they would still chase their targets down and stand next to them.

Anyway, this was back in Alpha 3 before the first public release of Zombie Apocalypse, so there's no point in speculating what the issue was now.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: pajok on October 23, 2014, 02:29:15 PM
Hello!

If Zombies are friendly , MAKE NEW WORLD!!! and than new colony ..... worked for me.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on October 23, 2014, 08:26:21 PM
Quote from: pajok on October 23, 2014, 02:29:15 PM
Hello!

If Zombies are friendly , MAKE NEW WORLD!!! and than new colony ..... worked for me.
Really? That's good to know.

So were zombie hoards working fine? Was it just the ones being reanimated?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: SurvivoroftheNoobs on October 24, 2014, 12:12:54 AM
Love it
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: austinwelser on October 28, 2014, 05:53:56 PM
Not sure if this has come up or not but will my colonist's arm still be infected if it was a bionic arm?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Beutimus on October 28, 2014, 10:29:49 PM
Does this work with version 7c of Rim World?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: CrazyRu55ian on October 29, 2014, 07:13:34 AM
It doesn't seem like this mod works for 7C. I keep getting screen errors and tearing. I turns my screen into a rainbow. Too bad :(
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: skullywag on October 29, 2014, 01:30:44 PM
Guys check your output log when you get the screen tearing usually theres an error in there that will help the dev. Its in the appdata locallow ludeon studios folder on windows.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MaxtheINFINITE on October 31, 2014, 02:11:22 PM
Awesome mod,lots of fun,especially when caging a pirate and place a zombie near him.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: H_D on November 07, 2014, 12:43:32 PM
Hey guys, those zombie raids are becoming quite crazy. This is the latest one:
http://i.imgur.com/FucEWcp.png

http://i.imgur.com/4Hg5MiM.png (close up)

Shame there isn't way to count them all, but this horde has definitely more than 300 zombies. If you look on the second screen, on the left there is list of zombies on one square that I pointed.

Now, I can handle those, but my laptop isn't the newest and as you can imagine those numbers can affect performance quite noticeably. It also seems rather unbalanced since raider bands consist maximum 10 people and mechanoids attack in packs of 3-6. Storyteller - Randy, difficulty - middle one (I started with the hardest, but switched it because of zombie raids).

Is this normal? Can I reduce number of zombies somehow? I enjoy this mod so far, but It's getting riddiculous.

Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: lordtijger on November 07, 2014, 04:07:30 PM
Quote from: H_D on November 07, 2014, 12:43:32 PM
Hey guys, those zombie raids are becoming quite crazy. This is the latest one:
http://i.imgur.com/FucEWcp.png

http://i.imgur.com/4Hg5MiM.png (close up)

Shame there isn't way to count them all, but this horde has definitely more than 300 zombies. If you look on the second screen, on the left there is list of zombies on one square that I pointed.

Now, I can handle those, but my laptop isn't the newest and as you can imagine those numbers can affect performance quite noticeably. It also seems rather unbalanced since raider bands consist maximum 10 people and mechanoids attack in packs of 3-6. Storyteller - Randy, difficulty - middle one (I started with the hardest, but switched it because of zombie raids).

Is this normal? Can I reduce number of zombies somehow? I enjoy this mod so far, but It's getting riddiculous.



i've had the same  :o
after a few waves that i did only test through debug menu i'm a bit stuck on being attacked by ALL THE ZOMBIES! with so much zombies my game freezes  :-\
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: H_D on November 07, 2014, 05:18:41 PM
After first two or three attacks every raid was "ALL THE ZOMBIES" attack, now I can defeat them only by making them chase my fastest colonist within range of the turrets. Another thing I noticed is how effective knives are against zombies, they die instantly or after two hits, while power claws take 5-6 hits to kill them.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on November 07, 2014, 07:33:58 PM
Quote from: H_D on November 07, 2014, 12:43:32 PM
Hey guys, those zombie raids are becoming quite crazy. This is the latest one:
http://i.imgur.com/FucEWcp.png

http://i.imgur.com/4Hg5MiM.png (close up)

Shame there isn't way to count them all, but this horde has definitely more than 300 zombies. If you look on the second screen, on the left there is list of zombies on one square that I pointed.

Now, I can handle those, but my laptop isn't the newest and as you can imagine those numbers can affect performance quite noticeably. It also seems rather unbalanced since raider bands consist maximum 10 people and mechanoids attack in packs of 3-6. Storyteller - Randy, difficulty - middle one (I started with the hardest, but switched it because of zombie raids).

Is this normal? Can I reduce number of zombies somehow? I enjoy this mod so far, but It's getting riddiculous.
Wow. That definitely looks like it is a bit much, especially if you are only getting 10 raiders at a time from normal raids. Can you send me your save?

Quote from: H_D on November 07, 2014, 05:18:41 PM
After first two or three attacks every raid was "ALL THE ZOMBIES" attack, now I can defeat them only by making them chase my fastest colonist within range of the turrets. Another thing I noticed is how effective knives are against zombies, they die instantly or after two hits, while power claws take 5-6 hits to kill them.
Knives and other stabbing melee weapons from the vanilla game have a chance of dealing a headshot, which is modified by the colonist's melee skill. This only works with weapons that deal cutting damage, since that is the damage that knives and swords deal in the vanilla game. If you are using weapons that deal a different kind of damage they won't get the headshot chance.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: rdz1122 on November 11, 2014, 09:18:23 PM
I have the same issues; after about 3 or 4 waves, the zombie count is so high my game becomes very sluggish, and I spend all my colonists' time carrying dead zombies to the cremation units.  Is there a way to cap the number of zombies?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on November 12, 2014, 06:38:19 PM
Quote from: rdz1122 on November 11, 2014, 09:18:23 PM
I have the same issues; after about 3 or 4 waves, the zombie count is so high my game becomes very sluggish, and I spend all my colonists' time carrying dead zombies to the cremation units.  Is there a way to cap the number of zombies?
Yeah, I guess I will have to.

1.0 has been out for over a month and it's at about 3,800 downloads. Since there have only been a handful of complaints about the hoard sizes and the complaints just started happening about a week ago, I assume it's an issue that only happens for a small number of people, and it might only appear for people who are playing with mods that increase their colony wealth a lot.

I'll definitely cap the hoard sizes for Alpha 8.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: SpiritedCanine on November 21, 2014, 05:23:54 PM
Been a while since I logged on and it's nice to see you've been keeping up with the updates! Crematoriums used to be for saving space, now it means survival!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Halinder on November 22, 2014, 02:35:54 AM
Hey uh, if a zombie's jaw is shot off, how exactly does it still manage to bite a colonist..?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Nightmare on November 27, 2014, 05:26:19 PM
Hey, I followed the steps exactly.
1. Downloaded the mod
2. Extracted it with 7zip into the Mods folder
3. Made sure that Assemblies, About, and Defs were the only files inside
4. Started the game, turned on the mod
5. Created a new world and new colony
But when I get ingame, it doesn't say zombie mod active. So, what do? Really wanted to play this.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: StormProxy on November 28, 2014, 12:59:56 AM
Could zombie mutations be implimented into this mod?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: f0xh0und696 on November 28, 2014, 05:51:45 AM
Unfortunently there are some mods that don't work with it. any mods that change the "PawnDefs" causes the zombie mod not to work, not sure if there compatibe now but these mods i found, usualy override it:
Extended surgery and bionics
Apothecarius
MIA

i got around this by downloading the "Ebd mod order" by EDB and putting zombie apocalypse above  all other mods.
hope this helps.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Goo Poni on November 28, 2014, 10:25:13 AM
I play with Minami's TTM modpack which has MAI and Extended Surgery and Bionics, neither of which have any issue with zombies or vice versa. I noticed I couldn't look at the health of zombies but having never touched this mod before, I figured it was something done by the mod creator.

I've also noticed that zombie hordes really do become hordes later on, though it may be because of the TTM modpack and thus my base consists of a LOT more than just metal, wood, stone and silver. First attack with 5 colonists, oof, that's a fair few zombies and that guy with the armour is gonna be kinda tanky... (http://puu.sh/cVTuI/c9f4b27b33.jpg). Fast forward a couple months, that's er... that's a lot of zombies (http://puu.sh/cWLIz/6c424a6b08.jpg). A few more months, well that's 80 of them at least, that much we know for sure... (http://puu.sh/cXJMC/f2c7ce74d1.jpg) Some time next year, WE NEED MORE BULLETS (http://puu.sh/d0PeQ/fa81b6b4f7.jpg).
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on November 28, 2014, 01:54:03 PM
Yeah, I will definitely be toning down the hoard sizes for the Alpha 8 release. The people who have that problem tend to be using mods that greatly increase their colony wealth. I am thinking about increasing the point cost of zombies across the board and capping the number of zombies allowed in hoards.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Iwillbenicetou on November 29, 2014, 12:00:54 PM
But I love those moments when there is a sea of zeds, and you have 10 mini guns... So much pleasure and lag from all the zeds dieing from ocean of bullets...
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Mechanoid Hivemind on December 06, 2014, 07:54:43 PM
i have this issue with my colony troops not shooting at them nor is my turrets the zombies just get up and hit my guns/ppl till the die or explode whats going on?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Iwillbenicetou on December 07, 2014, 03:53:34 PM
You sure you have the latest version? This problem has come up in the past, where they are "neutral." Try checking that, and report back if it didn't change.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Mechanoid Hivemind on December 08, 2014, 07:28:26 AM
yeah i do ill re-download it and try again



EDIT: i re-downloaded it and the same thing happened i have more turrets and the machinegun nests installed and they didn't attack even the improvised turrets the stock ones just stood there
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dr. Z on December 12, 2014, 07:28:34 AM
How long will Alpha 8 release take? I'm unsure if I should wait with my next colony to the release or start a new one right now.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on December 13, 2014, 08:09:28 PM
Sorry guys. It's probably going to take me a week or so.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: thefinn on December 14, 2014, 02:05:59 AM
All good, I'm still messing around with A7 anyhow myself until more mods get updated.

I touched on this before, but am wondering about xml configuration of the hordes themselves, so users could change the size/timing of them to suit their game/mods etc?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dr. Z on December 14, 2014, 06:12:35 AM
Size and timing depend on the storytellers, so no easy xml cofiguration I'm afraid.

@Justin: Just take your time to make this right  ;)
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: caesius on December 19, 2014, 09:56:04 AM
is there any plan to update to alpha 8? this is great mod and it should be continued!!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Coactum on December 19, 2014, 11:52:19 AM
Yeah, I really hope this is continued. This is the one I always end up using.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Ded1 on December 19, 2014, 02:15:05 PM
Guys, i don't mean to be a dick about it but you really need to read before you start asking for updates, literally 5 posts before this one he said it will be a week or so.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: caesius on December 19, 2014, 02:29:11 PM
oppppps...sorry dad, i mean, ded...
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: RoflWaffleGod on December 20, 2014, 05:43:08 PM
My biggest complaint about this mod is the damage does not remain from human form to zombie, So raiders that took shots to the head, spine or brain will still turn into zombies.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Iwillbenicetou on December 20, 2014, 06:34:23 PM
No, that only happens if the airborne virus is "active." I've had it active, and killed many raiders, but no zombies coming from them. ;)
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: W1Z25 on December 22, 2014, 09:52:55 PM
cant wait for this to be updated
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: alienz on December 26, 2014, 10:59:02 AM
Quote from: W1Z25 on December 22, 2014, 09:52:55 PM
cant wait for this to be updated
Me neither! Bump for update
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Khazuk on December 27, 2014, 02:29:38 PM
I'm eager to try this out.

I'm eager for battle.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 01, 2015, 06:18:55 AM
Please make it Alpha 8 its more than week already its  New year!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on January 01, 2015, 03:51:39 PM
Sorry guys. It's the holiday season so I have been busy every weekend for the last several weeks, and I have had other projects taking up most of my time. The mod will be updated for Alpha 8, it will just depend on when I am free to work on it.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: W1Z25 on January 01, 2015, 04:05:44 PM
Quote from: Justin C on January 01, 2015, 03:51:39 PM
Sorry guys. It's the holiday season so I have been busy every weekend for the last several weeks, and I have had other projects taking up most of my time. The mod will be updated for Alpha 8, it will just depend on when I am free to work on it.

ok cant wait
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: lfsucspencer on January 02, 2015, 01:48:13 AM
hello everyone, i have a hard time getting the mod to work. ive seen people wearing zombie clothes but when it comes down to the zombies they never come, i always get some type of error report too when raider or people visit that should be zombies. anyone know whats going on? thanks
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dragoon on January 02, 2015, 02:34:27 AM
Uh the mod hasn't been made for alpha 8 yet so it wont work.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 03, 2015, 05:57:22 PM
I hope that he will release it before 8.1.2015 :(
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Mechanoid Hivemind on January 03, 2015, 10:47:21 PM
Quote from: Oxidus on January 03, 2015, 05:57:22 PM
I hope that he will release it before 8.1.2015 :(
Dafuq is happening then?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 04, 2015, 04:46:56 AM
My holiday ends.I want to enjoy this game before my holiday ends!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 05, 2015, 10:50:46 AM
Getting nervous. :D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Romi on January 07, 2015, 12:05:51 PM
Alpha 8?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: xeonxifiaction on January 07, 2015, 12:24:40 PM
some news about alpha 8 would be nice? :D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 07, 2015, 03:31:27 PM
I wasted my time waiting.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: TheSilencedScream on January 07, 2015, 03:33:53 PM
Really, guys?

Chill out. He's working for free. He'll get to it when he gets to it - he said so on the last page.
If it's a big deal, keep playing A7. If you'd rather not do that, then learn to have some patience.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vonholtz on January 07, 2015, 07:30:46 PM
Quote from: TheSilencedScream on January 07, 2015, 03:33:53 PM
Really, guys?

Chill out. He's working for free. He'll get to it when he gets to it - he said so on the last page.
If it's a big deal, keep playing A7. If you'd rather not do that, then learn to have some patience.
Patience on the internet you fool it can never happen. J/K LoL I would not mind trying this mod myself but I only got the game Xmiss day so I only have A8. So this means I will use patience it all I have.  8)

Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: meta on January 08, 2015, 04:29:24 AM
PLEASE make this mod for MAC USERS TOO...

Ive been searching/googling and I cant find zombie mod to work for Macs


Thanks!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MisterLock on January 08, 2015, 06:14:27 PM
Quote from: meta on January 08, 2015, 04:29:24 AM
PLEASE make this mod for MAC USERS TOO...
First mistake.Buy a PC.Jk :P,hope nobody got mad at me
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: W1Z25 on January 08, 2015, 06:16:10 PM
Quote from: Justin C on January 01, 2015, 03:51:39 PM
Sorry guys. It's the holiday season so I have been busy every weekend for the last several weeks, and I have had other projects taking up most of my time. The mod will be updated for Alpha 8, it will just depend on when I am free to work on it.

hope you can get to this soon!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MyNameIsSpyder on January 10, 2015, 01:04:57 PM
Quote from: Justin C on January 01, 2015, 03:51:39 PM
Sorry guys. It's the holiday season so I have been busy every weekend for the last several weeks, and I have had other projects taking up most of my time. The mod will be updated for Alpha 8, it will just depend on when I am free to work on it.

I respect that you have to take a break, considering how much coding this probably took. Keep up the good work!  ;D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: venomousblood on January 17, 2015, 03:27:26 PM
Hope its finished soon would love to play this!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Baguette on January 18, 2015, 07:25:51 AM
So... This mod limits the time you have to play because the virus goes airborne and everyone gets infected? That doesnt really sound fair.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vonholtz on January 18, 2015, 07:54:49 AM
Quote from: Baguette on January 18, 2015, 07:25:51 AM
So... This mod limits the time you have to play because the virus goes airborne and everyone gets infected? That doesnt really sound fair.
LoL this is Rimworld with or with out a zombie apocalypse what make you thing it is fair.  ;D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dragoon on January 18, 2015, 08:01:15 AM
Quote from: Baguette on January 18, 2015, 07:25:51 AM
So... This mod limits the time you have to play because the virus goes airborne and everyone gets infected? That doesnt really sound fair.

It doesn't limit you it just goes walking dead where everyone turns when they DIE other wise they are fine :]

OH if I may ask if it's something you could code could you add the ability to strike someone on the head or something to (prevent them from turning if they have like the plague you know) into operations ?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: f0xh0und696 on January 18, 2015, 08:06:04 AM
the airborne virus doesn't turn the colonists it only effects corpses.
so if you kill some raiders, drifters, visitors, ect, the'll turn into zombies. but kill a zombie and it will stay dead.
point is its not the end of the game, just makes it so you'll have to burn the dead more often.

edit: guess you beat me to it  ;D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Baguette on January 18, 2015, 08:30:26 AM
Ah, So the virus going airborne only affects corpses? Alright.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: f0xh0und696 on January 18, 2015, 09:26:44 AM
dont worry about dessicrated one, they dont come back, just fresh and (i think) rotting.
but the event is somewhat rare and most people usualy have a crematorium by then anyway.
i think  :-\
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: valkyrie on January 18, 2015, 10:30:19 AM
no when it goes viral all pawn corpses can come back from the dead so you need to incinerate them where as the default infection is if a zombie bites you the pawn turns into a zombie, the viral simply means that pawns killed in anyway or buried in your graves will reanimate, there is no time its just as long as you can hold out
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: alienz on January 18, 2015, 11:05:59 AM
What are you waiting for? Alpha 9? T-T

Is it possible to release the code so someone else can have a crack at porting to the current game version? This obviously has a lot of interest. No disrespect, I know what it's like to be short on time.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on January 22, 2015, 02:29:21 AM
Hey guys, just popping in to say I'm sorry for not getting this updated yet.

Updating the mod has been at the top of my to-do list for the last month, but the idea of spending 20-30 hours updating and testing it is pretty daunting. Every time I set down to do it this month I realized I just didn't have the motivation. This project was something I originally started for fun, but every time I think about it I just get a feeling of dread because of the amount of work it will take to update it (and then again almost immediately afterwards, for Alpha 9), and guilt because I have kept you guys waiting for so long already. I'm not saying this because I wish to end the project or anything. I just want to give a bit of perspective to those who are rightfully annoyed with me right now.

I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week. And I promise I will have the Alpha 9 version done much more quickly.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: akiceabear on January 22, 2015, 06:29:58 AM
Quote from: Justin C on January 22, 2015, 02:29:21 AM
I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week. And I promise I will have the Alpha 9 version done much more quickly.

I look forward to giving it a try, but by all means take your time and enjoy your free time, too! No problem waiting until A9 :)
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: soulkata on January 22, 2015, 06:47:23 AM
Quote from: Justin C on January 22, 2015, 02:29:21 AM
Hey guys, just popping in to say I'm sorry for not getting this updated yet.

Updating the mod has been at the top of my to-do list for the last month, but the idea of spending 20-30 hours updating and testing it is pretty daunting. Every time I set down to do it this month I realized I just didn't have the motivation. This project was something I originally started for fun, but every time I think about it I just get a feeling of dread because of the amount of work it will take to update it (and then again almost immediately afterwards, for Alpha 9), and guilt because I have kept you guys waiting for so long already. I'm not saying this because I wish to end the project or anything. I just want to give a bit of perspective to those who are rightfully annoyed with me right now.

I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week. And I promise I will have the Alpha 9 version done much more quickly.

Well, I think that making it OpenSurce is the answer! Then, instead of complaining about the release, the people can do-it themselves!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: W1Z25 on January 22, 2015, 11:41:17 AM
Quote from: Justin C on January 22, 2015, 02:29:21 AM
Hey guys, just popping in to say I'm sorry for not getting this updated yet.

Updating the mod has been at the top of my to-do list for the last month, but the idea of spending 20-30 hours updating and testing it is pretty daunting. Every time I set down to do it this month I realized I just didn't have the motivation. This project was something I originally started for fun, but every time I think about it I just get a feeling of dread because of the amount of work it will take to update it (and then again almost immediately afterwards, for Alpha 9), and guilt because I have kept you guys waiting for so long already. I'm not saying this because I wish to end the project or anything. I just want to give a bit of perspective to those who are rightfully annoyed with me right now.

I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week. And I promise I will have the Alpha 9 version done much more quickly.

thanks for the update!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Mechanoid Hivemind on January 22, 2015, 01:20:31 PM
Quote from: Justin C on January 22, 2015, 02:29:21 AM
Hey guys, just popping in to say I'm sorry for not getting this updated yet.

Updating the mod has been at the top of my to-do list for the last month, but the idea of spending 20-30 hours updating and testing it is pretty daunting. Every time I set down to do it this month I realized I just didn't have the motivation. This project was something I originally started for fun, but every time I think about it I just get a feeling of dread because of the amount of work it will take to update it (and then again almost immediately afterwards, for Alpha 9), and guilt because I have kept you guys waiting for so long already. I'm not saying this because I wish to end the project or anything. I just want to give a bit of perspective to those who are rightfully annoyed with me right now.

I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week. And I promise I will have the Alpha 9 version done much more quickly.
id be okay with waiting on A9, because its around the corner so there wouldn't a point to release it for A8.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Ronin90 on January 22, 2015, 01:58:41 PM
Good to know the project is still alive, i'm looking forward to finally try this mod.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: tresflores on January 30, 2015, 10:10:06 PM
you shouldnt over work yourself just wait until alpha nine just a few weeks off
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on January 31, 2015, 01:06:34 AM
Quote from: tresflores on January 30, 2015, 10:10:06 PM
you shouldnt over work yourself just wait until alpha nine just a few weeks off
Yeah, that's pretty much what I've decided I'm going to do since so many people seem to agree it's a good idea. I feel bad though, because this is the second alpha I've skipped since I released the mod.

You guys can expect Zombie Apocalypse to be updated on day 1 of Alpha 9.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 31, 2015, 03:02:56 AM
Then stop promising you will release it in middle of This week since its weekend already,but choose some stable goal and go by it.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vonholtz on January 31, 2015, 04:46:01 AM
Quote from: Oxidus on January 31, 2015, 03:02:56 AM
Then stop promising you will release it in middle of This week since its weekend already,but choose some stable goal and go by it.
I do not know if you mod? I do not mod, so I can wait till he get it up and running. If you a mod then maybe look in to making your own zombie mod. I for one can wait till he get it done and put it out so we can all have fun playing it. 
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 31, 2015, 07:16:44 AM
He should let out source code so we can play it even without updates.There is nothing to update about this mod anyways.It just need zombies and zombie infection.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: hesoyam on January 31, 2015, 07:55:10 AM
Quote from: Oxidus on January 31, 2015, 07:16:44 AM
There is nothing to update about this mod anyways.It just need zombies and zombie infection.
being a git won't get him to release the code or the update any sooner
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 31, 2015, 08:53:58 AM
Quote from: hesoyam on January 31, 2015, 07:55:10 AM
Quote from: Oxidus on January 31, 2015, 07:16:44 AM
There is nothing to update about this mod anyways.It just need zombies and zombie infection.
being a git won't get him to release the code or the update any sooner
How am i a git? Im just pointing out this reply : I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week....So he shouldnt promise everything since he promised it again and again he didnt released it.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Mechanoid Hivemind on January 31, 2015, 09:02:09 AM
Quote from: Oxidus on January 31, 2015, 08:53:58 AM
Quote from: hesoyam on January 31, 2015, 07:55:10 AM
Quote from: Oxidus on January 31, 2015, 07:16:44 AM
There is nothing to update about this mod anyways.It just need zombies and zombie infection.
being a git won't get him to release the code or the update any sooner
How am i a git? Im just pointing out this reply : I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week....So he shouldnt promise everything since he promised it again and again he didnt released it.
He said HOPEFULLY, not I PROMISE to have it done, dude there is a huge difference
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on January 31, 2015, 09:17:01 AM
Quote from: GiantCookieEater on January 31, 2015, 09:02:09 AM
Quote from: Oxidus on January 31, 2015, 08:53:58 AM
Quote from: hesoyam on January 31, 2015, 07:55:10 AM
Quote from: Oxidus on January 31, 2015, 07:16:44 AM
There is nothing to update about this mod anyways.It just need zombies and zombie infection.
being a git won't get him to release the code or the update any sooner
How am i a git? Im just pointing out this reply : I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week....So he shouldnt promise everything since he promised it again and again he didnt released it.
He said HOPEFULLY, not I PROMISE to have it done, dude there is a huge difference
Look he said that again and still didnt fullfill it.What is sense of telling us something that doesnt happens.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: HBKRKO619 on January 31, 2015, 09:23:35 AM
Quote from: Oxidus on January 31, 2015, 08:53:58 AM
Quote from: hesoyam on January 31, 2015, 07:55:10 AM
Quote from: Oxidus on January 31, 2015, 07:16:44 AM
There is nothing to update about this mod anyways.It just need zombies and zombie infection.
being a git won't get him to release the code or the update any sooner
How am i a git? Im just pointing out this reply : I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week....So he shouldnt promise everything since he promised it again and again he didnt released it.

Man, he's not paid to do or update this mod. If he want to keep the mod for himself, he can do it, it's his right. You should be thankfull that he release it for everyone here and after some reply like yours, if I was him, I would update this for myself.
GiantCookieEeater is right, he never PROMISE anything. I hope you know that in life, their is some kind of thing more important that a game or some mod so it will take the time needed and he will update this if he WANT to and if I was him, I would wait for alpha 9 now just to make understand to some people like you that you can't have what you want when you want but when we can.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Mechanoid Hivemind on January 31, 2015, 09:24:45 AM
Quote from: Oxidus on January 31, 2015, 09:17:01 AM
Quote from: GiantCookieEater on January 31, 2015, 09:02:09 AM
Quote from: Oxidus on January 31, 2015, 08:53:58 AM
Quote from: hesoyam on January 31, 2015, 07:55:10 AM
Quote from: Oxidus on January 31, 2015, 07:16:44 AM
There is nothing to update about this mod anyways.It just need zombies and zombie infection.
being a git won't get him to release the code or the update any sooner
How am i a git? Im just pointing out this reply : I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week....So he shouldnt promise everything since he promised it again and again he didnt released it.
He said HOPEFULLY, not I PROMISE to have it done, dude there is a huge difference
Look he said that again and still didnt fullfill it.What is sense of telling us something that doesnt happens.
Hes trying his best to get it out to us. You also have to keep in mind he inst a robot that sits at a computer to pump out mods. He has a life a legit job and maybe a family idk but i can wait and so should you these modders have a lot to replace when it comes to updating the mod. Watch i think its Julie when he/she is making a mod or anyone who live streams when building a mod. just don't rush him. I want the mod to but i don't want it to be really buggy and broken when he rushes it out.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: TheSilencedScream on January 31, 2015, 10:37:15 AM
Personally, I'd rather you just wait for A9 to update.

I don't want you to get burnt out by having to update this twice in a rather short time span. :/
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: hesoyam on January 31, 2015, 12:32:13 PM
Quote from: Oxidus on January 31, 2015, 08:53:58 AM
How am i a git?
I read your post as bad sarcasm, basically you suggesting that he could've should've finish it by now

Quote from: Oxidus on January 31, 2015, 07:16:44 AM
He should let out source code so we can play it even without updates.
Now that I've reread it I think you wouldn't have a clue what to do even if he released his magical source, I mean if it was playable without requiring to adjust for every new alpha we wouldn't be having this conversation we would be swearing at the unbalanced unending undead swarm covering most of the map ::)

Now english is not my primary but I'm sure that planning hopefully =\= promising certainly
Also I agree that waiting sucks but there are better ways to influence people

*Edit
Quote from: HBKRKO619 on January 31, 2015, 09:23:35 AM
You should be thankfull that he release it for everyone here and after some reply like yours, if I was him, I would update this for myself. GiantCookieEeater is right, he never PROMISE anything.
Anyway the real enemies are zeds so lets not get carried away, JC should be proud that his fans care so much about his work that they would raise drama over it not updating and I for one will hope that A9 will go smoother then A8 did

Quote from: Justin C on January 22, 2015, 02:29:21 AM
And I promise I will have the Alpha 9 version done much more quickly.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vonholtz on January 31, 2015, 07:17:25 PM

[/quote] How am i a git? Im just pointing out this reply : I'm planning on working on the mod this weekend, and hopefully I will have it done for you guys in the middle of next week....So he shouldnt promise everything since he promised it again and again he didnt released it.
[/quote]
How are you a git. That's easy we all want to play his mod but we have the patience to wait with out making some remark. You have no idea what going on in the modders life. But you seem to think this mod is just here for you and you want it now. I do not know you at all but you earlier post make you sound spoiled. Have some patience.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on January 31, 2015, 11:12:43 PM
Quote from: Oxidus on January 31, 2015, 03:02:56 AM
...but choose some stable goal and go by it.
That's what I was doing in my last post. The release date is definitely whenever Alpha 9 is released.

As others have already pointed out, I said that I was hoping to have free time to work on it. Then things happened, and I wound up having to dedicate my weekend and most of this week to paid projects. As much as I want to update the mod for you, when I have to choose between working on the mod and working on a project someone is paying me to complete, it's not even a choice. Even if I thought I had the time to do both, I would never make the client wait.

And the others were right anyway. If the testers are going to have a build to test soon I might as well start development on the Alpha 9 release instead.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vonholtz on February 01, 2015, 01:56:55 AM
Quote from: Justin C on January 31, 2015, 11:12:43 PM
Quote from: Oxidus on January 31, 2015, 03:02:56 AM
...but choose some stable goal and go by it.
That's what I was doing in my last post. The release date is definitely whenever Alpha 9 is released.

As others have already pointed out, I said that I was hoping to have free time to work on it. Then things happened, and I wound up having to dedicate my weekend and most of this week to paid projects. As much as I want to update the mod for you, when I have to choose between working on the mod and working on a project someone is paying me to complete, it's not even a choice. Even if I thought I had the time to do both, I would never make the client wait.

And the others were right anyway. If the testers are going to have a build to test soon I might as well start development on the Alpha 9 release instead.
Right on.  one of the first video I saw of Rimworld the youtuber was using your zombie mod. I am new to the game and want to try the zombie mod. It looked fun. But I have the patience to wait for you to have the time. So take your time and do not let anyone get to you. Cheers
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on February 01, 2015, 07:34:18 AM
He already started moding it,someone else take overs.Its not really hard taking this mod away and share it as it was yours.He can quit but someone else will take over.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: ryeookin on February 03, 2015, 07:35:21 PM
Quote from: Oxidus on February 01, 2015, 07:34:18 AM
He already started moding it,someone else take overs.Its not really hard taking this mod away and share it as it was yours.He can quit but someone else will take over.

Dude.. you're trolling pretty hard here. As was said before, stop being a git and just relax. It'll be ready when it's ready, and not a moment sooner.  :P
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Dragoon on February 03, 2015, 09:12:58 PM
Quote from: ryeookin on February 03, 2015, 07:35:21 PM
Quote from: Oxidus on February 01, 2015, 07:34:18 AM
He already started moding it,someone else take overs.Its not really hard taking this mod away and share it as it was yours.He can quit but someone else will take over.

Dude.. you're trolling pretty hard here. As was said before, stop being a git and just relax. It'll be ready when it's ready, and not a moment sooner.  :P

actually id like for him to release the code (Not for anyone to take over but id like to see other peoples.....mutations of these zombies would be interesting (i'm no modder so I wouldn't know what to do with it) .
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: TheSilencedScream on February 04, 2015, 12:00:43 AM
Quote from: Oxidus on February 01, 2015, 07:34:18 AM
He already started moding it,someone else take overs.Its not really hard taking this mod away and share it as it was yours.He can quit but someone else will take over.

I'm so sick of ungrateful people.
If you're not happy with the way he's handling his zombie mod, why don't you make one?

It's his. He did it for free, in his spare time, amongst work/school, relationships, down time, and sleep - and he did a really good at it, all the while being mature enough to handle your antics.

Until you're able to show such sacrifice on your part - and I'm talking about modding here, as you've already demonstrated your own lack of maturity - why don't you show a little more appreciation for someone who's actually done work and stop acting like a spoiled little brat?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on February 04, 2015, 11:38:33 AM
Quote from: TheSilencedScream on February 04, 2015, 12:00:43 AM
Quote from: Oxidus on February 01, 2015, 07:34:18 AM
He already started moding it,someone else take overs.Its not really hard taking this mod away and share it as it was yours.He can quit but someone else will take over.

I'm so sick of ungrateful people.
If you're not happy with the way he's handling his zombie mod, why don't you make one?

It's his. He did it for free, in his spare time, amongst work/school, relationships, down time, and sleep - and he did a really good at it, all the while being mature enough to handle your antics.

Until you're able to show such sacrifice on your part - and I'm talking about modding here, as you've already demonstrated your own lack of maturity - why don't you show a little more appreciation for someone who's actually done work and stop acting like a spoiled little brat?
I said before , he can quit no one will care,someone will steal his work under someone elses name and his hard work and that things as you said will come useless and someone else gets profit.I saw it happen already and so many times people didnt care,if they had their precious mod updated no one cared about author.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: TheSilencedScream on February 04, 2015, 12:52:29 PM
Quote from: Oxidus on February 04, 2015, 11:38:33 AM
Quote from: TheSilencedScream on February 04, 2015, 12:00:43 AM
Quote from: Oxidus on February 01, 2015, 07:34:18 AM
He already started moding it,someone else take overs.Its not really hard taking this mod away and share it as it was yours.He can quit but someone else will take over.

I'm so sick of ungrateful people.
If you're not happy with the way he's handling his zombie mod, why don't you make one?

It's his. He did it for free, in his spare time, amongst work/school, relationships, down time, and sleep - and he did a really good at it, all the while being mature enough to handle your antics.

Until you're able to show such sacrifice on your part - and I'm talking about modding here, as you've already demonstrated your own lack of maturity - why don't you show a little more appreciation for someone who's actually done work and stop acting like a spoiled little brat?
I said before , he can quit no one will care,someone will steal his work under someone elses name and his hard work and that things as you said will come useless and someone else gets profit.I saw it happen already and so many times people didnt care,if they had their precious mod updated no one cared about author.

Then let someone steal it.
Regardless, your pestering will not make any of it happen any sooner.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: hesoyam on February 04, 2015, 01:56:21 PM
Quote from: TheSilencedScream on February 04, 2015, 12:52:29 PMThen let someone steal it.
Regardless, your pestering will not make any of it happen any sooner.
If anything he needs to ramp up his game, it being amazingly effective so far and all but for his efforts I hereby authorise the promotion to the rank of major
(http://s29.postimg.org/tnyjgcmnr/usa_bat_comm.png)
http://postimg.org/image/9pb507szl/

So take care to use the proper respect in regards to any future majorly obnoxious posts
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Redshadow on February 04, 2015, 03:11:44 PM
Though I agree with hesoyam and TheSilencedScream somewhat, I feel as though if the author of a popular mod can't find enough time to update a mod whilst so many people adore the current version and are waiting for the update, the author should at least allow someone they trust to continue on the project.
I've been wanting to play this mod for, well, ever since I got Rimworld 8. The last thing I'd ever want this mod to do is be forgotten with old versions of the game.
Though if the author can find enough time & effort to update it, then all the more power to them! It's just that I feel as though someone with significantly more spare time could have updated it in the time I've been waiting(But what do I know, I'm no programmer. Unless you count an insignificant grasp on Python), thus giving the original author more time to focus on projects that they get payed to do.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: akiceabear on February 04, 2015, 07:25:13 PM
QuoteIt's just that I feel as though someone with significantly more spare time could have updated it in the time I've been waiting

Rather than waste time complaining or criticizing those already contributing to the game's development and enjoyment, I think everyone that simply can't wait for a new iteration for this mod start doing some coding themselves. From scratch.

Beggars can't be choosers!
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Anduin1357 on February 05, 2015, 12:30:19 AM
Would zombie bites in this mod not affect artificial limbs and body parts?
Is zombie apocalypse event endgaming?
What happens if my colonists eat zombie meat?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: hesoyam on February 05, 2015, 02:06:16 AM
Cyborgs are vulnerable as any other colonist
It can be if you have a ton of buried raiders, I had more problems with massive raids
They get less hungry
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on February 05, 2015, 05:10:35 AM
Quote from: Redshadow on February 04, 2015, 03:11:44 PM
Though I agree with hesoyam and TheSilencedScream somewhat, I feel as though if the author of a popular mod can't find enough time to update a mod whilst so many people adore the current version and are waiting for the update, the author should at least allow someone they trust to continue on the project.
I've been wanting to play this mod for, well, ever since I got Rimworld 8. The last thing I'd ever want this mod to do is be forgotten with old versions of the game.
Though if the author can find enough time & effort to update it, then all the more power to them! It's just that I feel as though someone with significantly more spare time could have updated it in the time I've been waiting(But what do I know, I'm no programmer. Unless you count an insignificant grasp on Python), thus giving the original author more time to focus on projects that they get payed to do.
I know right,either this modder updates it or he lets someone else continue work,no one wants to find this mod as discontinued.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Redshadow on February 05, 2015, 07:23:33 AM
Quote from: akiceabear on February 04, 2015, 07:25:13 PM
QuoteIt's just that I feel as though someone with significantly more spare time could have updated it in the time I've been waiting

Rather than waste time complaining or criticizing those already contributing to the game's development and enjoyment, I think everyone that simply can't wait for a new iteration for this mod start doing some coding themselves. From scratch.

Beggars can't be choosers!

No offense/disrespect was intended in my previous post. I simply stated that I think that if the author(all within the context of him not having any time to do this update) should at the very least consider giving it to someone trustworthy & reliable (as to prevent it from getting stolen(claimed by the updater without any credit to the original author), or deformed from the original product(I think I speak for everyone that likes this mod when I say 'I don't want invincible raiders that crash the game to be included in this mod)) that could update it, hope I don't come off as disrespectful in any manner.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Connor898 on February 05, 2015, 08:11:34 PM
I think everyone in this thread needs to calm down, testing for alpha 9 has already started so you guys should be able to wait till it's fully out.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on February 06, 2015, 02:47:18 PM
Quote from: Oxidus on February 04, 2015, 11:38:33 AMI said before , he can quit no one will care,someone will steal his work under someone elses name and his hard work and that things as you said will come useless and someone else gets profit.
Nobody is profiting here. RimWorld modding is done purely for fun by crazy idiots like me who enjoy programming more than they enjoy playing games.

QuoteI saw it happen already and so many times people didnt care,if they had their precious mod updated no one cared about author.
I'm sure Tynan wouldn't allow blatant theft of mods on his forums for the same reason he has stepped in to stop mod packs that were using mods without permission: Intellectual Property Rights. Tynan understands this better than anyone, which is why he has requested that all mods come with licenses that explicitly state what other players/modders are and are not allowed to do with mods.

And I know for a fact that the modding community would not be okay with it either. We all understand the kind of work that goes into these mods, and we would never stand by and allow someone to take credit for work that isn't theirs.

And the reason why I don't release the source/have someone else update it for me is because:
1) This mod is my baby. I have spent hundreds (if not over a thousand) of hours on this mod, and I do not want to lose control of it.
2) I have never intentionally skipped an Alpha release. It just kind of happens sometimes. The intent has always been to support this mod indefinitely.
3) It's not actually necessary for me to release the source. Any modder who is capable enough to update this mod already knows how to find the source.
4) Despite numerous people claiming that I should release the source so someone else can update it, there has never actually been anyone offering to update it. It's usually just people volunteering someone else's time to update the mod so they can play it.

Anyway, the last few pages of this thread are nothing but drama caused by your whining. The mod has an approximate release date. That release date is soon. So relax and quit whining in my thread.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vonholtz on February 06, 2015, 07:30:15 PM
Quote from: Justin C on February 06, 2015, 02:47:18 PM
Quote from: Oxidus on February 04, 2015, 11:38:33 AMI said before , he can quit no one will care,someone will steal his work under someone elses name and his hard work and that things as you said will come useless and someone else gets profit.
Nobody is profiting here. RimWorld modding is done purely for fun by crazy idiots like me who enjoy programming more than they enjoy playing games.

QuoteI saw it happen already and so many times people didnt care,if they had their precious mod updated no one cared about author.
I'm sure Tynan wouldn't allow blatant theft of mods on his forums for the same reason he has stepped in to stop mod packs that were using mods without permission: Intellectual Property Rights. Tynan understands this better than anyone, which is why he has requested that all mods come with licenses that explicitly state what other players/modders are and are not allowed to do with mods.

And I know for a fact that the modding community would not be okay with it either. We all understand the kind of work that goes into these mods, and we would never stand by and allow someone to take credit for work that isn't theirs.

And the reason why I don't release the source/have someone else update it for me is because:
1) This mod is my baby. I have spent hundreds (if not over a thousand) of hours on this mod, and I do not want to lose control of it.
2) I have never intentionally skipped an Alpha release. It just kind of happens sometimes. The intent has always been to support this mod indefinitely.
3) It's not actually necessary for me to release the source. Any modder who is capable enough to update this mod already knows how to find the source.
4) Despite numerous people claiming that I should release the source so someone else can update it, there has never actually been anyone offering to update it. It's usually just people volunteering someone else's time to update the mod so they can play it.

Anyway, the last few pages of this thread are nothing but drama caused by your whining. The mod has an approximate release date. That release date is soon. So relax and quit whining in my thread.
Amen.

I am not a modder but I know what you are saying. It is you mod and you put the work in to it. And I am happy to be able to use any of the mods put out by people who put the work in to them to make this game more fun.

So take your time ans so be it if we have to wait till A 9 or we never get to play it again. It was nice of your to put it out at all. I so wish other would be a little more grateful. I for one am because I know I could not make a mod like this or any at all. So thank you to you and all the modders for your work. 
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: HBKRKO619 on February 06, 2015, 08:18:42 PM
Quote from: Justin C on February 06, 2015, 02:47:18 PM
Quote from: Oxidus on February 04, 2015, 11:38:33 AMI said before , he can quit no one will care,someone will steal his work under someone elses name and his hard work and that things as you said will come useless and someone else gets profit.
Nobody is profiting here. RimWorld modding is done purely for fun by crazy idiots like me who enjoy programming more than they enjoy playing games.

QuoteI saw it happen already and so many times people didnt care,if they had their precious mod updated no one cared about author.
I'm sure Tynan wouldn't allow blatant theft of mods on his forums for the same reason he has stepped in to stop mod packs that were using mods without permission: Intellectual Property Rights. Tynan understands this better than anyone, which is why he has requested that all mods come with licenses that explicitly state what other players/modders are and are not allowed to do with mods.

And I know for a fact that the modding community would not be okay with it either. We all understand the kind of work that goes into these mods, and we would never stand by and allow someone to take credit for work that isn't theirs.

And the reason why I don't release the source/have someone else update it for me is because:
1) This mod is my baby. I have spent hundreds (if not over a thousand) of hours on this mod, and I do not want to lose control of it.
2) I have never intentionally skipped an Alpha release. It just kind of happens sometimes. The intent has always been to support this mod indefinitely.
3) It's not actually necessary for me to release the source. Any modder who is capable enough to update this mod already knows how to find the source.
4) Despite numerous people claiming that I should release the source so someone else can update it, there has never actually been anyone offering to update it. It's usually just people volunteering someone else's time to update the mod so they can play it.

Anyway, the last few pages of this thread are nothing but drama caused by your whining. The mod has an approximate release date. That release date is soon. So relax and quit whining in my thread.

100% agree with all of this. I would never take a mod updated by another modder exept if the original modder is 100% confirmed that he doesn't want to take care of his mod anymore.
I will just wait for the alpha 9 to play with this great mod :)
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Redshadow on February 07, 2015, 08:53:10 AM
Quote from: Justin C on February 06, 2015, 02:47:18 PM
Quote from: Oxidus on February 04, 2015, 11:38:33 AMI said before , he can quit no one will care,someone will steal his work under someone elses name and his hard work and that things as you said will come useless and someone else gets profit.
Nobody is profiting here. RimWorld modding is done purely for fun by crazy idiots like me who enjoy programming more than they enjoy playing games.

QuoteI saw it happen already and so many times people didnt care,if they had their precious mod updated no one cared about author.
I'm sure Tynan wouldn't allow blatant theft of mods on his forums for the same reason he has stepped in to stop mod packs that were using mods without permission: Intellectual Property Rights. Tynan understands this better than anyone, which is why he has requested that all mods come with licenses that explicitly state what other players/modders are and are not allowed to do with mods.

And I know for a fact that the modding community would not be okay with it either. We all understand the kind of work that goes into these mods, and we would never stand by and allow someone to take credit for work that isn't theirs.

And the reason why I don't release the source/have someone else update it for me is because:
1) This mod is my baby. I have spent hundreds (if not over a thousand) of hours on this mod, and I do not want to lose control of it.
2) I have never intentionally skipped an Alpha release. It just kind of happens sometimes. The intent has always been to support this mod indefinitely.
3) It's not actually necessary for me to release the source. Any modder who is capable enough to update this mod already knows how to find the source.
4) Despite numerous people claiming that I should release the source so someone else can update it, there has never actually been anyone offering to update it. It's usually just people volunteering someone else's time to update the mod so they can play it.

Anyway, the last few pages of this thread are nothing but drama caused by your whining. The mod has an approximate release date. That release date is soon. So relax and quit whining in my thread.

I admire your honesty, hard work & dedication with this mod and i'm sorry if I came across as another whiney 'I want this mod NOW!' type of mod consumer.
Oh and, thanks for at least confirming(Maybe I missed you confirm it somewhere else, though...) that this mod'll be updated.
I'll try and keep my waiting in silence. Thanks!  :D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: dareddevil7 on February 07, 2015, 11:40:24 AM
when you see fit, maybe integrate your zombie mod with EDB scenarios and have two difficulties, hard, where the virus eventually goes airborne, and easy, where it stays bite transmitted only.
If it would take more time then you have free then feel free not to do this.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Wykin on February 15, 2015, 01:59:40 AM
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on February 15, 2015, 04:03:07 AM
Quote from: Wykin on February 15, 2015, 01:59:40 AM
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
The port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Oxidus on February 15, 2015, 05:42:41 AM
Quote from: Justin C on February 15, 2015, 04:03:07 AM
Quote from: Wykin on February 15, 2015, 01:59:40 AM
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
The port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.
And when that will be?
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Vonholtz on February 15, 2015, 07:38:10 AM
Quote from: Justin C on February 15, 2015, 04:03:07 AM
Quote from: Wykin on February 15, 2015, 01:59:40 AM
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
The port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.
Cool nice work.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Justin C on February 15, 2015, 05:29:17 PM
Quote from: Oxidus on February 15, 2015, 05:42:41 AM
Quote from: Justin C on February 15, 2015, 04:03:07 AM
Quote from: Wykin on February 15, 2015, 01:59:40 AM
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
The port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.
And when that will be?
When it's released. Tynan never sets a date.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: Kelvorn on February 15, 2015, 05:36:35 PM
Quote from: Justin C on February 15, 2015, 04:03:07 AM
Quote from: Wykin on February 15, 2015, 01:59:40 AM
If anyone could port this to alpha 8 that would be amazing, this mod is great and should be implemented in the core game
The port to Alpha 9 is already complete. It will be released the day Alpha 9 is released.

Cool news, I have yet to get to try it but this is one that I have been itching to play
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: RinDitirini on February 18, 2015, 04:22:26 PM
And Alpha 9 is out! Lets see that zombie goodness
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: TheSilencedScream on February 18, 2015, 06:37:29 PM
Looking forwards to the zombies with A9! :D
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: MyNameIsSpyder on February 18, 2015, 07:43:37 PM
Alpha 9 is out! Hooray for updates!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 18, 2015, 08:36:07 PM
All right guys, the Alpha 9 version of Zombie Apocalypse is now available for download on Nexus, and it is currently awaiting approval on ModDB.

Patch Notes:
v 1.1 - 02/18/2015 -------------------------------------------------
- Updated the mod for Alpha 9.
- Corpses no longer reanimate if their brain has been damaged or destroyed.
- There is now a minimum of one in-game hour between when a pawn dies and when it is reanimated. This is usually only a few seconds in-game.
- Zombies have been slowed to 60% of the speed of humans, from 80%.
- Extended the damage bonus to zombies for cutting weapons to include stabbing weapons.
- Changed the way raid sizes are determined.
- Brought Zombie point cost in line with units from other factions. This should greatly reduce the size of end-game zombie raids.
- Zombies now deal more damage, but attack more slowly.
- Removed the extra damage taken by infected humans. Non-colonists no longer succumb more quickly to the zombie infection than colonists do.
- Changed the naming scheme for zombies. All reanimated zombie names will be "Zombie [Name]" whether they were enemies or colonists.


I will have the usual release article on ModDB tomorrow once I finish putting a new gameplay video together.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: leted on February 18, 2015, 08:40:58 PM
Well then. Didn't expect zombie apocalypse to be one of the first mods to change to Alpha 9. That was such a good job.
Title: Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
Post by: thefinn on February 18, 2015, 08:59:19 PM
Quote from: HBKRKO619 on February 06, 2015, 08:18:42 PM
100% agree with all of this. I would never take a mod updated by another modder exept if the original modder is 100% confirmed that he doesn't want to take care of his mod anymore.
I will just wait for the alpha 9 to play with this great mod :)

Completely agree, I have in fact modded other peoples' mods in the past but usually only in a way where I had in fact added onto it and you still had to go download the original.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 18, 2015, 09:02:48 PM
Quote from: leted on February 18, 2015, 08:40:58 PM
Well then. Didn't expect zombie apocalypse to be one of the first mods to change to Alpha 9. That was such a good job.
Yeah, this is sort of my way of apologizing for skipping Alpha 8.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Epyk on February 18, 2015, 09:09:16 PM
Quote from: Justin C on February 18, 2015, 08:36:07 PM
All right guys, the Alpha 9 version of Zombie Apocalypse is now available for download on Nexus, and it is currently awaiting approval on ModDB.

Patch Notes:
v 1.1 - 02/18/2015 -------------------------------------------------
- Updated the mod for Alpha 9.
- Corpses no longer reanimate if their brain has been damaged or destroyed.
- There is now a minimum of one in-game hour between when a pawn dies and when it is reanimated. This is usually only a few seconds in-game.
- Zombies have been slowed to 60% of the speed of humans, from 80%.
- Extended the damage bonus to zombies for cutting weapons to include stabbing weapons.
- Changed the way raid sizes are determined.
- Brought Zombie point cost in line with units from other factions. This should greatly reduce the size of end-game zombie raids.
- Zombies now deal more damage, but attack more slowly.
- Removed the extra damage taken by infected humans. Non-colonists no longer succumb more quickly to the zombie infection than colonists do.
- Changed the naming scheme for zombies. All reanimated zombie names will be "Zombie [Name]" whether they were enemies or colonists.


I will have the usual release article on ModDB tomorrow once I finish putting a new gameplay video together.

Time to give this a go!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: dareddevil7 on February 18, 2015, 09:09:47 PM
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 18, 2015, 09:16:03 PM
Quote from: dareddevil7 on February 18, 2015, 09:09:47 PM
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
That's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: dareddevil7 on February 18, 2015, 09:17:29 PM
Quote from: Justin C on February 18, 2015, 09:16:03 PM
Quote from: dareddevil7 on February 18, 2015, 09:09:47 PM
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
That's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
well then for the time being would it be possible to go into the defs and prolong the time until its goes airborne?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on February 18, 2015, 09:30:13 PM
It's random because it is up to the storyteller isnt it?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 18, 2015, 09:33:13 PM
Quote from: dareddevil7 on February 18, 2015, 09:17:29 PM
Quote from: Justin C on February 18, 2015, 09:16:03 PM
Quote from: dareddevil7 on February 18, 2015, 09:09:47 PM
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
That's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
well then for the time being would it be possible to go into the defs and prolong the time until its goes airborne?
Nope. Unfortunately the chance is completely removed from the defs. Sorry.

The airborne event is designed to be really rare as it currently is.

Quote from: Dragoon on February 18, 2015, 09:30:13 PM
It's random because it is up to the storyteller isnt it?
I separated it from the Storyteller because it didn't happen rarely enough, and sometimes it happened much too soon in the game. Rare incidents still seem to happen almost every single game when the Storyteller controls them. I wanted this to be an event that doesn't happen to you every game.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: dareddevil7 on February 18, 2015, 09:41:35 PM
Quote from: Justin C on February 18, 2015, 09:33:13 PM
Quote from: dareddevil7 on February 18, 2015, 09:17:29 PM
Quote from: Justin C on February 18, 2015, 09:16:03 PM
Quote from: dareddevil7 on February 18, 2015, 09:09:47 PM
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
That's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
well then for the time being would it be possible to go into the defs and prolong the time until its goes airborne?
Nope. Unfortunately the chance is completely removed from the defs. Sorry.

The airborne event is designed to be really rare as it currently is.

Quote from: Dragoon on February 18, 2015, 09:30:13 PM
It's random because it is up to the storyteller isnt it?
I separated it from the Storyteller because it didn't happen rarely enough, and sometimes it happened much too soon in the game. Rare incidents still seem to happen almost every single game when the Storyteller controls them. I wanted this to be an event that doesn't happen to you every game.
in that case i need to find a way to have my colonists bash the doomed one's head in
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 18, 2015, 09:55:33 PM
Quote from: dareddevil7 on February 18, 2015, 09:41:35 PM
Quote from: Justin C on February 18, 2015, 09:33:13 PM
Quote from: dareddevil7 on February 18, 2015, 09:17:29 PM
Quote from: Justin C on February 18, 2015, 09:16:03 PM
Quote from: dareddevil7 on February 18, 2015, 09:09:47 PM
would it be possible for it to get to a point where you can choose if you want the virus to go airborne?
That's probably the most-requested feature for this mod. The option will come eventually, but I am not making any promises about when it will happen.
well then for the time being would it be possible to go into the defs and prolong the time until its goes airborne?
Nope. Unfortunately the chance is completely removed from the defs. Sorry.

The airborne event is designed to be really rare as it currently is.

Quote from: Dragoon on February 18, 2015, 09:30:13 PM
It's random because it is up to the storyteller isnt it?
I separated it from the Storyteller because it didn't happen rarely enough, and sometimes it happened much too soon in the game. Rare incidents still seem to happen almost every single game when the Storyteller controls them. I wanted this to be an event that doesn't happen to you every game.
in that case i need to find a way to have my colonists bash the doomed one's head in
The Airborne incident doesn't kill or infect any of your colonists. All it does is make it so corpses will reanimate even if they weren't bitten by a zombie while they were alive.

If a person dies after being bitten their corpse will reanimate after one in-game hour. If a person dies without being bitten it will stay dead unless the virus is airborne, in which case it will reanimate after about six in-game hours.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: TheSilencedScream on February 18, 2015, 10:12:43 PM
Thanks, Justin!

I was going to hold off on A9 til more mods got updated, but since yours is up, I think I'll be giving it a whirl immediately.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RinDitirini on February 19, 2015, 04:18:39 AM
Great mod and glad to have it back.
I noticed one thing that is causing a bit of an issue though.
Friendly faction folks that get zombified do get marked hostile(turning from blue to red). They'll still behave like zombies, biting, chasing, attacking...Buuuuuuut the turrets will not automatically target them.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 19, 2015, 06:37:40 AM
Quote from: RinDitirini on February 19, 2015, 04:18:39 AM
Great mod and glad to have it back.
I noticed one thing that is causing a bit of an issue though.
Friendly faction folks that get zombified do get marked hostile(turning from blue to red). They'll still behave like zombies, biting, chasing, attacking...Buuuuuuut the turrets will not automatically target them.
Make sure you create a new world and a new game after you activate the mod. If you already did that, try doing it again and see if it fixes the problem. I can't replicate the issue.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: HattoriHanzo on February 19, 2015, 09:14:25 AM
Wow! Great job on the fast update! Excited to finally test your mod! Just got into the game in alpha 8 and was disapointed, that you left that one out.

Thank you for the work!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: W1Z25 on February 19, 2015, 12:13:34 PM
thanks for updating this
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RinDitirini on February 19, 2015, 01:11:44 PM
Quote from: Justin C on February 19, 2015, 06:37:40 AM
Quote from: RinDitirini on February 19, 2015, 04:18:39 AM
Great mod and glad to have it back.
I noticed one thing that is causing a bit of an issue though.
Friendly faction folks that get zombified do get marked hostile(turning from blue to red). They'll still behave like zombies, biting, chasing, attacking...Buuuuuuut the turrets will not automatically target them.
Make sure you create a new world and a new game after you activate the mod. If you already did that, try doing it again and see if it fixes the problem. I can't replicate the issue.

I'll start a new world and get a screenshot if I see it again
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: pro447 on February 19, 2015, 08:50:32 PM
does this work on mac if so how do i do it cause i followed all the instructions but there are no zombies
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on February 19, 2015, 09:15:42 PM
Quote from: pro447 on February 19, 2015, 08:50:32 PM
does this work on mac if so how do i do it cause i followed all the instructions but there are no zombies

They don't just show up I can't remember if they have bases or not but if they do they should show up on the map.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 19, 2015, 09:36:14 PM
Quote from: pro447 on February 19, 2015, 08:50:32 PM
does this work on mac if so how do i do it cause i followed all the instructions but there are no zombies
The zombies will show up in hoards, just like enemy raiders. You will have a few weeks to build up your base before they start showing up.

As long as you installed the mod properly it should show "Zombie Virus Active" on the bottom right. If you see that the mod should be working.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 20, 2015, 03:19:06 AM
All right, I've got the release article awaiting approval on ModDB, and I have a new video showing some basic gameplay footage since the only video I had was from before the Alpha 3 version of the mod was released.

It's nothing new if you've played the mod, but if you haven't had a chance to play it yet you can view the video here:
https://www.youtube.com/watch?v=Fg2g0nLKGk4
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: pro447 on February 20, 2015, 06:34:11 AM
yeah i installed it correctly
ill try deleting it then download it again if that doesn't work ill just play it on my pc
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dr. Z on February 20, 2015, 04:52:40 PM
No "zombie virus active" on the bottom screen. Have created a new world and colony with mod active... :(
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on February 20, 2015, 06:10:06 PM
Quote from: Dr. Z on February 20, 2015, 04:52:40 PM
No "zombie virus active" on the bottom screen. Have created a new world and colony with mod active... :(

Read page 35.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Viceroy on February 20, 2015, 06:10:17 PM
So awesome that this is once again *reanimated*. :D

CORAL!?! REANIMATED CORAL!!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on February 20, 2015, 06:14:18 PM
Quote from: Viceroy on February 20, 2015, 06:10:17 PM
CORAL!?! REANIMATED CORAL!!

Coral?  :o
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 20, 2015, 08:32:42 PM
Quote from: Dragoon on February 20, 2015, 06:14:18 PM
Quote from: Viceroy on February 20, 2015, 06:10:17 PM
CORAL!?! REANIMATED CORAL!!

Coral?  :o
Walking Dead reference. It's a meme making fun of Rick's accent when he says "Carl".
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dr. Z on February 21, 2015, 07:16:01 AM
Quote from: Dragoon on February 20, 2015, 06:10:06 PM
Quote from: Dr. Z on February 20, 2015, 04:52:40 PM
No "zombie virus active" on the bottom screen. Have created a new world and colony with mod active... :(

Read page 35.

And what should I read there what I don't already know? I tryed it twice and there are no zombies.

Ok, solved by exessive retrying, appears to be a mod conflict, but I don't know wich mod causes it.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 21, 2015, 02:55:35 PM
Quote from: Dr. Z on February 21, 2015, 07:16:01 AM
Quote from: Dragoon on February 20, 2015, 06:10:06 PM
Quote from: Dr. Z on February 20, 2015, 04:52:40 PM
No "zombie virus active" on the bottom screen. Have created a new world and colony with mod active... :(

Read page 35.

And what should I read there what I don't already know? I tryed it twice and there are no zombies.

Ok, solved by exessive retrying, appears to be a mod conflict, but I don't know wich mod causes it.
Which mods are you using?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: SecRezz on February 21, 2015, 05:31:56 PM
I've got idea! :D Turning into zombie can't be cured (unless you cut infected part of body) but can be paused using medkits (or something else). if infected will stop taking medicine (or something else :D) he will turn.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dr. Z on February 22, 2015, 07:19:33 AM
Quote from: Justin C on February 21, 2015, 02:55:35 PM
Which mods are you using?

Quite a few, but I don't see which one should cause it. There has been reports that the Expanded Prosthetics & Organ Engineering Mod causes issues, but I don't know what should be the problem with this two.

Edit: Ok, there's actually an interference with Expanded Prosthetics & Organ Engineering because both of them are overriding Races_Humanoids as it seems.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Evil o ViiRuS on February 22, 2015, 02:37:20 PM
In this modpack can you eat the raw zombie flesh with out having to worry about your guys turning into zombies
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 22, 2015, 05:41:07 PM
Quote from: Dr. Z on February 22, 2015, 07:19:33 AM
Quote from: Justin C on February 21, 2015, 02:55:35 PM
Which mods are you using?

Quite a few, but I don't see which one should cause it. There has been reports that the Expanded Prosthetics & Organ Engineering Mod causes issues, but I don't know what should be the problem with this two.

Edit: Ok, there's actually an interference with Expanded Prosthetics & Organ Engineering because both of them are overriding Races_Humanoids as it seems.
Yeah, that would be it. Zombie Apocalypse replaces the Pawn class, so anything that overrides the humanoid races will interfere with that.

Quote from: Evil o ViiRuS on February 22, 2015, 02:37:20 PM
In this modpack can you eat the raw zombie flesh with out having to worry about your guys turning into zombies
Eating zombie flesh won't infect pawns, but it will have all of the same negative thoughts as regular cannibalism.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Avtomatik on February 22, 2015, 06:34:40 PM
I saw there was a problem before: zombies attacking laser turrets instead of pawns. It happens with the new version too :(
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 22, 2015, 06:52:30 PM
Quote from: Avtomatik on February 22, 2015, 06:34:40 PM
I saw there was a problem before: zombies attacking laser turrets instead of pawns. It happens with the new version too :(
That's not a bug. If zombies just sat around and let your turrets shoot at them without consequence they wouldn't be much of a threat.

Zombies prioritize turrets over humans, but the turret search radius is much smaller than the human search radius.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: HBKRKO619 on February 22, 2015, 07:51:18 PM
Is it posssible (I absolutly don't know, my capacity in modding are under 0) to made a compatibility patch between your mod and Cybernetic Storm ? It was one of my must have mod in the alpha 8 and your Zombie Apocalypse mod was also a must have in the alpha 7, can't choose between :(

P.S. : I will post this in the Cybernetic Storm thread as well, maybe you can work together with elStrages (if it's possible, I repeat it, I absolutly don't know)

Thank you :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Wykin on February 23, 2015, 02:53:48 AM
I'm having a problem with the mod i'm not seeing Zombie virus active, or zombie virus airborne, i can into dev mode and spawn a zombie raid but its only one zombie. Plz Help i really want to use this mod, any suggestions or tips would be greatly appreciated.  ;D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Wykin on February 23, 2015, 03:26:50 AM
Nvm, after some testing of mods, i found that prison improvements, and extended surgery are not compatible with the zombie mod. So if you have these mods installed and having issues just remove them and you should be fine. Thanks Justin, for your amazing Mod keep up the superb work  ;D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Latta on February 23, 2015, 10:06:00 AM
Thank you for a great mod! Never tried this before as I started RimWorld with Alpha 8f.
One question: Do you have a plan to make hard-coded strings into translatable Keyed text? I can't translate it well.

Quote from: Wykin on February 23, 2015, 03:26:50 AM
Nvm, after some testing of mods, i found that prison improvements, and extended surgery are not compatible with the zombie mod. So if you have these mods installed and having issues just remove them and you should be fine. Thanks Justin, for your amazing Mod keep up the superb work  ;D
I'm using both PI and ES(modified) and have no problem? It's active... well... although raiders and visitors don't get infected or reanimate but I thought it's a feature? No?

I activated PI and ES after played some time so it might be the case...
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: TheSilencedScream on February 23, 2015, 11:20:53 AM
Quote from: Justin C on February 22, 2015, 06:52:30 PM
Zombies prioritize turrets over humans, but the turret search radius is much smaller than the human search radius.

How large IS the human search radius?
On a 300x300 map, my pawns were holding up in the SE corner and a lone zombie appeared in the NW. He wandered around his area for several days before a pirate showed up to attack me, and the pirate wound up killing the zombie for me (and getting infected in the process).
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 23, 2015, 03:27:30 PM
Quote from: TheSilencedScream on February 23, 2015, 11:20:53 AM
Quote from: Justin C on February 22, 2015, 06:52:30 PM
Zombies prioritize turrets over humans, but the turret search radius is much smaller than the human search radius.

How large IS the human search radius?
On a 300x300 map, my pawns were holding up in the SE corner and a lone zombie appeared in the NW. He wandered around his area for several days before a pirate showed up to attack me, and the pirate wound up killing the zombie for me (and getting infected in the process).
It's randomized. Each zombie has a different search radius (which I see as their eyesight). I think the maximum is 250 right now.

Quote from: Latta on February 23, 2015, 10:06:00 AM
Thank you for a great mod! Never tried this before as I started RimWorld with Alpha 8f.
One question: Do you have a plan to make hard-coded strings into translatable Keyed text? I can't translate it well.

Quote from: Wykin on February 23, 2015, 03:26:50 AM
Nvm, after some testing of mods, i found that prison improvements, and extended surgery are not compatible with the zombie mod. So if you have these mods installed and having issues just remove them and you should be fine. Thanks Justin, for your amazing Mod keep up the superb work  ;D
I'm using both PI and ES(modified) and have no problem? It's active... well... although raiders and visitors don't get infected or reanimate but I thought it's a feature? No?

I activated PI and ES after played some time so it might be the case...
English is the only language I speak (fluently), and because of that I haven't even taken the time to understand how strings and translations work in RimWorld. If someone shows interest in doing a translation for me I will move everything over to the string system.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: seadderkrupp on February 23, 2015, 06:12:20 PM
Love this mod. Until the new rimworld build it seems. As went to create a new world and it will not activate at all. Have deleted everything including saved worlds, configs etc. Tried running it with no other mods at all and same.

It was working alongside the following mods - Less Incidents, Cybernetic storm, EDB mod order+prepare, Gardening, prison improvements, rimeffect, rimfire and RTG's. Could have been Glittertech that did it but removed all files etc and not working now.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 24, 2015, 02:26:32 AM
Quote from: seadderkrupp on February 23, 2015, 06:12:20 PM
Love this mod. Until the new rimworld build it seems. As went to create a new world and it will not activate at all. Have deleted everything including saved worlds, configs etc. Tried running it with no other mods at all and same.

It was working alongside the following mods - Less Incidents, Cybernetic storm, EDB mod order+prepare, Gardening, prison improvements, rimeffect, rimfire and RTG's. Could have been Glittertech that did it but removed all files etc and not working now.
You had all of those working with it? I know Cybernetic Storm and Prison Improvements shouldn't work with it.

Maybe the order in which you activate the mods makes a difference?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Wykin on February 24, 2015, 02:33:22 AM
Quote from: seadderkrupp on February 23, 2015, 06:12:20 PM
Love this mod. Until the new rimworld build it seems. As went to create a new world and it will not activate at all. Have deleted everything including saved worlds, configs etc. Tried running it with no other mods at all and same.

It was working alongside the following mods - Less Incidents, Cybernetic storm, EDB mod order+prepare, Gardening, prison improvements, rimeffect, rimfire and RTG's. Could have been Glittertech that did it but removed all files etc and not working now.
I don't think it's the order I was messing around with those mods to see if there was any way I configure to run alongside the zombie mod, but without a string system it's mostly like not going to happen
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on February 24, 2015, 03:31:56 AM
It funny I had this mod working on another Pc(at my shop) with the same mods. But on my main PC here at home I can not get it to work. Now I am using a few less mods but the same ones and I think in the same order (using EdB order mod). It is odd is there any order it should be in. I am running Glittertech but I have it under the zombie mod. I want the zombies to be the main trouble.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: seadderkrupp on February 24, 2015, 04:42:30 AM
Same with me. I love the zombies being the main trouble. And would gladly give up other mods to have it run. Will do a complete reinstall etc of everything and try it again. Must be something to do with my pc somewhere. Lucky i am already bald(never thought i would say that) as looking at more tearing the hair out time:)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on February 24, 2015, 05:23:40 AM
Quote from: seadderkrupp on February 24, 2015, 04:42:30 AM
Same with me. I love the zombies being the main trouble. And would gladly give up other mods to have it run. Will do a complete reinstall etc of everything and try it again. Must be something to do with my pc somewhere. Lucky i am already bald(never thought i would say that) as looking at more tearing the hair out time:)
I could be the windows we are using. The one where it working is old(almost dose not run rimworld at all) and it has XP. The one where it not working is windows 7. But I for one just have to think maybe it the order the mods are in maybe.  I have been trying to work out best order to put the mods in but nothing seem to work.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: seadderkrupp on February 24, 2015, 08:42:17 AM
Am using Win7 64. I have it working now. Basically deleted the configs and deleted the already created world(saved copies elsewhere) to start from scratch. Loaded Zombies only and created a world.
Waited a minute for the colonists to drop in and the alerts to show up. And it worked. So gradually added mods one at a time, each time reloading the game. And as long as the world is created using only the zombie mod and it is later in the load order it works fine. For me at least.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on February 24, 2015, 03:25:24 PM
Ok I played around with the order I had the mods. I have found out I think if you are using Glitter Tech mod you need to load it in front of the Zombie Apocalypse mod. I tried this on one PC and it worked. I am going to try it on my main one to see if it work there to. It likely that you will have to started a new game but I am not sure yet.

So ether click Glitter tech first or if using EdB mod order mod put Glitter tech above the zombie mod. And let me know if that works. I have been spending the last few day playing around with the place mods fit in with each other.

Edit: ok just tried it. I moved Glitter Tech above zombie mod with out starting a new game and as soon as I loaded in the the saved game I got the message on the right side "zombie virus active". So as fare as my set up goes glitter Tech first then Zombie mod. I do not know if this hold true with all mods but it worked in this case.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Wykin on February 25, 2015, 01:03:23 AM
Hey is it just me? Or is everyone else getting zombies raids, with only one zombie? If anyone can shed some light on this, whether or not its supposed to be this way that would be great :D Oh i also had a idea for your mod Justin, I think there should be Vaccine, but this vaccine causes permanent debuffs, i was reading the old forums, a lot of people thought that would be a great idea, just some food for thought.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Mechanoid Hivemind on February 25, 2015, 02:13:50 AM
Quote from: Wykin on February 25, 2015, 01:03:23 AM
Hey is it just me? Or is everyone else getting zombies raids, with only one zombie? If anyone can shed some light on this, whether or not its supposed to be this way that would be great :D Oh i also had a idea for your mod Justin, I think there should be Vaccine, but this vaccine causes permanent debuffs, i was reading the old forums, a lot of people thought that would be a great idea, just some food for thought.
I keep getting raid that say "small" raid and it has like 10 zombies if that's a small raid i hate to see a large raid >.<
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kaiserslash on February 25, 2015, 02:31:26 AM
I love the look of this mod but I cant say I like the airborne feature.  If there is any possibilty could you make a version without the airborne feature?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Latta on February 25, 2015, 05:38:23 AM
Quote from: Justin C on February 23, 2015, 03:27:30 PM
English is the only language I speak (fluently), and because of that I haven't even taken the time to understand how strings and translations work in RimWorld. If someone shows interest in doing a translation for me I will move everything over to the string system.
I have enough interest of translation to this mod.
Before using keying, you need to replace all your hard-coded strings into something like this:


string foo = "SomeKey".translate();


Key value must be identical.
In your mod, it might look like this:

string foo = "MediumRaid".translate();
string bar = "ColonistsBitten".translate();
//instead of
//string foo = "A medium sized group of Zombies has appeared near your colony!";
//string bar = "Colonists Bitten!";


After replacing all these strings, make a structure of folders inside of your mod like this:
Languages\English\Keyed

Finally, inside of the Keyed folder, make new xml file with any file name, and write its content like this:

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

    <MediumRaid>A medium sized group of Zombies has appeared near your colony!</MediumRaid>
    <ColonistsBitten>Colonists Bitten!</ColonistsBitten>
    ...

</LanguageDate>


It's okay even if this process take some time or versions before finish, I just want to translate it.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: seadderkrupp on February 25, 2015, 06:03:34 AM
Thanks Vonholtz:) That is a lot easier and worked as well. I dropped glittertech though as caused issues with being able to perform operations.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: JPott99 on February 25, 2015, 02:33:48 PM
Does this mod require disabling of Core?
I am unsure as I am new to modding of Rimworld.

If it does, then it doesn't work.

Otherwise, I apologise for wasting time.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 25, 2015, 02:59:33 PM
Quote from: JPott99 on February 25, 2015, 02:33:48 PM
Does this mod require disabling of Core?
I am unsure as I am new to modding of Rimworld.

If it does, then it doesn't work.

Otherwise, I apologise for wasting time.
Nope. Never disable Core unless the mod specifically says to.

The way the mods work is they just replace or add on to the things in Core.

Quote from: Latta on February 25, 2015, 05:38:23 AM
Quote from: Justin C on February 23, 2015, 03:27:30 PM
English is the only language I speak (fluently), and because of that I haven't even taken the time to understand how strings and translations work in RimWorld. If someone shows interest in doing a translation for me I will move everything over to the string system.
I have enough interest of translation to this mod.
Before using keying, you need to replace all your hard-coded strings into something like this:


string foo = "SomeKey".translate();


Key value must be identical.
In your mod, it might look like this:

string foo = "MediumRaid".translate();
string bar = "ColonistsBitten".translate();
//instead of
//string foo = "A medium sized group of Zombies has appeared near your colony!";
//string bar = "Colonists Bitten!";


After replacing all these strings, make a structure of folders inside of your mod like this:
Languages\English\Keyed

Finally, inside of the Keyed folder, make new xml file with any file name, and write its content like this:

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

    <MediumRaid>A medium sized group of Zombies has appeared near your colony!</MediumRaid>
    <ColonistsBitten>Colonists Bitten!</ColonistsBitten>
    ...

</LanguageDate>


It's okay even if this process take some time or versions before finish, I just want to translate it.
Thanks for the overview! I will make sure I get this in for Alpha 10.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: aGuyNamdJesus on February 25, 2015, 06:53:42 PM
I scanned this forum but can't find a solution... When a zombie kills another person after virus has gone airborne they revive and show as neutral npcs. Blue or teal names. My colonists will not attack them even if attacked first. They will sit there and die. How do I fix this?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 25, 2015, 07:10:15 PM
Quote from: aGuyNamdJesus on February 25, 2015, 06:53:42 PM
I scanned this forum but can't find a solution... When a zombie kills another person after virus has gone airborne they revive and show as neutral npcs. Blue or teal names. My colonists will not attack them even if attacked first. They will sit there and die. How do I fix this?
Do you have any other mods active? When did it start happening? Were the zombies ever reanimating successfully that game?

If you can, please send me your world and colony save files, because I have never been able to replicate this bug.

Creating a new world and a new colony seems to fix it.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: aGuyNamdJesus on February 25, 2015, 07:17:30 PM
First thank you so much for the quick reply.

1. Links to the mods.
https://ludeon.com/forums/index.php?topic=9492.0 Defend the colony.
https://ludeon.com/forums/index.php?topic=6261.msg60922#msg60922 prepare carefully.
https://ludeon.com/forums/index.php?topic=7029.0 extended surgery
https://ludeon.com/forums/index.php?topic=9521.0 more vanilla turrets
https://ludeon.com/forums/index.php?topic=10865.0 finer things


2. Virus went airborne like 2nd day... first raider i killed reactivated from grave and was neutral.
3. Never reanimated hostile in my game.

I have no idea how to send world and colony files. Will gladly send you any info you can tell me how to get as this is my favorite mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 25, 2015, 07:28:21 PM
Quote from: aGuyNamdJesus on February 25, 2015, 07:17:30 PM
First thank you so much for the quick reply.

1. Will update
2. Virus went airborne like 2nd day... first raider i killed reactivated from grave and was neutral.
3. Never reanimated hostile in my game.

I have no idea how to send world and colony files. Will gladly send you any info you can tell me how to get as this is my favorite mod.
Second day? That's just bad luck. I've watched streamers play for 10 hours straight and never have the virus go airborne. :P

Yeah, it sounds to me like either the Zombie faction somehow generated as friendly to you, or no zombie faction generated at all, in which case it might have defaulted to a different faction. Neither should be possible if the mod is installed properly, but I can't be 100% sure since I've never run into the bug.

When you installed the mod did you create a new world and a new game on that world after installing it?

Open up the game, go to the Options, and there is a button "Open save data folder". Click that and then send me the Worlds and Saves folders.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: aGuyNamdJesus on February 25, 2015, 07:32:33 PM
I don't mind the extra challenge. Love it in fact.

Well they attack my people and any other factions that enter but only my colonists will not attack. Other npcs fight back.

I made new world and new game yes.

Well my game will not load anymore... maybe a problem with the update and not your mod... Reinstalling whole game and my mod folders. Give me like 5 mins.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 25, 2015, 07:42:58 PM
Quote from: aGuyNamdJesus on February 25, 2015, 07:32:33 PM
I don't mind the extra challenge. Love it in fact.

Well they attack my people and any other factions that enter but only my colonists will not attack. Other npcs fight back.

I made new world and new game yes.

Well my game will not load anymore... maybe a problem with the update and not your mod... Reinstalling whole game and my mod folders. Give me like 5 mins.
Yeah, Zombies attack all non-zombies, regardless of faction.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on February 25, 2015, 07:47:35 PM
Quote from: aGuyNamdJesus on February 25, 2015, 07:32:33 PM
I don't mind the extra challenge. Love it in fact.

Well they attack my people and any other factions that enter but only my colonists will not attack. Other npcs fight back.

I made new world and new game yes.

Well my game will not load anymore... maybe a problem with the update and not your mod... Reinstalling whole game and my mod folders. Give me like 5 mins.
When the game fails to load, go into the Config folder (with the Worlds and Saves folders) and delete ModsConfig.xml. That's the only way to fix it when you're loading into a black screen.

If it's giving you trouble then don't worry about it too much. It's not exactly a critical bug and I'm sure I'll find it eventually.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on February 26, 2015, 06:44:39 AM
My colony is just holding on. Attack of zombies at the wrong time have all of my pawns on the edge of losing it. I am just holding on. All my friend in game as well as my enemy are being turned in to zombies before they can even get to my colony. It is likely my colony will fail and it all do to this evil mod.

And I am loving every moment of it.  :) GREAT mod well worth the wait.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Otterlover5 on March 01, 2015, 06:22:27 AM
So ummm I have this mod with the extended prosthetics and organ engineering mod and I cant install a wooden foot on a person that had it cut off
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 01, 2015, 07:15:53 AM
Quote from: Otterlover5 on March 01, 2015, 06:22:27 AM
So ummm I have this mod with the extended prosthetics and organ engineering mod and I cant install a wooden foot on a person that had it cut off
Zombie Apocalypse and Expanded Prosthetics will conflict if you use the base mods, but it does look like Ykara has a Zombie Apocalypse compatibility fix in their thread:
https://ludeon.com/forums/index.php?topic=10571.0

Try that and see if it fixes your problem.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Otterlover5 on March 01, 2015, 08:50:13 AM
Quote from: Justin C on March 01, 2015, 07:15:53 AM
Quote from: Otterlover5 on March 01, 2015, 06:22:27 AM
So ummm I have this mod with the extended prosthetics and organ engineering mod and I cant install a wooden foot on a person that had it cut off
Zombie Apocalypse and Expanded Prosthetics will conflict if you use the base mods, but it does look like Ykara has a Zombie Apocalypse compatibility fix in their thread:
https://ludeon.com/forums/index.php?topic=10571.0

Try that and see if it fixes your problem.

I have that but everytime it just doesnt allow me to
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: T-Wrecks on March 02, 2015, 11:54:32 PM
Hey, just something I noticed. Norbal corpses don't seem to be reanimated after death. Is there any chance this could be fixed? I wouldn't mind having some fine norse undead attacking my base. :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: apljee on March 03, 2015, 03:16:21 PM
I'm engineering up some fun maps with some ideas for goals, and other things so that it's not just "kill the zombies and do nothing else". The maps will be engaging, goals like restore power to the community, kill all zombies on map, clear out the apartment, etc. instead of just one simple goal. But, yeah. I'm making some maps for your mod before I go to work on Project EONS this weekend.

Cheers.
Austin

PS- Great mod, I've enjoyed toying around with it.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dregod on March 03, 2015, 04:05:08 PM
I load this mod up and on my 'Overview' tab it doesn't allow me to set what people can do what action i.e growing, plant cutting etc. I have tried loading with and without other mods, still the same thing. Any fix?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: steveuk on March 03, 2015, 05:20:27 PM
Hi Justin,

Thanks for updating your mod but I seem to have an issue? My colony has survived 266 days and up till now, the zombie virus has not gone airborne. What are the chances?

Update: Virus went airborne day 271 :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Orion on March 04, 2015, 05:17:21 AM
Quote from: T-Wrecks on March 02, 2015, 11:54:32 PM
Hey, just something I noticed. Norbal corpses don't seem to be reanimated after death. Is there any chance this could be fixed? I wouldn't mind having some fine norse undead attacking my base. :)
I think you can easily fix that yourself:
Open the Races_???.xml file in the Norbal Mod Folder -> Defs -> ThingDefs
Then change the following line
    <thingClass>Pawn</thingClass>
to
    <thingClass>BiteablePawn</thingClass>

You will also need the EdBModOrder mod, to make sure norbals are loaded after zombie apocalypse.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: T-Wrecks on March 06, 2015, 06:39:16 PM
Thanks man!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: CodyRex123 on March 06, 2015, 08:27:59 PM
Errrmh, alright, so heres a question, what mods make it so that the infection no longer works? Because i kinda don't have dead bodies becoming zombies anymore.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Poko on March 07, 2015, 08:18:00 AM
Is there some easy way from the start to see if this mod is working with other mods?  I've read the threads here saying that, if you get the load order right, it can work with the prisoners mod and cybernetics, but i'm not sure if I got the order right.
Thanks!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: EpicYeti on March 08, 2015, 09:29:00 AM
I seem to be having an issue right now, whenever I load up this mod without any other mods everything goes to plan.
Unfortunately, upon loading the world no zombie factions appear and thus when I am in a game there is no zombie virus appearing or hordes :( please help me.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 10, 2015, 05:18:06 AM
Quote from: CodyRex123 on March 06, 2015, 08:27:59 PM
Errrmh, alright, so heres a question, what mods make it so that the infection no longer works? Because i kinda don't have dead bodies becoming zombies anymore.
Unless the virus is airborne corpses will only be reanimating when they've been bitten.

Any mod that modifies the Pawn ThingDef is going to have compatibility issues with Zombie Apocalypse.

Quote from: Poko on March 07, 2015, 08:18:00 AM
Is there some easy way from the start to see if this mod is working with other mods?  I've read the threads here saying that, if you get the load order right, it can work with the prisoners mod and cybernetics, but i'm not sure if I got the order right.
Thanks!
The load order should only matter if you are using a compatibility patch of some sort. Without a patch to fix the compatibility issues between mods they should be interfering with each other no matter which order you load them in. The only thing that might change is the ways in which they interfere with each other.

Quote from: EpicYeti on March 08, 2015, 09:29:00 AM
I seem to be having an issue right now, whenever I load up this mod without any other mods everything goes to plan.
Unfortunately, upon loading the world no zombie factions appear and thus when I am in a game there is no zombie virus appearing or hordes :( please help me.
Factions are generated on World creation, so after you load the mod you will need to create a new world and then start a new game on that new world. It will not work with old saves of the game from before the mod was installed.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Zeni on March 11, 2015, 07:45:38 AM
I made a new world aswell but still no zombies showing up hmm
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on March 11, 2015, 03:22:26 PM
Quote from: Zeni on March 11, 2015, 07:45:38 AM
I made a new world aswell but still no zombies showing up hmm
Are you getting with in the first day a note on the right side of the screen the zombie virus is active?

You might also if your not using it get EdB mod order mod. https://ludeon.com/forums/index.php?topic=7454.0 It can help you move it around in the mod list if your running with more then one mod. Some mods cross each other up and the one first put in will take over. I for one am not to good with the mods my self but I have had no trouble using the zombie mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Tericc on March 11, 2015, 03:44:00 PM
Im curious about what u guys do in the mid late game with the zombies?
Back in alpha 7 I had hordes( i mean the shambling mass that could be felt before it was seen or heard kind of horde.)

And it wasnt one now and then it was a lot of them.

My question is.. what do u do with all those bodies??
I had such a hard time getting rid of the bodies before the next horde arrives..
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on March 11, 2015, 07:49:47 PM
Quote from: Tericc on March 11, 2015, 03:44:00 PM
Im curious about what u guys do in the mid late game with the zombies?
Back in alpha 7 I had hordes( i mean the shambling mass that could be felt before it was seen or heard kind of horde.)

And it wasnt one now and then it was a lot of them.

My question is.. what do u do with all those bodies??
I had such a hard time getting rid of the bodies before the next horde arrives..

Other Mod's....... I have one mod that has a crematorium droids https://ludeon.com/forums/index.php?topic=7380.0 . I send it out and it auto burns the body's. It will strip them to or I can turn that off and just burn them down. I also have two mods with turrets in them. One of the turrets has rounds that set them on fire https://ludeon.com/forums/index.php?topic=6895.0 . I have a kill box set up to let them burn with no damage to any of my stuff. So yes I use other mods to get rid of the zombies body's. But after all if I am going to run one mod like the zombie mod there no reason not to run 48 other mods as well. :D

BTW I would find some way to get rid of them with the vanilla game as well but yes it much harder. Maybe molotov cocktail aimed at the ground(if they can do that). Or build 2 or 3 crematorium right near your killing zone(under a roof). It just take a bit of thought and things you did not think about can be used to do the job.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 12, 2015, 03:10:15 AM
Quote from: Tericc on March 11, 2015, 03:44:00 PM
Im curious about what u guys do in the mid late game with the zombies?
Back in alpha 7 I had hordes( i mean the shambling mass that could be felt before it was seen or heard kind of horde.)

And it wasnt one now and then it was a lot of them.

My question is.. what do u do with all those bodies??
I had such a hard time getting rid of the bodies before the next horde arrives..
You shouldn't be getting the kind of hordes you saw in Alpha 7 now, even in the late game. A crematorium or two should be enough to manage the bodies.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on March 14, 2015, 04:22:44 AM
Had a odd thing happen last night. I started a new colony last night. I am running about 40 mods this being one. I am 11 day in to the new colony and the virus said active on the right side of my screen. It not air born yet and I have had no zombie raids as of yet. But some of the factions that are allies to me hate each other. they have had some fights near and around my colony. One of them turned in to a zombie and attacked. I got him in time. Now how did he become a zombie with out it being air born or any zombies at all showing up on my new map.

Could they have come to the map with the zombie virus? Or was it because my last game it was air born. So the game still thinks it is even if it was a new game?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 14, 2015, 04:24:18 AM
Quote from: Vonholtz on March 14, 2015, 04:22:44 AM
Had a odd thing happen last night. I started a new colony last night. I am running about 40 mods this being one. I am 11 day in to the new colony and the virus said active on the right side of my screen. It not air born yet and I have had no zombie raids as of yet. But some of the factions that are allies to me hate each other. they have had some fights near and around my colony. One of them turned in to a zombie and attacked. I got him in time. Now how did he become a zombie with out it being air born or any zombies at all showing up on my new map.

Could they have come to the map with the zombie virus? Or was it because my last game it was air born. So the game still thinks it is even if it was a new game?
There is a very small chance of an enemy or traveler being infected when they spawn on the map. The chance of it happening depends on the difficulty setting.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on March 14, 2015, 11:54:28 AM
Quote from: Justin C on March 14, 2015, 04:24:18 AM
Quote from: Vonholtz on March 14, 2015, 04:22:44 AM
Had a odd thing happen last night. I started a new colony last night. I am running about 40 mods this being one. I am 11 day in to the new colony and the virus said active on the right side of my screen. It not air born yet and I have had no zombie raids as of yet. But some of the factions that are allies to me hate each other. they have had some fights near and around my colony. One of them turned in to a zombie and attacked. I got him in time. Now how did he become a zombie with out it being air born or any zombies at all showing up on my new map.

Could they have come to the map with the zombie virus? Or was it because my last game it was air born. So the game still thinks it is even if it was a new game?
There is a very small chance of an enemy or traveler being infected when they spawn on the map. The chance of it happening depends on the difficulty setting.
Ah ok if it part of the mod that's good to know. And that just make me like the mod even more because it keep me on my toes never knowing who might turn. Thank you  ;D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kngsnghun on March 14, 2015, 12:32:20 PM
hey guys i tried the zombie mod, but it seems like it's not working very well for me.

the zombies are hostile to other factions, but only my colony won't see them as enemy.

i think it's because i'm using it with prison management and combat realism(which edit humans to be more squishy to bullets).

i could actually put zombies in my prison and force feed potatoes lol

anyway, i tried removing the mod, and it gave me a colorful screen of death. is there anyway to clean up zombie mod?

from my save file? i put way too much effort to my current colony, and i dont want to start a new one right now.

if it is impossible, is there any way to make zombies as hostile faction to my colony?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: apljee on March 14, 2015, 01:02:28 PM
Quote from: kngsnghun on March 14, 2015, 12:32:20 PM
hey guys i tried the zombie mod, but it seems like it's not working very well for me.

the zombies are hostile to other factions, but only my colony won't see them as enemy.

i think it's because i'm using it with prison management and combat realism(which edit humans to be more squishy to bullets).

i could actually put zombies in my prison and force feed potatoes lol

anyway, i tried removing the mod, and it gave me a colorful screen of death. is there anyway to clean up zombie mod?

from my save file? i put way too much effort to my current colony, and i dont want to start a new one right now.

if it is impossible, is there any way to make zombies as hostile faction to my colony?

As far as I know, Zombies aren't a faction, they just appear because of random events. Either way, I don't know whaht your issue is, it seems like the zombies arent being aggresive towards your colonists?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kngsnghun on March 14, 2015, 01:36:25 PM
Quote from: apljee on March 14, 2015, 01:02:28 PM
Quote from: kngsnghun on March 14, 2015, 12:32:20 PM
hey guys i tried the zombie mod, but it seems like it's not working very well for me.

the zombies are hostile to other factions, but only my colony won't see them as enemy.

i think it's because i'm using it with prison management and combat realism(which edit humans to be more squishy to bullets).

i could actually put zombies in my prison and force feed potatoes lol

anyway, i tried removing the mod, and it gave me a colorful screen of death. is there anyway to clean up zombie mod?

from my save file? i put way too much effort to my current colony, and i dont want to start a new one right now.

if it is impossible, is there any way to make zombies as hostile faction to my colony?

As far as I know, Zombies aren't a faction, they just appear because of random events. Either way, I don't know whaht your issue is, it seems like the zombies arent being aggresive towards your colonists?

yes that is the problem. my colonists are just standing around until zombies destory my turrets and bite them...
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 14, 2015, 02:39:10 PM
Quote from: kngsnghun on March 14, 2015, 12:32:20 PM
hey guys i tried the zombie mod, but it seems like it's not working very well for me.

the zombies are hostile to other factions, but only my colony won't see them as enemy.

i think it's because i'm using it with prison management and combat realism(which edit humans to be more squishy to bullets).

i could actually put zombies in my prison and force feed potatoes lol

anyway, i tried removing the mod, and it gave me a colorful screen of death. is there anyway to clean up zombie mod?

from my save file? i put way too much effort to my current colony, and i dont want to start a new one right now.

if it is impossible, is there any way to make zombies as hostile faction to my colony?
I think you might have to edit the world file for that. Let me know if the zombie faction is actually friendly towards you, because I still haven't been able to recreate that bug.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: silentlord on March 14, 2015, 08:02:47 PM
i wish i had the friendly zombies bug! lol

they only thing i hate, is the fact that every melee encounter with a zombie with my pawns, results in an infection in the torso or neck... aka death! *sigh*

meanwhile im watching npc bands smack the hell out of zombies and never get an infection at all.


but friendly zombies! i so want friendly zombies..... unless my pawns are wearing power armour, they don't go out the base in a zombie raid.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 15, 2015, 03:41:18 AM
Quote from: silentlord on March 14, 2015, 08:02:47 PM
i wish i had the friendly zombies bug! lol

they only thing i hate, is the fact that every melee encounter with a zombie with my pawns, results in an infection in the torso or neck... aka death! *sigh*

meanwhile im watching npc bands smack the hell out of zombies and never get an infection at all.


but friendly zombies! i so want friendly zombies..... unless my pawns are wearing power armour, they don't go out the base in a zombie raid.
Zombies don't care if their faction is friendly with you. They will eat you anyway. :P

Some tips for Melee fighting Zombies:
- A high Melee skill will reduce the chances of your colonists getting infected by quite a bit.
- Stabbing and Cutting weapons have a chance of one-shotting Zombies, and the higher your Colonists' Melee skill, the higher that chance is.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: silentlord on March 15, 2015, 12:12:30 PM
does personal shields and power-armour have any effects/benefits as apposed to zombie protection. lol


had a brilliant couple hours last night. playing on serious challenge  with randy. got a massive wave, must be atleast 30-40... exact same time i get a tribesman spawn of low-techers. they both reach my base together and both are about equal in numbers... epic fight for which i almost died. i probably would have if the two factions didnt fight each other as well as me.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on March 15, 2015, 02:37:59 PM
Quote from: silentlord on March 15, 2015, 12:12:30 PM
does personal shields and power-armour have any effects/benefits as apposed to zombie protection. lol


Power armor helps but shields don't since the can't protect you in close combat and zombies don't shoot or spit...yet.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: rsof69 on March 15, 2015, 03:57:44 PM
Put the Races_Humanoid into the ThingDef folder of EPOE and CS and the Races_Zombies into
the ThingDef folder of the Zombie Apocalypse mod.
Then put the Bodies def in the BodyDefs folder of both the EPOE and CS mod.
Then put the OE_BodyParts into the BodyPartDefs of EPOE and the BodyParts into the BodyPartDefs of CS.
This should fix the conflicts.

I dont understand this  :-\
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: HBKRKO619 on March 15, 2015, 06:13:32 PM
Quote from: rsof69 on March 15, 2015, 03:57:44 PM
Put the Races_Humanoid into the ThingDef folder of EPOE and CS and the Races_Zombies into
the ThingDef folder of the Zombie Apocalypse mod.
Then put the Bodies def in the BodyDefs folder of both the EPOE and CS mod.
Then put the OE_BodyParts into the BodyPartDefs of EPOE and the BodyParts into the BodyPartDefs of CS.
This should fix the conflicts.

I dont understand this  :-\

Me to, I play with CS and Glitter tech, I manage to made them compatible each other but I can't manage to made ZA compatible with CS and Glitter and ..... I would really love to xD
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dr. Z on March 18, 2015, 04:59:43 PM
Is there a way to adjust how much percent of the raids are zombie raids? I'm 1 year in my colony and all I'm getting are zombie raids and sieges. I would like to see some normal raids again, is there any way to tune that?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 18, 2015, 08:03:58 PM
Quote from: Dr. Z on March 18, 2015, 04:59:43 PM
Is there a way to adjust how much percent of the raids are zombie raids? I'm 1 year in my colony and all I'm getting are zombie raids and sieges. I would like to see some normal raids again, is there any way to tune that?
Zombie raids don't affect the frequency of normal raids/sieges.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 19, 2015, 10:23:07 AM
This is a super awesome mod!  I have two bits of feedback though:

- Zombies should be immune to cold/heatstroke.  They're dead, they shouldn't get cold and go sleepies.

- It's "a huge horde", not "hoard"
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Scourge on March 19, 2015, 10:37:39 AM
Quote from: Kaballah on March 19, 2015, 10:23:07 AM
This is a super awesome mod!  I have two bits of feedback though:

- Zombies should be immune to cold/heatstroke.  They're dead, they shouldn't get cold and go sleepies.

- It's "a huge horde", not "hoard"
Maybe different effects?

Heat, if they could decay, make them more infectious or susceptible to having body parts hacked off/weaker cause they rot faster.
Cold, further movement speed penalty. They are freezing solid.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 19, 2015, 11:02:39 AM
Eh if the fictional ~~ZOMBIE VIRUS~~ can make dead people get out of their graves, then it can blend in a little antifreeze too, the point is that severe cold/heat really trivialize this mod and they shouldn't.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 21, 2015, 11:06:15 PM
Just popping in to say HOLY CRAP this is an astoundingly neat mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: silentlord on March 22, 2015, 08:13:07 AM
you said awhile ago, that melee skill is a factor in getting bite/infected.
in my game last night, i spent forever training my soldiers to lvl20 in melee, equipped then with melee shields and swords and axes etc and sent to battle.

out of the 3 i sent to mop up from a wave... 2 where torso or neck, after the first hit?!
as i said before, if the bite-zones have a percentage... the torso and neck should be bumped waay down.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on March 22, 2015, 01:38:37 PM
^ +1
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 22, 2015, 01:50:03 PM
Vanilla personal shields do nothing at all vs melee, if that's what you're using.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on March 22, 2015, 02:16:52 PM
Quote from: Kaballah on March 22, 2015, 01:50:03 PM
Vanilla personal shields do nothing at all vs melee, if that's what you're using.

I have yet to see a mod that has ANY shields that protect in melee.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 22, 2015, 08:01:01 PM
Quote from: silentlord on March 22, 2015, 08:13:07 AM
you said awhile ago, that melee skill is a factor in getting bite/infected.
in my game last night, i spent forever training my soldiers to lvl20 in melee, equipped then with melee shields and swords and axes etc and sent to battle.

out of the 3 i sent to mop up from a wave... 2 where torso or neck, after the first hit?!
as i said before, if the bite-zones have a percentage... the torso and neck should be bumped waay down.
As others have said, you should be using armor. Armor helps deflect zombie attacks just like any other attack.

The chance of getting hit is still random. Even if you have a 99% chance of not getting bitten, sometimes you are just going to be unlucky any get bitten anyway. I've had colonists with a melee skill of 3 take out 5+ zombies solo without being bitten. It's all in the hands of RNGesus.

I think I mentioned before that I was considering making colonists with a melee skill of 20 completely invulnerable to bites. I think that will probably make it into the Alpha 10 release.

And right now the game chooses the organ that gets hit. I'd have to write my own organ selection function to make extremities more likely to be bitten than the head/neck/torso. I think it would be nice to reward people with medium-to-high melee skills by making them less likely to be bitten anywhere that is incurable, but this will all come down to how motivated I am feeling when the time comes to port to Alpha 10. :P
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 22, 2015, 10:52:29 PM
Quote from: Justin C on March 22, 2015, 08:01:01 PM
I think I mentioned before that I was considering making colonists with a melee skill of 20 completely invulnerable to bites. I think that will probably make it into the Alpha 10 release.

Can you just make skill 20 invulnerable to neck/body bites, but leave limbs still possible hit locations?  It's one of the coolest features of your mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 24, 2015, 09:40:36 AM
Hey somewhat related to this, in the case of torso bites you should add a surgery option to cut out a large amount of torso flesh (hitpoints) and possibly cure the infection, more likely to kill the patient (damage and bleeding), and leaves a lot of downtime for that patient.  It should require a very high Medical skill, and if a low skilled colonist tries it anyway that should end in tears.

When I get a colonist's torso infected I pretty much march them out into the wilderness, it'd be great if there was another option that wasn't so black and white "welp yer fucked, bye bro"
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 25, 2015, 06:00:45 PM
Quote from: Kaballah on March 24, 2015, 09:40:36 AM
Hey somewhat related to this, in the case of torso bites you should add a surgery option to cut out a large amount of torso flesh (hitpoints) and possibly cure the infection, more likely to kill the patient (damage and bleeding), and leaves a lot of downtime for that patient.  It should require a very high Medical skill, and if a low skilled colonist tries it anyway that should end in tears.

When I get a colonist's torso infected I pretty much march them out into the wilderness, it'd be great if there was another option that wasn't so black and white "welp yer fucked, bye bro"
Zombie bites are supposed to be that black and white though. When you are bitten, say goodbye to your friends and family and eat a bullet so you don't eat them.

I allowed for the cure by amputation because people really wanted some kind of cure, and it happens in The Walking Dead anyway. But your main focus should be on avoiding being bitten.

On a different note, if anyone has any ideas for the Alpha 10 release of Zombie Apocalypse now is the time to make suggestions.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: dareddevil7 on March 25, 2015, 06:04:36 PM
Suggestion: Add an operation that basically makes a colonist shoot the infected colonist twice in the head
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 25, 2015, 06:07:19 PM
Please change "hoard" to "horde", otherwise this is pretty much a perfect mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 25, 2015, 08:43:10 PM
Quote from: Kaballah on March 25, 2015, 06:07:19 PM
Please change "hoard" to "horde", otherwise this is pretty much a perfect mod.
That's already fixed. Someone else pointed it out to me on NexusMods shortly after Alpha 9 was released, and I went and fixed the spelling errors in the game and on all of the relevant pages then.

I don't know how it took 8 months for anyone (including myself) to notice. I guess that must mean that few people even noticed that I spelled it wrong, which makes me feel slightly less dumb.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 25, 2015, 08:48:48 PM
If you're really looking for stuff to add, zombie animals would be pretty rad.  Also the traditional weapon of the zombie slayer, the chainsaw (with sounds).
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 25, 2015, 08:49:15 PM
It's interesting how much of an impact adding the NexusMods button to the front page made on the ModDB stats. This latest release has less than half the downloads on ModDB as it does on NexusMods. I guess more people just prefer NexusMods.

Maybe I should work on making the NexusMods page prettier.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 25, 2015, 09:04:43 PM
Oh right, make zombies immune to cold/heat.  Really takes the sting out of the top tier zombie assault if I know none of them will actually make it to the entrance because they'll all freeze on the way.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 25, 2015, 09:10:43 PM
Quote from: Kaballah on March 25, 2015, 08:48:48 PM
If you're really looking for stuff to add, zombie animals would be pretty rad.  Also the traditional weapon of the zombie slayer, the chainsaw (with sounds).
I've considered zombie animals, but it just seems like the kind of feature that would make the mod feel less like a faithful zombie adaptation.

I spent most of the development time of this release with zombies attacking nearby animals. It's pretty annoying and it makes zombies much less threatening when they ignore your colonists for nearby squirrels. I wound up just disabling it towards the end because I didn't feel like it was adding anything to the mod, and the extra target search would have a noticeable impact on performance with large hordes.

And as for chainsaws, I think they would be great for use alongside the mod, but I do want to avoid bloating it with features that aren't strictly related to the zombies. I think any idea that would work on its own without being attached to zombie apocalypse should be its own standalone mod (or as part of a weapon pack).

Quote from: Kaballah on March 25, 2015, 09:04:43 PM
Oh right, make zombies immune to cold/heat.  Really takes the sting out of the top tier zombie assault if I know none of them will actually make it to the entrance because they'll all freeze on the way.
Oh yeah, thanks for reminding me. I did give them more tolerance to temperature than a standard human, but I did not properly test zombies during heat waves or on colder maps because I didn't think it would make a huge difference. I'll make them much more tolerant.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on March 25, 2015, 10:54:26 PM
Quote from: Kaballah on March 25, 2015, 09:04:43 PM
Oh right, make zombies immune to cold/heat.
Please don't make them immune.
Zombie's bodies would still freeze up and maybe even die from it because their body parts could literally fall off. Same goes for heat dry skin it's very brittle hot environments would cause them to weaken (because it's easier to rot in host environments.)
They kill and slow zombies down a lot realistically speaking.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 26, 2015, 12:58:06 AM
You're arguing for realism in your zombie scenario.  Check yo self mang.   8)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on March 26, 2015, 01:03:38 AM
..............OH and I wanted to ask if we are going to see any mutant zombies? (I know they won't be humans but I found out that creatures you can...'hunt' can have weapons on them that we can use.)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: AllenWL on March 26, 2015, 01:33:34 AM
Zombie mechanoids would be freaky. Like, the zombie virus latched on to the robots, then kinda spread, like really creepy moss, and turned the robots crazy. Er.. crazy-er. They could never infect your colonists, having nothing to bite with, but just slowly lumber forward trying to slaughter your colonists, and be very, very durable.

Or zombies with bionics/prostetics that improve/reduce their stats?

Maybe zombies without arms that only bite?

Rotting zombies would be neat too. They won't die from it, but it'll slow them down a lot, and also have the effect of making them harder to see(kinda like desiccated corpses. Those can be pretty hard to spot.)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Mechanoid Hivemind on March 26, 2015, 01:37:09 AM
Skeletal archers for the win!!! a skeleton with a bow and arrow ;) love to see that
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 27, 2015, 02:23:42 AM
Quote from: Kaballah on March 26, 2015, 12:58:06 AM
You're arguing for realism in your zombie scenario.  Check yo self mang.   8)
Not realism. Just a genuine zombie experience.

Quote from: Mechanoid HiveMind on March 26, 2015, 01:37:09 AM
Skeletal archers for the win!!! a skeleton with a bow and arrow ;) love to see that
A while ago I was actually considering making a separate mod with Diablo II-style necromancers who reanimated skeletons from corpses. But something like that would be best as part of a fantasy horror faction mod full of things like vampires, werewolves, zombies, minotaurs, etc. It's fun to think about the unique behaviors each of those enemies could have to make them fit in the RimWorld universe, but I don't think I'll ever get around to actually making that (so if anyone likes the idea and has more motivation than I do, feel free to steal it).

Quote from: Dragoon on March 26, 2015, 01:03:38 AM
..............OH and I wanted to ask if we are going to see any mutant zombies? (I know they won't be humans but I found out that creatures you can...'hunt' can have weapons on them that we can use.)
Quote from: AllenWL on March 26, 2015, 01:33:34 AM
Zombie mechanoids would be freaky. Like, the zombie virus latched on to the robots, then kinda spread, like really creepy moss, and turned the robots crazy. Er.. crazy-er. They could never infect your colonists, having nothing to bite with, but just slowly lumber forward trying to slaughter your colonists, and be very, very durable.

Or zombies with bionics/prostetics that improve/reduce their stats?

Maybe zombies without arms that only bite?

Rotting zombies would be neat too. They won't die from it, but it'll slow them down a lot, and also have the effect of making them harder to see(kinda like desiccated corpses. Those can be pretty hard to spot.)
I was tossing around the idea of mutant/boss zombies as a result of a hypothetical zombie "cure" back in Alpha 4. I only ever proposed the idea as a potential risk/tradeoff to curing your colonists, but the amputation system already adds the risk and tradeoffs. Now I think adding mutant zombies might just take away from the mod.

I really want the mod to keep its narrow, focused scope. Anything that isn't strictly related to your run-of-the-mill Romero/Walking Dead style zombie apocalypse is beyond the scope of this mod.

Plus I don't want to have to do art. Any feature that is going to force me to art is off the table. I don't art. :P
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Mechanoid Hivemind on March 27, 2015, 03:46:25 AM
What i meant was like a raid of them comes at night or something i would love to see them little buggers shooting me with bows and storming me with like 25 skellys :D OH please please please add something like this
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Redshadow on March 27, 2015, 09:51:22 AM
Second time trying to write this, some ideas for ya'
-Rotting zombies, actual rotting doesn't do anything beyond normal damage, it'll be like cataracts for eyes, but for every non-prosthetic limb/body part
-Gas zombies, they're normal zombies but after being dead for a couple of minutes, they explode into a cloud of gas that makes breathing & seeing difficult for anyone/thing inside the cloud, just an idea I took from every corpse that's exploded(irl)due to internal gas buildup
-A very rare trader melee weapon that's basically just a syringe, but has 100% chance to infect someone with the virus(the opposite of what everybody here's been asking for(a way to remove the virus from someone), aw yeah, anti-mainstream.. ism?). I feel like it'd be a pretty nice addition, & it'd help a roleplayer to make a 'zombie laboratory' colony that'll go to hell(which I intend to do eventually)
-Zombies are more flammable than humans, but take less damage from fire, meaning things like flamethrowers/molotovs are good ways at killing them if they're not able to run & hit you instantly, because if they can it'd be just amping up the damage the zombie deals to you(I think melee from a burning pawn does burn damage to the thing it's attacking)('Cause whynot?)
-A very rare zombie that regens all its limbs except for its head/brain & keeps coming back to life until its brain is destroyed, thus emphasizing on the old 'gotta shoot them in the head, or they'll keep coming back'(could also be two variants, one that takes days to get back up, and one that takes minutes)
-Weaponized rotting meat, is like a grenade, but it stays in the same place for a couple of ingame hours, and lures all nearby zombies to it. Can be crafted at butcher's table for a couple of meat of any kind, but once it's thrown, its weapon disappears(like the Doomsday rocket launcher)
-Typically more of a steep scale of zombie items, such as, if a zombie spawns in with tribal gear he's unlikely to have anything else good, but if a zombie spawns in with a power armour helmet, he's typically going to have a whole bunch of other powerful apparel too. I think that'd somewhat cover the need for 'mutations'. Just standard weak zombies and occasionally fully decked out zombies that don't take 'no brains for you' as an answer.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Z0_oM on March 27, 2015, 11:08:13 AM
Why EVERY hit done to my colonists by zombies, makes them infected? It worked fine few days ago, and i suppose this mod incompatible with some mods like expanded prosthetic, etc.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: doomonion on March 27, 2015, 03:49:41 PM
I'd shit bricks if a squad of power armor clad zombies came running towards my base.

quickedit: well, seeing how zombies use a hidden faction as their 'faction', it'd be pretty easy to achieve, simply divide the hidden factions to several; e.g. tribal zombies, spacer zombies, etc
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Redshadow on March 27, 2015, 05:32:09 PM
Also, I forgot to add this in my original idea post, but-
-Angry Corpse storyteller, uncommon standard bad events, but more frequent events like the random colonist joining & such, and does zombie events progressively more frequently.
-Unrelenting Corpse storyteller, is the same as above, but sends in zombies even more frequently(a couple of zombie events per day), so it's a real sense of urgent survival that'd force players to iron out any flaws in their defence quickly, or face the overwhelming horde knock down their doors and eat them all.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 27, 2015, 07:24:33 PM
Quote from: doomonion on March 27, 2015, 03:49:41 PM
I'd shit bricks if a squad of power armor clad zombies came running towards my base.

quickedit: well, seeing how zombies use a hidden faction as their 'faction', it'd be pretty easy to achieve, simply divide the hidden factions to several; e.g. tribal zombies, spacer zombies, etc
There is actually a separate zombie type for every single type of faction in the game, so you will run into zombie tribals as well as armored pirates and mercenaries.

Quote from: Redshadow on March 27, 2015, 05:32:09 PM
Also, I forgot to add this in my original idea post, but-
-Angry Corpse storyteller, uncommon standard bad events, but more frequent events like the random colonist joining & such, and does zombie events progressively more frequently.
-Unrelenting Corpse storyteller, is the same as above, but sends in zombies even more frequently(a couple of zombie events per day), so it's a real sense of urgent survival that'd force players to iron out any flaws in their defence quickly, or face the overwhelming horde knock down their doors and eat them all.
The mod already takes control away from the storyteller and spawns the raids at semi-random intervals. I did this to allow zombie raids to spawn close to normal enemy raids and allow fights to break out between them.

The difficulty selection determines the frequency and size of zombie raids.

Quote from: Z0_oM on March 27, 2015, 11:08:13 AM
Why EVERY hit done to my colonists by zombies, makes them infected? It worked fine few days ago, and i suppose this mod incompatible with some mods like expanded prosthetic, etc.
It's definitely incompatible with a lot of mods but that doesn't seem like the kind of problem that could be caused by mod compatibility. There's a chance that you were just unlucky, since it's random.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 27, 2015, 07:32:37 PM
I regularly get zombies wearing power armor actually, and tbh you might tone the frequency down for PA a little bit if that is simple because you end up with gobs and gobs of PA pieces after a while.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 27, 2015, 07:56:21 PM
Quote from: Kaballah on March 27, 2015, 07:32:37 PM
I regularly get zombies wearing power armor actually, and tbh you might tone the frequency down for PA a little bit if that is simple because you end up with gobs and gobs of PA pieces after a while.
Yeah, I noticed that. It favors the expensive units a bit too much, which results in end-game raids that are a lot smaller than they used to be.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Dragoon on March 27, 2015, 08:16:02 PM
I'm fine with no mutants ;D. I just wanted to know what your thoughts about them were.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: LustrousWolf on March 29, 2015, 04:59:31 PM
Will this mod work if I have these mods already? http://gyazo.com/0627a1651a09679162977afb9a35be3e
(Yes I have tested if all these work together and they do, only reason I am asking is this look pretty big :O)
If I get this mod I am guessing I will need a mod that allows me to get weapons faster maybe? by crafting or something? or is it easy to begin with with the zombies?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: dunka on March 29, 2015, 08:43:13 PM
So I 'saved' a colonist by putting his torso bitten self in a cyro pod. Would it be possible to remove the alerts of "colonist bitten" etc for ones in pods? Basically ignore the ones in stasis.

Thanks!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on March 29, 2015, 08:48:36 PM
Quote from: dunka on March 29, 2015, 08:43:13 PM
So I 'saved' a colonist by putting his torso bitten self in a cyro pod. Would it be possible to remove the alerts of "colonist bitten" etc for ones in pods? Basically ignore the ones in stasis.

Thanks!
Yeah, that should be a quick change to make. I'll make sure it gets into the Alpha 10 release.

Quote from: LustrousWolf on March 29, 2015, 04:59:31 PM
Will this mod work if I have these mods already? http://gyazo.com/0627a1651a09679162977afb9a35be3e
(Yes I have tested if all these work together and they do, only reason I am asking is this look pretty big :O)
If I get this mod I am guessing I will need a mod that allows me to get weapons faster maybe? by crafting or something? or is it easy to begin with with the zombies?
I'm pretty sure Zombie Apocalypse will be incompatible with some of the mods you are currently using. Any mod that modifies Pawns in any way will have compatibility issues with Zombie Apocalypse.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: xitude on March 30, 2015, 04:34:31 AM
I've been trying to get this to work, I only have core running (or else the game breaks) and i've been playing for about 2 hours with no zombies, I opened dev to see if its working, can't force a raid but can find zombie meat on the lists of spawns. Thoughts?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on March 30, 2015, 05:47:40 AM
Did you roll a new map after installing the mod?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: xitude on March 30, 2015, 11:06:38 AM
Oh. Derp.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Redshadow on March 30, 2015, 12:34:23 PM
Was playing around with this mod today and I thought 'hey, wouldn't it be fun if I started off a colony that already had the airborne virus'. I tried to execute the Virus Airborne incident via the 'execute incident' dev tool and it did nothing, I'm running quite a few mods alongside this mod, but none of them appear to be conflicting with this mod.
Anyways, in short: I was wondering if there was another way to force the airborne virus incident to happen. Either that or does the incident not have an alert(the red/yellow/blue messages on the right middle corner) and I've been triggering it this whole time without noticing?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: LustrousWolf on March 30, 2015, 12:49:53 PM
Quote from: LustrousWolf on March 29, 2015, 04:59:31 PM
Will this mod work if I have these mods already? http://gyazo.com/0627a1651a09679162977afb9a35be3e
(Yes I have tested if all these work together and they do, only reason I am asking is this look pretty big :O)
If I get this mod I am guessing I will need a mod that allows me to get weapons faster maybe? by crafting or something? or is it easy to begin with with the zombies?
I'm pretty sure Zombie Apocalypse will be incompatible with some of the mods you are currently using. Any mod that modifies Pawns in any way will have compatibility issues with Zombie Apocalypse.
[/quote]

So I was kinda upset about it since this mod looked as if it would show a different kind of game play for rimworld, so i tried it, with all the mods on that photo, and it works fine, no bugs / flaws so far :D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Stryker on April 02, 2015, 12:38:18 AM
Can you make a version without the airborne virus event?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: LustrousWolf on April 02, 2015, 01:58:28 PM
Quote from: Stryker on April 02, 2015, 12:38:18 AM
Can you make a version without the airborne virus event?

yes, that would be nice. that thing annoys me so much. hope it does happen :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 02, 2015, 04:18:17 PM
Fairly sure you can just comment out the block for that incident in Mods\Zombie Apocalypse\Defs\IncidentDefs\BaseIncidents_Zombies.xml
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: LustrousWolf on April 02, 2015, 04:44:09 PM
Quote from: Kaballah on April 02, 2015, 04:18:17 PM
Fairly sure you can just comment out the block for that incident in Mods\Zombie Apocalypse\Defs\IncidentDefs\BaseIncidents_Zombies.xml

so if i take out whats highlighted in grey the airborne virus wont pop up anymore??
http://gyazo.com/9183a6f17c7062d9c2bfa636ed9acfea
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 02, 2015, 04:45:38 PM
I dunno, but it seems likely /shrug

I'm sure the mod owner will be along soon to say for sure.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 03, 2015, 02:56:51 AM
It will probably break the mod if you comment that out. It will still attempt to run the event but it won't find it, and it will throw an error.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Vonholtz on April 03, 2015, 11:23:28 AM
I like the airborne virus event.  But out 4 game I have played with the zombie mod that in game have last two + years only one has gone airborne.  Seem ether I or some other are have good luck or bad when it come to the airborne event.  ;D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 03, 2015, 02:05:07 PM
Quote from: Justin C on April 03, 2015, 02:56:51 AM
It will probably break the mod if you comment that out. It will still attempt to run the event but it won't find it, and it will throw an error.

Rather than make a whole separate version that writes it out, could you maybe make it something easy to customize on or off (I see the 'chance' tag but I don't think it actually does anything)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 03, 2015, 04:27:57 PM
Quote from: Kaballah on April 03, 2015, 02:05:07 PM
Quote from: Justin C on April 03, 2015, 02:56:51 AM
It will probably break the mod if you comment that out. It will still attempt to run the event but it won't find it, and it will throw an error.

Rather than make a whole separate version that writes it out, could you maybe make it something easy to customize on or off (I see the 'chance' tag but I don't think it actually does anything)
I'll try to work it into Alpha 10.

Quote from: Vonholtz on April 03, 2015, 11:23:28 AM
I like the airborne virus event.  But out 4 game I have played with the zombie mod that in game have last two + years only one has gone airborne.  Seem ether I or some other are have good luck or bad when it come to the airborne event.  ;D
Yeah, it's hard to find a balance that everyone is happy with for a feature that everyone seems to either love or hate.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: rexx1888 on April 04, 2015, 01:10:07 AM
heya, just a quick question, is this mod integrated with the storytellers. It seems the zombie hordes spawn on a timer of sorts. It creates some cool emergent gameplay, but its also shit annoying to have a half dozen raids and a horde turn up and then have to burn all the copious amounts of bodies(and deal with the random reanimations to boot). An i dont bring this up because its hard, it just creates a bunch of extra busywork. if the mods integrated with the storyteller, then it isnt your problem and its just a quirk of cassandra an such, but if it isnt an it just spawns them on a timer then the storyteller isnt taking the hordes in to account and just spawns more busy work.

basically, i dont find it hugely fun to have to haul dozens of corpses for hours of game time an was curious if that was somehow intended or a weird quirk?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 04, 2015, 04:34:09 AM
Quote from: rexx1888 on April 04, 2015, 01:10:07 AM
heya, just a quick question, is this mod integrated with the storytellers. It seems the zombie hordes spawn on a timer of sorts. It creates some cool emergent gameplay, but its also shit annoying to have a half dozen raids and a horde turn up and then have to burn all the copious amounts of bodies(and deal with the random reanimations to boot). An i dont bring this up because its hard, it just creates a bunch of extra busywork. if the mods integrated with the storyteller, then it isnt your problem and its just a quirk of cassandra an such, but if it isnt an it just spawns them on a timer then the storyteller isnt taking the hordes in to account and just spawns more busy work.

basically, i dont find it hugely fun to have to haul dozens of corpses for hours of game time an was curious if that was somehow intended or a weird quirk?
I did separate the raids from the storyteller. The reason I did this is because the storyteller never spawns two raids close together. This means that if the storyteller was in charge you would never have a zombie hoard clash with a different group of enemy raiders that spawned at roughly the same time.

The corpse pileup is pretty much unavoidable in the late game with or without Zombie Apocalypse installed.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Polok432 on April 05, 2015, 06:36:50 PM
You can place zombies in creative mod?.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Ninefinger on April 05, 2015, 09:29:53 PM
Quote from: Justin C on April 04, 2015, 04:34:09 AM
Quote from: rexx1888 on April 04, 2015, 01:10:07 AM
heya, just a quick question, is this mod integrated with the storytellers. It seems the zombie hordes spawn on a timer of sorts. It creates some cool emergent gameplay, but its also shit annoying to have a half dozen raids and a horde turn up and then have to burn all the copious amounts of bodies(and deal with the random reanimations to boot). An i dont bring this up because its hard, it just creates a bunch of extra busywork. if the mods integrated with the storyteller, then it isnt your problem and its just a quirk of cassandra an such, but if it isnt an it just spawns them on a timer then the storyteller isnt taking the hordes in to account and just spawns more busy work.

basically, i dont find it hugely fun to have to haul dozens of corpses for hours of game time an was curious if that was somehow intended or a weird quirk?
I did separate the raids from the storyteller. The reason I did this is because the storyteller never spawns two raids close together. This means that if the storyteller was in charge you would never have a zombie hoard clash with a different group of enemy raiders that spawned at roughly the same time.

The corpse pileup is pretty much unavoidable in the late game with or without Zombie Apocalypse installed.

This is what makes the mod absolutely great adding more diversity and increasing difficulty, part of the difficulty being able to manage the dead bodies, also the airborne virus event is what makes the bodies piling up a further dynamic of the game itself when they rise back up, but hey rexx1888 if you are just not being challenged enough than i suggest you try my modpack that has Zombie Apocalypse mod integrated into it. not to be rude by posting my modpack here or anything, i love zombie apocalypse mod a lot that's the reason why its in my modpack. https://ludeon.com/forums/index.php?topic=11934.0
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 05, 2015, 10:05:45 PM
All the piles of corpses really teaches you that Bloodlust and Psychopath are by far the best traits to have in a zombie apocalypse.  Cannibalism is great too!  MMM MMM GOOD
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Ninefinger on April 05, 2015, 10:09:17 PM
Quote from: Kaballah on April 05, 2015, 10:05:45 PM
All the piles of corpses really teaches you that Bloodlust and Psychopath are by far the best traits to have in a zombie apocalypse.  Cannibalism is great too!  MMM MMM GOOD

lmao yeah it really makes those traits stand out more that's for sure looool :D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: filippe999 on April 06, 2015, 07:25:43 AM
Is there a researchable cure for the infection?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 06, 2015, 04:07:35 PM
NOPE
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: zolzol on April 07, 2015, 03:36:03 PM
Hello, I am doing a translation of your modifications to the Russian language.
I would like to ask for your help, how to make the translation of these lines here?
(http://s017.radikal.ru/i404/1504/b4/978cebec5966.jpg) (http://www.radikal.ru)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: poetter on April 07, 2015, 06:19:17 PM
Quote from: kngsnghun on March 14, 2015, 12:32:20 PM
hey guys i tried the zombie mod, but it seems like it's not working very well for me.

the zombies are hostile to other factions, but only my colony won't see them as enemy.

i think it's because i'm using it with prison management and combat realism(which edit humans to be more squishy to bullets).

i could actually put zombies in my prison and force feed potatoes lol

anyway, i tried removing the mod, and it gave me a colorful screen of death. is there anyway to clean up zombie mod?

from my save file? i put way too much effort to my current colony, and i dont want to start a new one right now.

if it is impossible, is there any way to make zombies as hostile faction to my colony?

Hey there,

any news on that? I've got the same problem. Can I help in any way? What exactly do I have to edit in the save file?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Polok432 on April 07, 2015, 07:10:14 PM
Hi,i have a problem.
Why the zombies are not hostiles?
because my colonist dont shoot any zombie and they get kill.
like this http://imgur.com/zL0HzRe
can somebody ,help me?.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 07, 2015, 10:13:42 PM
Quote from: poetter on April 07, 2015, 06:19:17 PM
Quote from: kngsnghun on March 14, 2015, 12:32:20 PM
hey guys i tried the zombie mod, but it seems like it's not working very well for me.

the zombies are hostile to other factions, but only my colony won't see them as enemy.

i think it's because i'm using it with prison management and combat realism(which edit humans to be more squishy to bullets).

i could actually put zombies in my prison and force feed potatoes lol

anyway, i tried removing the mod, and it gave me a colorful screen of death. is there anyway to clean up zombie mod?

from my save file? i put way too much effort to my current colony, and i dont want to start a new one right now.

if it is impossible, is there any way to make zombies as hostile faction to my colony?

Hey there,

any news on that? I've got the same problem. Can I help in any way? What exactly do I have to edit in the save file?
Quote from: Polok432 on April 07, 2015, 07:10:14 PM
Hi,i have a problem.
Why the zombies are not hostiles?
because my colonist dont shoot any zombie and they get kill.
like this http://imgur.com/zL0HzRe
can somebody ,help me?.
For some reason the zombie faction seems to rarely spawn as friendly to the player on world creation. Unfortunately the only way to fix this is to create a new world and start a new game in that world.

Quote from: zolzol on April 07, 2015, 03:36:03 PM
Hello, I am doing a translation of your modifications to the Russian language.
I would like to ask for your help, how to make the translation of these lines here?
(http://s017.radikal.ru/i404/1504/b4/978cebec5966.jpg) (http://www.radikal.ru)
Unfortunately all of the text is hardcoded right now. That will be fixed in the Alpha 10 release to allow for translations.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 09, 2015, 10:33:09 PM
I disabled this mod for a session to try something (an all melee colony) and wow, once you've gotten used to having zombies in the game it really feels dull to take them out again.  Such a neat mod!  ;D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kindofrvl on April 11, 2015, 07:59:35 AM
Hi guys. I searched the tread for the word "cremation" and found notning, so here's m question, really need help! I can't cremate zombies, if I set cremation option to use only zombie corpses colonists do nothing, but there are plenty of dead z around, what can I do?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 11, 2015, 01:35:24 PM
Quote from: kindofrvl on April 11, 2015, 07:59:35 AM
Hi guys. I searched the tread for the word "cremation" and found notning, so here's m question, really need help! I can't cremate zombies, if I set cremation option to use only zombie corpses colonists do nothing, but there are plenty of dead z around, what can I do?
Make sure you set a task to cremate them, and make sure all of the bodies are allowed and within the range you set in the task.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kindofrvl on April 11, 2015, 01:39:02 PM
Quote from: Justin C on April 11, 2015, 01:35:24 PM
Make sure you set a task to cremate them, and make sure all of the bodies are allowed and within the range you set in the task.
I set to cremate untill 10 are burnt, all the bodies are allowed, range of task is at it's maximum.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 11, 2015, 01:57:40 PM
Quote from: kindofrvl on April 11, 2015, 01:39:02 PM
Quote from: Justin C on April 11, 2015, 01:35:24 PM
Make sure you set a task to cremate them, and make sure all of the bodies are allowed and within the range you set in the task.
I set to cremate untill 10 are burnt, all the bodies are allowed, range of task is at it's maximum.
Do you have any crafters? Are your colonists busy doing other things?

There's nothing about the mod that would cause this, so there is something else going on.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kindofrvl on April 11, 2015, 02:14:51 PM
Justin C, if I set the task to burn human bodies - no problem, they cremate all exept zeds, very strange thing.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 11, 2015, 02:30:31 PM
Quote from: kindofrvl on April 11, 2015, 02:14:51 PM
Justin C, if I set the task to burn human bodies - no problem, they cremate all exept zeds, very strange thing.
Do you have "*Allow stranger corpses" unchecked? That's the only other thing I can think of.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kindofrvl on April 11, 2015, 02:36:16 PM
Justin C, you made my day! Thx, can't deal with it myself. All worked!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 11, 2015, 08:34:47 PM
Quote from: kindofrvl on April 11, 2015, 02:36:16 PM
Justin C, you made my day! Thx, can't deal with it myself. All worked!
Happy to help.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 11, 2015, 10:55:13 PM
Just to remind, don't forget about making zombies able to handle extreme cold better.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: rexx1888 on April 12, 2015, 05:29:06 AM
also, is it horrible of me to ask that you upload the source with your mod. im really interested in how the insides work and itd be really awesome. pretty please with cherries.. also sorry if this has been asked elsewhere
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 13, 2015, 08:17:16 PM
Quote from: rexx1888 on April 12, 2015, 05:29:06 AM
also, is it horrible of me to ask that you upload the source with your mod. im really interested in how the insides work and itd be really awesome. pretty please with cherries.. also sorry if this has been asked elsewhere
ILSpy can be used to browse the source just as with RimWorld's source.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: rexx1888 on April 16, 2015, 05:05:18 AM
you're right, but decompilers arent always accurate, and dont have pretty little rad comments... i spose if you dont comment you're work it doesnt matter though lol
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on April 16, 2015, 04:41:32 PM
Quote from: rexx1888 on April 16, 2015, 05:05:18 AM
you're right, but decompilers arent always accurate, and dont have pretty little rad comments... i spose if you dont comment you're work it doesnt matter though lol
Yeah, my code is almost completely uncommented. When I am the only one who will be working with the code I don't bother.


I expected to have a few more days before Alpha 10 hit so it's going to be a while before Zombie Apocalypse and Wave Survival Mode are updated.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Zapp Brannigan on April 20, 2015, 07:45:28 PM
Had a very strange and annoying bug. A group of tribesmen that I am allied with (100 goodwill) came and visited me, however one of them spawned with the zombie infection, which is cool, it means that as a random encounter it could spread through both the tribesmen and my colonists if left unchecked. However once this tribesman died from the infection and resurrected as a zombie, he was still friendly. This causes both my colonists and the tribesmen to stand around and watch him... while he chews on all of their faces. My colonists refuse to fire upon the turned tribesman. There is nothing I can do with him. Arresting him causes all 20 of the tribesmen to lose their proverbial **** and attack me.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Zapp Brannigan on April 22, 2015, 07:58:11 AM
Quote from: Zapp Brannigan on April 20, 2015, 07:45:28 PM
Had a very strange and annoying bug. A group of tribesmen that I am allied with (100 goodwill) came and visited me, however one of them spawned with the zombie infection, which is cool, it means that as a random encounter it could spread through both the tribesmen and my colonists if left unchecked. However once this tribesman died from the infection and resurrected as a zombie, he was still friendly. This causes both my colonists and the tribesmen to stand around and watch him... while he chews on all of their faces. My colonists refuse to fire upon the turned tribesman. There is nothing I can do with him. Arresting him causes all 20 of the tribesmen to lose their proverbial **** and attack me.

I found out using developer mode that I have a mod compatibility issue. Basically when trying to force start a Zombie Raid, everything relating to Pawns says filename unknown. Not sure what mod it's conflicting with, I've moved it to the top and bottom of my load order and still conflicting.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: delliejonut on April 22, 2015, 04:35:07 PM
Quote from: Zapp Brannigan on April 22, 2015, 07:58:11 AM
Quote from: Zapp Brannigan on April 20, 2015, 07:45:28 PM
Had a very strange and annoying bug. A group of tribesmen that I am allied with (100 goodwill) came and visited me, however one of them spawned with the zombie infection, which is cool, it means that as a random encounter it could spread through both the tribesmen and my colonists if left unchecked. However once this tribesman died from the infection and resurrected as a zombie, he was still friendly. This causes both my colonists and the tribesmen to stand around and watch him... while he chews on all of their faces. My colonists refuse to fire upon the turned tribesman. There is nothing I can do with him. Arresting him causes all 20 of the tribesmen to lose their proverbial **** and attack me.

I found out using developer mode that I have a mod compatibility issue. Basically when trying to force start a Zombie Raid, everything relating to Pawns says filename unknown. Not sure what mod it's conflicting with, I've moved it to the top and bottom of my load order and still conflicting.

I'm having the same issue, I killed a pirate raider and he resurrected as a friendly zombie. Also running about 15 or so mods. I'll try and look for the problem and post if I find it.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: xProlithium on April 25, 2015, 12:49:01 AM
Do you know if this is going to be updated for v10?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on April 25, 2015, 01:42:08 AM
I'm sure he's working on it yeah.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: skyarkhangel on April 28, 2015, 08:53:07 AM
Quote from: Justin C on May 20, 2014, 02:09:20 AM

JustinC, please make a choice of difficulty levels. With the zombie virus airborne and without it. Also it would be interesting, as virus spread like in the TV series "Walking dead".
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on May 02, 2015, 04:35:46 PM
I miss this mod so much.   :-\
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Shtuka on May 04, 2015, 07:45:44 AM
Mod is dead? Do we have a chance to get a10 update?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: kakafika on May 04, 2015, 11:27:45 AM
Quote from: Kaballah on May 02, 2015, 04:35:46 PM
I miss this mod so much.   :-\

+1
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on May 05, 2015, 07:08:26 PM
Quite some time since OP was last active. :S

This mod is one of my favorites, including EDB's mods.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on May 07, 2015, 12:43:10 AM
Hey guys. Sorry (again) but something came up. I am going to do my best to finish up the Alpha 10 version over the weekend, so hopefully I will have it for you by Monday.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Kaballah on May 07, 2015, 03:58:53 AM
Awesome, glad to hear from you!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on May 07, 2015, 11:03:01 AM
Cool Justin, looking forward to it  :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: BangUDie on May 07, 2015, 03:58:55 PM
Great!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Isua03 on May 07, 2015, 04:51:46 PM
Wooo! Can't wait! 8)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Shtuka on May 11, 2015, 12:55:29 PM
Dear, Justin C
It's monday today. We are ready for zombies!!! =)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on May 11, 2015, 01:15:51 PM
Quote from: Shtuka on May 11, 2015, 12:55:29 PM
Dear, Justin C
It's monday today. We are ready for zombies!!! =)
It's definitely not going to be ready for a full release today, because I just don't have enough time for a ton of testing. I will do my absolute best to get a pre-release build here either tonight or tomorrow morning at the absolute latest just because I've kept you guys waiting for so long. Then I will do a couple days of testing and tweaking before the "official" ModDB/NexusMods release.

I should probably just start doing what Tynan does and just say "It will be here soon(tm)", instead of trying to estimate actual release dates. I always miss them anyway.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on May 11, 2015, 01:18:42 PM
There are always some people pushing the dates, don't worry, take your time. :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: JamesM1200 on May 12, 2015, 02:24:51 PM
For sure waiting for the alpha 10 version of this before I start playing again. Keep up the good work I can't wait to lop off some infected colonist limbs!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Shtuka on May 12, 2015, 02:39:01 PM
Quote from: JamesM1200 on May 12, 2015, 02:24:51 PM
For sure waiting for the alpha 10 version of this before I start playing again. Keep up the good work I can't wait to lop off some infected colonist limbs!
I think a loooot of people w8 for this one to start playing again. As for me, Rimworld is the game about zombies!  ;D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: YukenKaminoke on May 12, 2015, 07:46:45 PM
Hey, why not add different types of zombies to Alpha 10? I assume (I haven't modded ever, so if I'm incorrect please correct me) it wouldn't be that hard. Basically a fast, weak zombie, slow, strong zombie, and a medium-speed medium-strength zombie. Eh?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: JamesM1200 on May 14, 2015, 10:36:00 PM
So is this mod still in development/does the modder need any help to get it finished? I thought I read about a experimental release which I would not mind taking a took at.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on May 15, 2015, 07:06:25 AM
Well idk, I guess he will take his time this weekend and definitely not before it.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: MagicalFungi on May 15, 2015, 03:14:21 PM
I don't want to add to the nagging by any means, but man i miss killin' zombies :) Fingers crossed for a release soon, and Thank you for your modding efforts.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Shtuka on May 17, 2015, 05:25:49 AM
Dear, Justin C
Where are you? We need you!  :-\
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on May 17, 2015, 10:24:39 AM
I looked over the files to maybe continue his work, only hurdle at the moment is I would need a pc and not a tiny mac laptop. :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Shtuka on May 18, 2015, 07:39:28 PM
One of the best mods is dead  =(
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Adamiks on May 19, 2015, 07:06:54 AM
In my opinion zombies in Rimworld are just annoying. You must take care about every colonists and you must lead by hand every colonists that decided to come out of the base. You must also look on all the map if there are any zombies. In general this mod is a bit.... weak without smarter AI (AI that will take care about yourself in danger).

I played some times with this mod and.... I needed to load autosaves every time when someone so stupid decided to pick up some resources next to zombies.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: KoalaB on May 19, 2015, 12:00:24 PM
Quote from: Shtuka on May 18, 2015, 07:39:28 PM
One of the best mods is dead  =(

Could you stop nagging already and spreading misinformation? Justin was here just a week ago and said he is working on it. The only thing that whining like this can accomplish is dissuading a modder from being active on the forum, cos who wants to answer to things like this every second day?

Quote from: Adamiks on May 19, 2015, 07:06:54 AM
In my opinion zombies in Rimworld are just annoying. You must take care about every colonists and you must lead by hand every colonists that decided to come out of the base. You must also look on all the map if there are any zombies. In general this mod is a bit.... weak without smarter AI (AI that will take care about yourself in danger).

That's pretty much the problem in the game in general, not only here. But I do understand that part of the nuisance is caused by how zombies roam until they get aggro and you only get notified after you are bitten. Then again it's kind of climatic if you look at it from another perspective. I usually build a fence (I used a mod which creates cheap, weak fences through which you could shoot through) around the perimeter and close the gates so that no one wanders away from the safe zone. When I want to get resources from the outside I cleanse the map first. In other cases I would just risk random bites because I forgot about someone...
Now if you look at how the zombie genre works then in general there are basically two zombie dangers:
1) Zombie hoards overrunning the safezone (which works in this mod)
2) Somebody getting bitten by random cos he didn't pay enough attention (and this is kind of simulated by the low AI)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: MagicalFungi on May 19, 2015, 12:08:07 PM
Completely agree with KoalaB. Don't come here and bash the mod, you don't like it then fuk off. We are here to support the modders and all they do for us. How ungrateful children can be....

Getting randomly bit by roaming zombies is part of the risk added by this mod, don't want them getting bit? Manage your colony better. This isn't a mod to make the game easier ya know.

Keep up the good work Justin, those of us not completely up our own ass are eagerly awaiting the release of this much beloved mod. :)

user was warned for this post
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Adamiks on May 19, 2015, 12:16:46 PM
Quote from: KoalaB on May 19, 2015, 12:00:24 PM
Quote from: Shtuka on May 18, 2015, 07:39:28 PM
One of the best mods is dead  =(

Could you stop nagging already and spreading misinformation? Justin was here just a week ago and said he is working on it. The only thing that whining like this can accomplish is dissuading a modder from being active on the forum, cos who wants to answer to things like this every second day?

Quote from: Adamiks on May 19, 2015, 07:06:54 AM
In my opinion zombies in Rimworld are just annoying. You must take care about every colonists and you must lead by hand every colonists that decided to come out of the base. You must also look on all the map if there are any zombies. In general this mod is a bit.... weak without smarter AI (AI that will take care about yourself in danger).

That's pretty much the problem in the game in general, not only here. But I do understand that part of the nuisance is caused by how zombies roam until they get aggro and you only get notified after you are bitten. Then again it's kind of climatic if you look at it from another perspective. I usually build a fence (I used a mod which creates cheap, weak fences through which you could shoot through) around the perimeter and close the gates so that no one wanders away from the safe zone. When I want to get resources from the outside I cleanse the map first. In other cases I would just risk random bites because I forgot about someone...
Now if you look at how the zombie genre works then in general there are basically two zombie dangers:
1) Zombie hoards overrunning the safezone (which works in this mod)
2) Somebody getting bitten by random cos he didn't pay enough attention (and this is kind of simulated by the low AI)

Yep, i tried to make this bittes like "oh random bite in zombie world", but how do the fuck anyone can be "random bitten" when he just going INTO the horde? Low AI + Zombie mod = Severed nerves.

Quote from: MagicalFungi on May 19, 2015, 12:08:07 PM
Completely agree with KoalaB. Don't come here and bash the mod, you don't like it then fuk off. We are here to support the modders and all they do for us. How ungrateful children can be....

Getting randomly bit by roaming zombies is part of the risk added by this mod, don't want them getting bit? Manage your colony better. This isn't a mod to make the game easier ya know.

Keep up the good work Justin, those of us not completely up our own ass are eagerly awaiting the release of this much beloved mod. :)

"Don't come here and bash the mod, you don't like it then fuk off"

Oh, i didn't know that i can only post here if i like the mod in 100%! Thanks for telling me that! Fuck logic.... No more to say than - i suggest you to change a brain.

"Getting randomly bit by roaming zombies is part of the risk added by this mod, don't want them getting bit? Manage your colony better. This isn't a mod to make the game easier ya know."

"Don't like colonists going into the horde? Manage your colony better!". Also fuck logic. And you really don't know what word "easy" means, don't you? Do i wanna this mod be easier because there are technical problems that need to be fixed?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Tynan on May 21, 2015, 12:32:07 AM
Let's relax the anger, please.

Internet arguments are pointless. We all know that. The only winning move is not to play.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: KoalaB on May 21, 2015, 05:58:19 AM
Quote from: Tynan on May 21, 2015, 12:32:07 AM
Let's relax the anger, please.

Well, you know how it is, tempers get frayed during a rimzombie apocalypse.  ::)

Just to make thinks clear for everyone. I have nothing against a discussion whether a mod idea works or not for sb. I was just throwing ideas how to enjoy and get into the given mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Adamiks on May 21, 2015, 12:59:32 PM
Quote from: Tynan on May 21, 2015, 12:32:07 AM
Let's relax the anger, please.

Internet arguments are pointless. We all know that. The only winning move is not to play.

Sorry. I've broke the Space Law.

*Ship Earth-Poland 158 will be taked down in
3....
2...
1..*

*Welcome to Rimworld colonist!*
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on May 23, 2015, 04:29:29 AM
At this point I think I am proof that Tynan's policy of never setting deadlines is the best way to go.

I had some free time to work on the mod, and then I didn't. Remember, this mod is one of the things I do for "fun", which means it just doesn't always make it to the top of my list of priorities. I should have made another post as soon as I knew I was going to miss the deadline yet again, but I was hoping I'd still have time to finish the mod instead of apologizing.

I plan on working on Zombie Apocalypse this weekend, but I am not promising when it will be ready.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Shtuka on May 23, 2015, 03:47:18 PM
Quote from: Justin C on May 23, 2015, 04:29:29 AM
At this point I think I am proof that Tynan's policy of never setting deadlines is the best way to go.

I had some free time to work on the mod, and then I didn't. Remember, this mod is one of the things I do for "fun", which means it just doesn't always make it to the top of my list of priorities. I should have made another post as soon as I knew I was going to miss the deadline yet again, but I was hoping I'd still have time to finish the mod instead of apologizing.

I plan on working on Zombie Apocalypse this weekend, but I am not promising when it will be ready.
May the Gods be with you.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on May 25, 2015, 07:20:22 PM
So, just a heads up, I've decided I'm going to skip Alpha 10 for now and just focus on having the Alpha 11 version ready for a day 1 release (but no promises!). I was going to do both, but I realized trying to finish both releases in such a small window will only lower the quality of the Alpha 11 release. I'd like to have the time to add a couple new fixes/features and do sufficient testing before the release.

Hopefully Alpha 10 will be the last Alpha I skip for a while, but again, no promises. With luck, by the time the next Alpha rolls around I will be in a situation where my free time is a bit more predictable.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Tynan on May 25, 2015, 07:56:59 PM
Stoked to hear that this mod is coming back!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: f0xh0und696 on May 27, 2015, 01:44:12 AM
agreed
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: GERSillySausage on May 30, 2015, 06:02:19 AM
These news strike me HARD. But atleast there's a certain truth out here now. Anyway, Justin C, I wish you success with your private affairs, and: Your mod is amazing.

Now I need to find something new to wait for just to drag myself through the monotony... I know! RimWorld Alpha 10 Release!

P.S. Created an account just to post my feelings on this mod. Worth it.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Wulfik on May 30, 2015, 03:10:41 PM
At least now I know I can play without this. It is pity. See you and your mod soon (at least I hope, because this is my 2nd most favorite mod).
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Sheyka on May 31, 2015, 09:05:54 AM
Quote from: GERSillySausage on May 30, 2015, 06:02:19 AM
These news strike me HARD. But atleast there's a certain truth out here now. Anyway, Justin C, I wish you success with your private affairs, and: Your mod is amazing.

Now I need to find something new to wait for just to drag myself through the monotony... I know! RimWorld Alpha 10 Release!

P.S. Created an account just to post my feelings on this mod. Worth it.

totaly agree with you
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: bigmap on June 05, 2015, 01:32:39 PM
I modified the A9 Zombie Apocalypse to A10,welcomed the trial!

Updata:
Fix some questions


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on June 05, 2015, 02:16:54 PM
Quote from: bigmap on June 05, 2015, 01:32:39 PM
I modified the A9 Zombie Apocalypse to A10,welcomed the trial!

You are my hero. :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Adamiks on June 05, 2015, 02:36:23 PM
Quote from: bigmap on June 05, 2015, 01:32:39 PM
I modified the A9 Zombie Apocalypse to A10,welcomed the trial!

(http://vignette1.wikia.nocookie.net/dragonball/images/3/39/Not-bad-obama.png/revision/latest?cb=20120404130311)

I tried to make it by myself but i suck at C#
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on June 05, 2015, 02:38:25 PM
I also tried it and failed.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: GERSillySausage on June 07, 2015, 03:44:46 AM
Wait... someone did that! YAY! You sir are Amazing! (With capital A so you know I am serious/german...). Hussah bigmap.

Now I just hope that this works... xD
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: bigmap on June 08, 2015, 09:02:32 PM
Quote from: GERSillySausage on June 07, 2015, 03:44:46 AM
Wait... someone did that! YAY! You sir are Amazing! (With capital A so you know I am serious/german...). Hussah bigmap.

Now I just hope that this works... xD
thanks
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on June 09, 2015, 12:44:18 AM
Quote from: bigmap on June 05, 2015, 01:32:39 PM
I modified the A9 Zombie Apocalypse to A10,welcomed the trial!

Updata:
Fix some questions
Awesome!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Moo on June 09, 2015, 07:32:46 PM
A question! And please pardon my ignorance, I'm new to this whole modding thing :D

QuoteZombie Apocalypse replaces the Pawn class and all of the humanoid race definitions in Races_Humanoid.xml. Because of this there will likely be compatibility issues with any mod that also overrides the humanoid race definitions.

I'm using the Ultimate Overhaul Modpack (https://ludeon.com/forums/index.php?topic=11934.0) and I have no idea what mods in it would possibly conflict. Is anyone using this mod with the mod pack? Or could tell me how to check compatibility?

Thanks in advance!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Iwillbenicetou on June 09, 2015, 08:41:36 PM
Quote from: Moo on June 09, 2015, 07:32:46 PM
A question! And please pardon my ignorance, I'm new to this whole modding thing :D

QuoteZombie Apocalypse replaces the Pawn class and all of the humanoid race definitions in Races_Humanoid.xml. Because of this there will likely be compatibility issues with any mod that also overrides the humanoid race definitions.

I'm using the Ultimate Overhaul Modpack (https://ludeon.com/forums/index.php?topic=11934.0) and I have no idea what mods in it would possibly conflict. Is anyone using this mod with the mod pack? Or could tell me how to check compatibility?

Thanks in advance!

Look at this quote from the mod page:
QuoteDelete all mods inside your mods folder except "core" this is not a mod it is the games core files, then Go to (WINDOWS: C:/Users/username/AppData/LocalLow/Ludeon Studios/RimWorld) (MAC: Users/username/library/Application Support/RimWorld) (LINUX: /home/username/.config/unity3d/Ludeon Studios/RimWorld) and delete the Saves, Worlds, and Config folders. Now run the game once without any mods installed to make sure it is running properly, this will also generate a new config folder, now close the game.

This might not apply to new mods. But I get the feeling this means all mods...
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Moo on June 10, 2015, 01:10:20 PM
Well sure, I did that when I installed the modpack.

Anyway, I decided to just drop it in and see if it works, and so far so good! Everything from the modpack seems to be working and I'm getting zombie attacks. I'll post if anything weird happens.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Adamiks on June 10, 2015, 01:25:44 PM
Quote from: Moo on June 10, 2015, 01:10:20 PM
Well sure, I did that when I installed the modpack.

Anyway, I decided to just drop it in and see if it works, and so far so good! Everything from the modpack seems to be working and I'm getting zombie attacks. I'll post if anything weird happens.

Playing with ZA will not crash your game but you will can't install body parts from EPOE on your colonists. You will need to copy recipes from Races_Humanoid (In EPOE folder, i think), paste in the Races_Zombie in
ZA and you will need copy <thingClass>XX<thingClass> from Races_Zombie and paste it in the Races_Norbals in Norbal mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: rsof69 on June 10, 2015, 05:25:04 PM
Quote from: Adamiks on June 10, 2015, 01:25:44 PM
Quote from: Moo on June 10, 2015, 01:10:20 PM
Well sure, I did that when I installed the modpack.

Anyway, I decided to just drop it in and see if it works, and so far so good! Everything from the modpack seems to be working and I'm getting zombie attacks. I'll post if anything weird happens.
Playing with ZA will not crash your game but you will can't install body parts from EPOE on your colonists. You will need to copy recipes from Races_Humanoid (In EPOE folder, i think), paste in the Races_Zombie in
ZA and you will need copy <thingClass>XX<thingClass> from Races_Zombie and paste it in the Races_Norbals in Norbal mod.

pls make a patch :) (http://i.memeful.com/media/post/4wbk6WM_700wa_0.gif)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: r4ky on June 10, 2015, 05:50:45 PM
ZA was working fine until the zombies are now neutral and not hostil someone know how to fix that?
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Moo on June 10, 2015, 06:24:04 PM
Quote from: Adamiks on June 10, 2015, 01:25:44 PM
Playing with ZA will not crash your game but you will can't install body parts from EPOE on your colonists. You will need to copy recipes from Races_Humanoid (In EPOE folder, i think), paste in the Races_Zombie in
ZA and you will need copy <thingClass>XX<thingClass> from Races_Zombie and paste it in the Races_Norbals in Norbal mod.

Wow, good to know. Um, can I echo rsof69 and beg for a patch or something? The sum of my knowledge of modding amounts to "drop it in the mod folder".

Or if it's not too tricky a walkthrough? I see a bunch of xml's in the various folders for EPOE... which files should I edit? Or am I just dropping them into the ZA folder?

::edit:: I think I got everything copied, but I'm getting two messages when I start Rimworld:   "duplicate inheritance name BasePawn" and "could not find a type named ZombiePawn"
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Adamiks on June 11, 2015, 07:31:11 AM
Sorry, but i can't. I don't even have time to play and update my mods. I had 4 exams today :/
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: jakubsan on June 11, 2015, 11:59:41 AM
So I wonder how the day 1 release is coming on...
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on June 11, 2015, 01:56:46 PM
Well, day one release might have been a bit too much. Also, he didn't promise. :)

But still let's hope he will find some time for this mod!  8)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on June 11, 2015, 02:45:02 PM
Quote from: Skissor on June 11, 2015, 01:56:46 PM
Well, day one release might have been a bit too much. Also, he didn't promise. :)

But still let's hope he will find some time for this mod!  8)
Yeah, it will be out soon(tm). Saturday morning at the latest. And this is a promise.

I didn't even realize A11 was released until late last night, and I've got a little left to go to finish the mod and then hopefully a lot more testing before release.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on June 11, 2015, 02:47:20 PM
Woohoo! Nice to hear that, Justin!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Helixien on June 13, 2015, 06:20:58 AM
Cant wait :D Love the mod!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Coactum on June 13, 2015, 07:04:22 AM
Awesome! Ties in nicely with my day off. I was planning to slam ranked on LoL today but I can see this changing very quickly.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Shtuka on June 13, 2015, 02:59:48 PM
Quote from: Justin C on June 11, 2015, 02:45:02 PM
Yeah, it will be out soon(tm). Saturday morning at the latest. And this is a promise.

I didn't even realize A11 was released until late last night, and I've got a little left to go to finish the mod and then hopefully a lot more testing before release.
You are never keep your words and promises, so please, leave it yourself.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Helixien on June 13, 2015, 03:06:40 PM
So, I am sitting here. Its Saturday evening (at least here in Europe/Austria) and I am waiting for the promised version so I can finally play again (since I cant live without your mod anymore) but..... but it isn't up..... :(
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Coactum on June 13, 2015, 03:26:07 PM
Can't say I'm not dying to play it, but I think disappointment is the wrong way to look at it. He's offering his free time to be creative for our enjoyment and promises or not, what he produces is more than worth the wait. Maybe something came up, maybe something went wrong, either way, when it arrives we get it for nothing. Back to league of legends with notify enabled :)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Helixien on June 13, 2015, 03:34:36 PM
Well, I would prefer if he at least let us know what's up. The worst thing in the world, at least for me, is being left in the dark :/ hell, I nearly never can hold any release dates, but I at least let people know and why.

Not disappointed (maybe a bit) myself, just want to know what's up ;)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Coactum on June 13, 2015, 03:38:46 PM
Yeah, I understand what you mean. Not gonna lie, I've been back and forward on the forums every 30 minutes or so haha. He hasn't been online for a couple days so it might be out of his control or something. Also, cheers for updating Stargate :) I used it a lot.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Helixien on June 13, 2015, 03:50:37 PM
Maybe :/

Your welcome! I am one of the biggest Stargate fans and when I started playing RimWorld (last week) and then found the mod I just had to update it so I can use it  ;D
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on June 13, 2015, 04:01:32 PM
Hey guys. Still working on it. There are a few small things that are holding me up.

I plan on working on it from now until I am finished, so it should have a playable version of it up this evening or very early tomorrow morning (EST).

Relevant:
https://en.wikipedia.org/wiki/Ninety-ninety_rule
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Helixien on June 13, 2015, 04:17:53 PM
Quote from: Justin C on June 13, 2015, 04:01:32 PM
Hey guys. Still working on it. There are a few small things that are holding me up.

Mate, as I said, no problem just tell us :) Then we wont ask and you have all the time you need ;)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: jakubsan on June 13, 2015, 04:48:09 PM
Dreading the wait
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on June 13, 2015, 04:49:17 PM
For your own good Justin and for the next time, do it like Tynan himself does:
Only tell us that you are on it, but don't post any time limit in the forums. Just nothing. :)

It works for Tynan, as you can see.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Coactum on June 13, 2015, 05:11:16 PM
Quote from: iWilliBlecha on June 13, 2015, 03:50:37 PM
Maybe :/

Your welcome! I am one of the biggest Stargate fans and when I started playing RimWorld (last week) and then found the mod I just had to update it so I can use it  ;D

Yeah man, I considered rewatching all of SG1 recently. When I first watched it, I was doing the whole one more episode thing all the way through the night until 6am and starting work at 8, it's lethal.


QuoteHey guys. Still working on it. There are a few small things that are holding me up.

I plan on working on it from now until I am finished, so it should have a playable version of it up this evening or very early tomorrow morning (EST).

Relevant:
https://en.wikipedia.org/wiki/Ninety-ninety_rule

Can't wait! Thanks in advance.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on June 13, 2015, 05:12:24 PM
Quote from: Skissor on June 13, 2015, 04:49:17 PM
For your own good Justin and for the next time, do it like Tynan himself does:
Only tell us that you are on it, but don't post any time limit in the forums. Just nothing. :)

It works for Tynan, as you can see.
I should have been less specific. If I just said it was coming sometime this weekend I would have been fine.

New deadline:
Zombie Apocalypse A11 will be released sometime in 2015. Probably.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: RickyMartini on June 13, 2015, 05:15:38 PM
That's much better. Now I'll be disappointed on the 1st of January 2016 at the earliest!  :o
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: lord rabies on June 13, 2015, 05:38:38 PM
haha, that's the downside of having such an amazing mod Justin.
People just can't wait to get their hands on it, I'm happy it will be soon :)

Thanks for making such an amazing mod, it truely adds to the game.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Avtomatik on June 14, 2015, 02:48:23 PM
Alpha 11: Zombie sappers!? :O
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on June 14, 2015, 04:27:14 PM
Quote from: Avtomatik on June 14, 2015, 02:48:23 PM
Alpha 11: Zombie sappers!? :O
No, definitely not. I was thinking it could be interesting to make the zombies attack walls for 0 damage so they'd pile up at walls like in zombie movies, but I don't think I'm going to.

Also, I'm still working. I'm hoping to be done tonight, but at this rate it could have to wait until Monday. I think I'm going to post a pre-release version here for those who can't wait for the mod, and then that should hold people over so I can do extensive code-refactoring, testing and tweaking over a couple days before the official release.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Helixien on June 14, 2015, 05:31:35 PM
Could you make them deal less damage to doors? It is kinda strange that one zombie can bring down a steel door :/

Also, I will just be hear, waiting for the release! :D

(http://appalachiantrials.com/wp-content/uploads/2015/03/Im-Ready.jpg)
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Katorone on June 15, 2015, 07:29:26 AM
Suppose a zombie is 100x stronger than a squirrel, they'd make very quick work of doors!
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Helixien on June 15, 2015, 09:58:35 AM
Quote from: Katorone on June 15, 2015, 07:29:26 AM
Suppose a zombie is 100x stronger than a squirrel, they'd make very quick work of doors!

Yeah, still it feels dumb that even a squirrel can get through a door
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on June 15, 2015, 04:02:37 PM
I'm considering making it so that zombies just ignore doors and only chase targets they can see. But I'm not sure if that will make them too easy to deal with.

I should have the pre-release version up within a couple hours. Everything's done. I just need to do a quick playthrough to make sure everything is working properly.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: KoalaB on June 15, 2015, 06:51:18 PM
Quote from: Justin C on June 15, 2015, 04:02:37 PM
I'm considering making it so that zombies just ignore doors and only chase targets they can see. But I'm not sure if that will make them too easy to deal with.

Im not sure how difficult it is to code, but perhaps it would be possible to make them attack both doors and walls at random? And decrease the damage to structures if possible? Maybe even make some of them passive towards structures. A zombie is stupid in its nature - it should attack any source of sounds, including buildings, but it wouldn't know that a door is the weak spot, so the chance it would scratch walls is the same as attacking doors.

If all zombies are passive to structures I'm afraid they'll turn into nothing more than guard dogs behind gates. They will kill incoming riders but won't care the slightest for colonist behind the fence.

Btw, thanks for the hard work on this great mod.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: cheetah2003 on June 15, 2015, 07:11:13 PM
Quote from: Justin C on June 15, 2015, 04:02:37 PM
I'm considering making it so that zombies just ignore doors and only chase targets they can see. But I'm not sure if that will make them too easy to deal with.
If my 2 silver matters, if it were possible, to make zombies most 'in character', they'd have to be able to see someone go through a door, perhaps give them limited 'vision range' for this, like within 10 tiles of seeing someone go through a door.

Additionally, if a zombie 'hears' human activity with say.. 5 tiles, even on the other side of walls and doors, they'll try to get to it (attacking doors in the way.)

Those ranges may need tweaking, not sure.

Not sure if Tynan's new AI stuff regarding sappers would be helpful for this, or whatever available, but if Zombie behavior could be as I've described, that'd be pretty awesome and realistic.

For Raids, I'd keep that as it used to be, some members of the 'raiding force' attack the base directly, relentlessly, while some would go into 'mill around' mode with limits described above.  Newly risen zombies should 'mill around' too.

Needless to say, this is one of my fave mods.  RimWorld without Zombies just isn't nearly as fun.
Title: Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
Post by: Justin C on June 15, 2015, 07:42:50 PM
All right, for those of you who have been waiting for way too long, here is the pre-release version of A11 Zombie Apocalypse.

Major changes:
The Airborne event is now extremely rare by default, and the chance of it happening can be increased or decreased in the XML.
Removed all hardcoded text in the mod to allow for translations.
The Zombie outbreak will now start several days into the game, with a notice when it happens. Zombie hordes do not appear before then.
Zombie hordes should now be bigger than the Alpha 9 hordes, and smaller than the Alpha 7 hordes.


Let me know if you have any feedback. There is still time for tweaks before the official release, which I am planning for Wednesday.

Also, if a mod could move this back to the Releases forum I'd appreciate it.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: Adamiks on June 16, 2015, 07:42:01 AM
I think that Zombies should infect by bites and jaw not by hands. To do this you will need to copy human body and change Jaw <group> to Teeths, change ZombieBlunt damage type to bite from blunt, and almost done - you will know how to do this.

This would be very useful, because in A9 all my colonists had prosthetics, because zombie infetcions and i don't think that someone would be bitten so easy especially when he knows where are the zombies.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: Coactum on June 16, 2015, 09:25:30 AM
Quote from: Justin C on June 15, 2015, 04:02:37 PM
I'm considering making it so that zombies just ignore doors and only chase targets they can see. But I'm not sure if that will make them too easy to deal with.

I should have the pre-release version up within a couple hours. Everything's done. I just need to do a quick playthrough to make sure everything is working properly.

How feasible would it be for them to cluster at doors similar to the warg, then have a small chance to have an interest in a door? Would add an element of suspense for people who turtle, waiting to see if any of them take notice of the entrance if they "hear" something.

As much as I couldn't wait for release, gonna hold on until you're all sorted!
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: Justin C on June 16, 2015, 05:02:51 PM
Quote from: Coactum on June 16, 2015, 09:25:30 AM
Quote from: Justin C on June 15, 2015, 04:02:37 PM
I'm considering making it so that zombies just ignore doors and only chase targets they can see. But I'm not sure if that will make them too easy to deal with.

I should have the pre-release version up within a couple hours. Everything's done. I just need to do a quick playthrough to make sure everything is working properly.

How feasible would it be for them to cluster at doors similar to the warg, then have a small chance to have an interest in a door? Would add an element of suspense for people who turtle, waiting to see if any of them take notice of the entrance if they "hear" something.
It shouldn't be too difficult if the functionality is already there for the Wargs.

QuoteAs much as I couldn't wait for release, gonna hold on until you're all sorted!
This version is complete. I just wanted to give myself an extra day for testing just to make sure there are no bugs, because I didn't get to do as much testing over the weekend as I wanted to.

Quote from: Adamiks on June 16, 2015, 07:42:01 AM
I think that Zombies should infect by bites and jaw not by hands. To do this you will need to copy human body and change Jaw <group> to Teeths, change ZombieBlunt damage type to bite from blunt, and almost done - you will know how to do this.

This would be very useful, because in A9 all my colonists had prosthetics, because zombie infetcions and i don't think that someone would be bitten so easy especially when he knows where are the zombies.
That's something I'll probably look at in the future.

The bite chance has nothing to do with the limbs used for attacking. Raising your Melee skills and wearing body armor can reduce the chance of infection.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: Coactum on June 16, 2015, 05:15:42 PM
QuoteIt shouldn't be too difficult if the functionality is already there for the Wargs.

I wondered that, although I had no idea on the door thing and if there was anything written in to allow for random aggression on objects like doors. I think it would make a really nice addition, it would make them "dumber" having them pool outside places and be a sort of lingering, relentless threat as opposed to being straight up, structured, raid-style aggressive if you decided to take the route where you lock your doors and play super defensive. Personally I think it would help capture that foreboding feeling that goes hand in hand with the zombie.

QuoteThis version is complete. I just wanted to give myself an extra day for testing just to make sure there are no bugs, because I didn't get to do as much testing over the weekend as I wanted to.

Oh. Well I know what I'm doing right now then, haha. Thanks a lot for all the work, I'm really big on zombies, introducing them to Rimworld is a match made in heaven for me.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: Adamiks on June 16, 2015, 05:44:46 PM
Quote from: Justin C on June 16, 2015, 05:02:51 PM
The bite chance has nothing to do with the limbs used for attacking. Raising your Melee skills and wearing body armor can reduce the chance of infection.

I little don't understand... Are you mean that zombies can't bite arms of attacking colonist or...?

If yes this is even worse, because i think that there should be higher chance that you will be bitten in arm, leg (by zombie that is lying on the ground) than in the torso. You know, limbs are always closer to the zombie than torso.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: Justin C on June 17, 2015, 07:14:58 PM
Sorry guys, Comcast was being Comcastic today. Internet, Phone and Cable went out for everyone in the area for most of the day. I should have the A11 release up within an hour.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: Justin C on June 17, 2015, 08:21:07 PM
All right, the official release of Zombie Apocalypse for A11 is up on NexusMods right now.

http://www.nexusmods.com/rimworld/mods/34/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D34&pUp=1

v 1.3 - 06/17/2015 -------------------------------------------------
- The Airborne incident is now extremely rare by default, and can be disabled through the XML.
- Zombies no longer attack doors.
- The Zombie outbreak will now start after the colony is named.
- Reduced Zombie speed and increased health.
- Rebalanced Zombie unit priorities when generating hordes. This should result in larger end-game hordes than the ones from Alpha 9, which were smaller than they were meant to be.


Sorry for the delay.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 15)
Post by: thefinn on June 18, 2015, 02:01:30 AM
Quote from: Justin C on June 17, 2015, 08:21:07 PM
All right, the official release of Zombie Apocalypse for A11 is up on NexusMods right now.

http://www.nexusmods.com/rimworld/mods/34/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D34&pUp=1

v 1.3 - 06/17/2015 -------------------------------------------------
- The Airborne incident is now extremely rare by default, and can be disabled through the XML.
- Zombies no longer attack doors.
- The Zombie outbreak will now start after the colony is named.
- Reduced Zombie speed and increased health.
- Rebalanced Zombie unit priorities when generating hordes. This should result in larger end-game hordes than the ones from Alpha 9, which were smaller than they were meant to be.


Sorry for the delay.

I would admonish you, however, I am busy installing mod.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 18, 2015, 02:26:01 AM
Oh yeah, I forgot to mention in my last post, I moved all of the strings from the DLL to XML so anyone who wanted to make a translation for the mod is now able to do so.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Fox on June 18, 2015, 04:48:05 AM
Its ALIVE!!!
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Adamiks on June 18, 2015, 04:55:01 AM
I don't know about these doors... With this there will be no "last stand mode", when horde of zombies are getting closer and closer to centre of your base.

I know this would take a looot of coding, but if you could make "sounds" system in the game this would be just amazing. For example there could be silenced weapons (or colonists just would need to hold silencer like apparel in the inventory), and zombies would react on sound.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 18, 2015, 07:05:53 AM
Quote from: Adamiks on June 18, 2015, 04:55:01 AM
I don't know about these doors... With this there will be no "last stand mode", when horde of zombies are getting closer and closer to centre of your base.

I know this would take a looot of coding, but if you could make "sounds" system in the game this would be just amazing. For example there could be silenced weapons (or colonists just would need to hold silencer like apparel in the inventory), and zombies would react on sound.
I considered the sound thing, but it just wouldn't be worth the effort.

The "last stand" will still happen when raiders break down your door/walls. I think it could work out well. We'll see if people like it.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: rsof69 on June 18, 2015, 07:26:55 AM
Can the wargs become zombies ? because it would be cool if it can
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: SuperJeck on June 18, 2015, 07:56:37 AM
Hm. maybe i don't get it, but, for example, when my colonist got bitten in torso and the zombie infection grew up to "extreme" but after that nothing happend. Should he turn into zombie or he should turn in some time? Because i'll have to treat his infection every time, that is quite sad and time-consuming. Did i miss something?
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Temeez on June 18, 2015, 12:54:32 PM
Quote from: SuperJeck on June 18, 2015, 07:56:37 AM
Hm. maybe i don't get it, but, for example, when my colonist got bitten in torso and the zombie infection grew up to "extreme" but after that nothing happend. Should he turn into zombie or he should turn in some time? Because i'll have to treat his infection every time, that is quite sad and time-consuming. Did i miss something?

Did the colonist get 100% immunity?
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 18, 2015, 03:18:18 PM
Quote from: SuperJeck on June 18, 2015, 07:56:37 AM
Hm. maybe i don't get it, but, for example, when my colonist got bitten in torso and the zombie infection grew up to "extreme" but after that nothing happend. Should he turn into zombie or he should turn in some time? Because i'll have to treat his infection every time, that is quite sad and time-consuming. Did i miss something?
The infection should eventually kill the colonist. If you treat him it will take longer to kill him, but he should eventually die from it.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Nurichbin on June 19, 2015, 10:47:55 AM
Do the zombies die from starvation after some time? because i got some trapped behind my base and i want to know if i have to deal with them personally ^^
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 19, 2015, 04:12:21 PM
Quote from: Nurichbin on June 19, 2015, 10:47:55 AM
Do the zombies die from starvation after some time? because i got some trapped behind my base and i want to know if i have to deal with them personally ^^
Nope. They stick around until someone kills them. :P
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Daman453 on June 21, 2015, 01:58:04 PM
Doesn't seem to be working! I made a new world and i started it in the mod menu. Any help would be awesome! Thanks.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RickyMartini on June 21, 2015, 02:39:41 PM
Quote from: Daman453 on June 21, 2015, 01:58:04 PM
Doesn't seem to be working! I made a new world and i started it in the mod menu. Any help would be awesome! Thanks.

You have to explain what isn't working. You have to activate the mod, then make a new world with the mod active and then create a new colony on the new world with the mod still active. Then again, if you have other mods you have to tell us which ones.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: lord rabies on June 21, 2015, 06:56:48 PM
I wish the zombies could break walls and doors tho, right now they're too easy to trick.. I can use my inner court and they dont get agroed on me, so basicly all that happens is if I get sieged/raided the zombies take care of it while I can just go on my own business (I do have the weapon crafting mod tho and the walls you can shoot through, so basicly I just have shooting practise once in a while).
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 21, 2015, 07:20:53 PM
Quote from: Daman453 on June 21, 2015, 01:58:04 PM
Doesn't seem to be working! I made a new world and i started it in the mod menu. Any help would be awesome! Thanks.
It now takes a few days for the zombie outbreak to kick in. The event should fire within a day or two of naming your colony, and then you will see the "Zombie Virus Active" that was there from the start in previous versions.

If it's not working, make sure you activate the mod first and then create a new world and a new colony on that world afterwards.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 21, 2015, 07:22:19 PM
Quote from: lord rabies on June 21, 2015, 06:56:48 PM
I wish the zombies could break walls and doors tho, right now they're too easy to trick.. I can use my inner court and they dont get agroed on me, so basicly all that happens is if I get sieged/raided the zombies take care of it while I can just go on my own business (I do have the weapon crafting mod tho and the walls you can shoot through, so basicly I just have shooting practise once in a while).
Yeah, those walls that you can shoot through seem to make zombies ridiculously easy to deal with. I'm not going to balance the mod against other mods. I'm mostly concerned with how difficult they are to deal with in vanilla RimWorld.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Azrail on June 21, 2015, 08:57:56 PM
Don't know if this is already an implemented feature or not as i haven't had a chance to test it. But, if you have a bionic or artificial limb and its bitten are you still infected?
Shouldn't think so but I'm not a coder so I don't know how the script will work.
Title: Re: [MOD] (Alpha 11) Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 22, 2015, 02:47:03 PM
Quote from: Azrail on June 21, 2015, 08:57:56 PM
Don't know if this is already an implemented feature or not as i haven't had a chance to test it. But, if you have a bionic or artificial limb and its bitten are you still infected?
Shouldn't think so but I'm not a coder so I don't know how the script will work.
Bionic limbs shouldn't get infected. But bionic limbs don't reduce the chance of infection, they will just change the location of the infection. So I guess bionic limbs could increase the chance of getting infected in a fatal location.

I'll have to look into making bionic limbs reduce the overall chance of getting infected.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 22, 2015, 09:38:41 PM
There is still at least one zombie attack message that says "hoard" and not "horde".

Also, zombies are still pretty vulnerable to freezing to death.  This is a bigger deal now that ice sheet is an official biome and not just something you can mod in.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dragoon on June 22, 2015, 09:49:32 PM
Quote from: Kaballah on June 22, 2015, 09:38:41 PM
Also, zombies are still pretty vulnerable to freezing to death.  This is a bigger deal now that ice sheet is an official biome and not just something you can mod in.

Being a zombie doesn't and should't make you more resistant to cold frostbite can still happen and since zombies don't have warm blood flowing though their bodies to keep them warm they would be at greater risk.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 22, 2015, 11:08:41 PM
I'm not sure it's a huge deal that zombies can be damaged by extreme temperatures. They already have more tolerance to extreme temperatures than living humans do.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 23, 2015, 12:12:08 AM
In the really cold maps (-70C and lower) entire invasions always freeze before reaching the colony, almost without any exceptions.  I dunno I think some of the best undead/horror I can remember is stuff like The Thing and 40 Days of Night, where the monsters are allied with the cold and both are trying their best to kill you.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dragoon on June 23, 2015, 10:24:10 PM
Quote from: Kaballah on June 23, 2015, 12:12:08 AM
The Thing and 40 Days of Night

I like those movies :) . However I must point out a very important thing that vampires (which are said to be cold to the touch in most lore) and aliens which are resistant to cold for some reason does not mean that zombies should be.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Ninefinger on June 23, 2015, 10:49:15 PM
Quote from: Kaballah on June 23, 2015, 12:12:08 AM
In the really cold maps (-70C and lower) entire invasions always freeze before reaching the colony, almost without any exceptions.  I dunno I think some of the best undead/horror I can remember is stuff like The Thing and 40 Days of Night, where the monsters are allied with the cold and both are trying their best to kill you.
I actually agree with this a lot, the zombies are much more of a threat if they can survive the elements that you can not, so i have went ahead and made it so that zombies have a min -100 comfort temperature as well as leaving the default max 100 comfort temperature alone. In the Ultimate Overhaul Modpack.

Anyone who wants to make the zombies more of a threat on the ice sheet biome can easily make this adjustment by navigating to the zombie apocalypse mod and locating Defs\ThingDefs\Races_Zombie.xml and using Notepad++

Go to this line: Make sure you are looking at the "BaseZombie" Section.

<ThingDef ParentName="BaseZombie">
    <defName>Zombie</defName>
    <label>zombie</label>
    <description>All they want to do is eat your brains.</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
      <MarketValue>0</MarketValue>
      <MoveSpeed>2.3</MoveSpeed>
      <Flammability>0.5</Flammability>
      <ComfyTemperatureMin>-100</ComfyTemperatureMin>    <------------------
      <ComfyTemperatureMax>100</ComfyTemperatureMax>

And this adjustment does not affect the zombies on the other biomes simply because temperature is not really an issue on those biomes.

Anyways hope this helps, Cheers!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 24, 2015, 12:56:53 AM
Thanks, I will do this.

Also, zombies probably should give no shits at all about the toxic fallout event (not sure if they do or not).

e: Oh something else, I don't know if this is actually a bug but when a zombie is downed and not killed, an exception is logged.  I'm fairly sure this is just because JustinC has it coded to just kill the zombie in the event of it being downed and is not a big deal at all, but heads up anyhow.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 24, 2015, 02:02:17 AM
Quote from: Kaballah on June 24, 2015, 12:56:53 AM
Thanks, I will do this.

Also, zombies probably should give no shits at all about the toxic fallout event (not sure if they do or not).
Looks like zombies do randomly start dropping dead during the fallout. I think we're going to call that one a feature for now. :P

Quotee: Oh something else, I don't know if this is actually a bug but when a zombie is downed and not killed, an exception is logged.  I'm fairly sure this is just because JustinC has it coded to just kill the zombie in the event of it being downed and is not a big deal at all, but heads up anyhow.
I had that happen once during testing and could never recreate it. It should be a rare occurrence.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Ninefinger on June 24, 2015, 10:37:59 AM
Quote from: Justin C on June 24, 2015, 02:02:17 AM
Quote from: Kaballah on June 24, 2015, 12:56:53 AM
Thanks, I will do this.

Also, zombies probably should give no shits at all about the toxic fallout event (not sure if they do or not).
Looks like zombies do randomly start dropping dead during the fallout. I think we're going to call that one a feature for now. :P

My idea contains two options and is to create fall out resistant:

A: Synthetic type skin/organs/body parts/ and have the zombies forced to  automatically spawn with said natural body parts (this solution is if you want to keep the change "invisible"). I think this is possible.

B: Suit or armor that offers no blunt or sharp protections beyond that of normal clothing just the toxic fallout protection. However colonists may be able to utilize said equipment.

If i think of anything else or even find a way to create a workaround for now i will let you know.

EDIT: After taking a closer look, these ideas are not going to work.  :'(
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: picollo on June 24, 2015, 11:08:10 AM
I'm playing this mod, and I really love fun factor it adds to the game. However I don't like how often zombies with personal shields appear. Usually it is around 1/5 zombies in my game which has personal shield. I'm not talking that there should be no zombies with personal shield (ok, maybe it is option), but for me  zombie power should lie in number. Just like tribals. Instead of that, yesterday I had two zombies roaming on map, one with shield, one without. Then tribals decided to raid me only to meet those two zombies. zombies killed all of them. both of them survived. Killing more than ten tribals. I know it was probably big amount of luck, but most of tribals focused shielded zombie. And bows and pilas (or what the name of other ranged weapon for tribals is) weren't able to kill break shield when zombies attacked.

My suggestion is to reduce chances for zombies to have personal shield. Maybe instead increase zombies resistance overall.

I can handle zombies, in fact I guess they are really good balanced against my colony. But other groups have huge problems with zombies. I feel like they should struggle against zombies, but not that much as they do now.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 24, 2015, 04:00:04 PM
I don't really have a big problem with how often personal shields appear (and I think that's pretty hard to tweak anyway) but they always seem to come in at near perfect item health unlike all the other torn up shit zombies wear. This is probably really a problem with the core game I guess.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 24, 2015, 06:11:05 PM
Found a small bug: if you have a person get infected in a finger or toe, and you amputate the finger/toe (the only amputate option given is the infected part, so you can't take the whole arm or leg) they die anyway and come back as a zombie.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: picollo on June 24, 2015, 06:57:31 PM
As I mentioned earlier. I can defend against personal shield zombies.
But other groups suffer from zombies way harder.If I keep 3 zombies outside and one of them has personal shield, I can forget that tribals even exist. Pirates can't do too much as well.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 24, 2015, 07:07:26 PM
Quote from: picollo on June 24, 2015, 06:57:31 PM
As I mentioned earlier. I can defend against personal shield zombies.
But other groups suffer from zombies way harder.If I keep 3 zombies outside and one of them has personal shield, I can forget that tribals even exist. Pirates can't do too much as well.
When I was testing I was frequently having issues with one single raider with a personal shield and a knife killing like 30 zombies solo. So now the melee damage bonus towards zombies only applies to your colonists. I probably forgot that in the patch notes.

I want groups of zombies to be able to wipe out groups of raiders/travelers to add to their zombie horde. If it seems like they are a bit overpowered this way I will reintroduce the damage bonus and just scale it back a bit.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 24, 2015, 07:13:43 PM
I don't see any problem with that AT ALL, that sounds like a good result.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Daman453 on June 24, 2015, 08:04:36 PM
I feel like the damage i deal should be bigger, i stood in a door and keep shooting a zombie over and over again
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: oakshaft on June 24, 2015, 08:09:35 PM
Im going to have to agree with Daman453, I had 4 colonists with charge rifles shooting them and they took two bursts from all for to take just one down.

Maybe my colonists were just having a bad day since their shooting skills were pretty high, but it seemed like they were a little "too" tough and I feel as though the zombies should focus more on numbers rather than hp.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: picollo on June 25, 2015, 05:30:42 AM
Quote from: Justin C on June 24, 2015, 07:07:26 PM
I want groups of zombies to be able to wipe out groups of raiders/travelers to add to their zombie horde. If it seems like they are a bit overpowered this way I will reintroduce the damage bonus and just scale it back a bit.

Got your idea. However for me this mod is somewhere in between two concepts.
Or we have zombie apocalypse in total version- all people basically died, and there are almost no humans. Then maybe consider reducing frequency of other raids, and make us face zombies only.

Otherwise let other factions face zombies, and have chances of winning substantially bigger. In all movies when you get used to zombies, they are dangerous when they surprise you, or heavily outnumber. ten prepared ppl kills two zombies without any problems.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: hector212121 on June 28, 2015, 12:46:47 PM
Make zombie meat not default to on when cooking  :o nearly broke my colonists when I set someone to start whipping up simple meals rather than just nom on corn
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 28, 2015, 03:43:46 PM
Yeah that's a bit irritating.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 28, 2015, 07:04:33 PM
Quote from: Ninefinger on June 23, 2015, 10:49:15 PM
I actually agree with this a lot, the zombies are much more of a threat if they can survive the elements that you can not, so i have went ahead and made it so that zombies have a min -100 comfort temperature as well as leaving the default max 100 comfort temperature alone. In the Ultimate Overhaul Modpack.

Anyone who wants to make the zombies more of a threat on the ice sheet biome can easily make this adjustment by navigating to the zombie apocalypse mod and locating Defs\ThingDefs\Races_Zombie.xml and using Notepad++

Go to this line: Make sure you are looking at the "BaseZombie" Section.

<ThingDef ParentName="BaseZombie">
    <defName>Zombie</defName>
    <label>zombie</label>
    <description>All they want to do is eat your brains.</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
      <MarketValue>0</MarketValue>
      <MoveSpeed>2.3</MoveSpeed>
      <Flammability>0.5</Flammability>
      <ComfyTemperatureMin>-100</ComfyTemperatureMin>    <------------------
      <ComfyTemperatureMax>100</ComfyTemperatureMax>

And this adjustment does not affect the zombies on the other biomes simply because temperature is not really an issue on those biomes.

Anyways hope this helps, Cheers!

This has made zombies fucking terrifying, I encourage JustinC to make this the default.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on June 29, 2015, 11:55:32 AM
I notice that zombies don't try to break down doors in this version, is that intended?  They walk up to the door and then just mill around outside.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on June 29, 2015, 02:12:51 PM
Quote from: Kaballah on June 29, 2015, 11:55:32 AM
I notice that zombies don't try to break down doors in this version, is that intended?  They walk up to the door and then just mill around outside.
Yeah, that was a change I made at the last second before release. It was the easiest fix for an issue I was having, and it was a requested feature anyway so I figured I'd see how it worked out. I think I will probably change it back for the next release.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Goldsmyths on July 01, 2015, 06:26:19 AM
Tried it for the first time today. Loved the first few hours. I never knew Ice Sheet was a bad idea.
Then... After the game becomes a race between cremating all corpse vs raid frequency, it forced me to Alt+F4. 600 Zombies per raid that does not run away is 600 Corpse to Cremate.
It becomes worse with any form of artillery.
Also, Rimfire/Rimsenal is the bane of this zombie apocalypse. Be prepared, and don't be a victim.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 02, 2015, 05:40:27 AM
Quote from: Goldsmyths on July 01, 2015, 06:26:19 AM
Tried it for the first time today. Loved the first few hours. I never knew Ice Sheet was a bad idea.
Then... After the game becomes a race between cremating all corpse vs raid frequency, it forced me to Alt+F4. 600 Zombies per raid that does not run away is 600 Corpse to Cremate.
It becomes worse with any form of artillery.
Also, Rimfire/Rimsenal is the bane of this zombie apocalypse. Be prepared, and don't be a victim.
This issue is pretty much unavoidable for any faction that is meant to attack in large numbers.

Also, keep in mind that I do not balance this mod against any other mods. If you are using a mod that increases your colony wealth beyond what you would normally see in vanilla RimWorld, the horde sizes will be bigger than usual.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jacksidious on July 04, 2015, 06:09:06 AM
Ok I looked in the defs and searched the thread but can't find out if you can cap or lower zombie raid chance and number of zombies. Is there a way I could do this?

If not is there a way to safely remove this mod mid-game?

Love this mod and everything about it but the zombie raids a getting huge and keep coming. Which is great but starting to lag too much :(
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on July 05, 2015, 07:48:49 PM
Thanks to Justin C for great mod. I hope it will do to make it better:

Dear players,
I bring to your attention a special patch for the Hardcore SK. So, in the original version as already knows, zombies are weak and don't represent particular danger for the player... Now, everything is changes! Zombies have ceased to bleed, not frostbitten limbs and don't feel pain .. their bodies become slightly susceptible to range weapons. Significantly increased survival and 15% faster. But they also have a weakpoint! Shoot in the head and you'd be right!

Zombie Apocalypse -Hardcore_SK patch
(http://www.jinnah.edu/wp-content/uploads/2012/07/download-button.png) (https://yadi.sk/d/2pcLLQd0hg7Yf)

Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RiftandRend on August 11, 2015, 11:55:01 PM
I noticed zombies don't extinguish themselves when on fire. Because of this, flame weapons such as the incendiary launcher can kill an entire horde in just a few shots, and the corpses will burn automatically.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dragoon on August 12, 2015, 07:55:12 AM
Quote from: RiftandRend on August 11, 2015, 11:55:01 PM
I noticed zombies don't extinguish themselves when on fire. Because of this, flame weapons such as the incendiary launcher can kill an entire horde in just a few shots, and the corpses will burn automatically.

well yeah they are zombies not smart or anything. And of course you run the risk of burning the whole map if you have any place with trees since fire from the launcher will burn it down :/ .
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: vexen88 on August 13, 2015, 04:31:20 AM
is there a way to make it were it dosent go air into the air just they get infected by bites only?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on August 14, 2015, 11:03:52 PM
Quote from: Encode on August 11, 2015, 11:46:49 PM
would it cause any prob to remove the <defName>Human</defName> branch? as this can/will cause prob with other mods that adds surgery recipes. Thanks!
Yes. That will break the zombie infections.

Quote from: RiftandRend on August 11, 2015, 11:55:01 PM
I noticed zombies don't extinguish themselves when on fire. Because of this, flame weapons such as the incendiary launcher can kill an entire horde in just a few shots, and the corpses will burn automatically.
That's intended. I actually tried to stop them from putting themselves out before the very first release of the mod but that behavior was hardcoded at the time.

Quote from: vexen88 on August 13, 2015, 04:31:20 AM
is there a way to make it were it dosent go air into the air just they get infected by bites only?
Yes. That can be disabled in the XML as of the Alpha 11 release by setting the chance of the Airborne incident to 0.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Fred999 on August 18, 2015, 01:29:24 PM
Great mod !! love it !!

Just one thing I noticed.. and maybe a suggestion or two :

- zombies attack turrets.. even with people behind turrets.. I thought it would be cool if they didn't looked at the turret and pass them to go for humans..  (like in real life  :D :D)

- would be cool that we see them arms raised (like in comics you know)  ;)

Thanks again for the mod, love it !
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Iwillbenicetou on August 18, 2015, 11:12:35 PM
The arm thing is extremely hard. unless the author wants to create a whole new melee weapon that uses an arm texture, and destroys on drop, otherwise pretty hard.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: SteelRev on August 19, 2015, 10:09:04 AM
Added this mod, made new world. new colony. Now i can't add surgeries to my pawns to replace missing limbs. No options to for any surgeries other than harvesting parts and killing the pawn. can't even debug add the missing part. Anyone know why this is happening? only other mod i have that would edit a pawns body parts is "Expanded Prosthetics & Organ Engineering"
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: michal3588 on August 19, 2015, 05:53:45 PM
Dude... It's LITERALLY 3 posts above you...

Quote from: Justin C on August 14, 2015, 11:03:52 PM
Quote from: Encode on August 11, 2015, 11:46:49 PM
would it cause any prob to remove the <defName>Human</defName> branch? as this can/will cause prob with other mods that adds surgery recipes. Thanks!
Yes. That will break the zombie infections.

I've simply added few lines from Expanded Prosthetics operations into Zombie's files and it seems to work fine.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: SteelRev on August 20, 2015, 10:18:07 AM
ok, so mind posting which lines you added to what files. Some of us are not coders.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grax on August 20, 2015, 02:43:41 PM
Is it possible to make zombies freeze after some time they spent in below zero temperature (i've just got -87..-95°C on ice sheet)?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on August 23, 2015, 10:11:52 AM
I noticed when an animal goes beserk/wild (random event) they can murder whole lots of hordes. I hope you can fix this, because it is kind of lame...
(Although you are probably aware of this)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: pajok on August 24, 2015, 11:31:07 AM
Hi!
Thanks for this mod! More surviver fun!
In the last version the zombies ,dont crash the doors. Is there any chance to change .... x% chance to zombie will crash doors?
More random , more fun! :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: rsof69 on August 24, 2015, 11:45:32 AM
Alpha 12 anyone ?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: mckinnal on August 24, 2015, 10:39:38 PM
is it supossed to take a really long time for the hords to show?, im on year 2 and one still hasent appeared
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on August 25, 2015, 10:00:24 AM
Quote from: rsof69 on August 24, 2015, 11:45:32 AM
Alpha 12 anyone ?

There are no source uploaded by Justin C. Can't to update without source.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: thefinn on August 26, 2015, 04:11:02 AM
I'm not seeing any zombies biting at all anymore.

Something I need to change for this? Looking at the XML I see references to hand attacks left and right, both being blunt, but no bite attacks.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: pigman999999999 on August 28, 2015, 09:49:37 AM
whens it coming out for A12
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on August 28, 2015, 07:18:56 PM
Sorry guys, I'm currently working full time and I've got a freelance project on the side that is taking up much of my free time. Once that's done (hopefully by the end of the weekend) I should have time to update Zombie Apocalypse.

I have no idea how long it will take me. It usually takes about 25-30 hours to update it from one Alpha to the next and I currently only have a couple hours to get work done on week nights, so the best I can say is it will be done when it's done.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on August 28, 2015, 07:52:16 PM
Oh my god Justin, you are alive! That alone is just awesome! Please take your time! We are just glad that you even will update this :)

Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: pigman999999999 on August 29, 2015, 12:35:23 PM
yea me to i have bunch a of A12 mods that need zombies to make it more fun lets just say one of them is glitter tech like 10-15 more mods there some little.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Tatte on September 05, 2015, 08:49:14 PM
A12 zombies?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Goo Poni on September 05, 2015, 09:22:36 PM
Quote from: Justin C on August 28, 2015, 07:18:56 PM
Sorry guys, I'm currently working full time and I've got a freelance project on the side that is taking up much of my free time. Once that's done (hopefully by the end of the weekend) I should have time to update Zombie Apocalypse.

I have no idea how long it will take me. It usually takes about 25-30 hours to update it from one Alpha to the next and I currently only have a couple hours to get work done on week nights, so the best I can say is it will be done when it's done.

It's literally like 5 posts before this one, come on.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Tatte on September 06, 2015, 12:14:00 AM
Quote from: Goo Poni on September 05, 2015, 09:22:36 PM
Quote from: Justin C on August 28, 2015, 07:18:56 PM
Sorry guys, I'm currently working full time and I've got a freelance project on the side that is taking up much of my free time. Once that's done (hopefully by the end of the weekend) I should have time to update Zombie Apocalypse.

I have no idea how long it will take me. It usually takes about 25-30 hours to update it from one Alpha to the next and I currently only have a couple hours to get work done on week nights, so the best I can say is it will be done when it's done.

It's literally like 5 posts before this one, come on.

3*
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: TheRexus100 on September 08, 2015, 04:30:28 AM
I'm so much waiting for A12.I won't play without this mod.It's brillant.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Icepilotfilms on September 09, 2015, 08:58:28 PM
can't wait for this mod to be released for A12 so, please be quick, thanks
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Iwillbenicetou on September 09, 2015, 11:08:49 PM
Oh, RIP Justin. Just updating, then having to update again. RIP
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: pigman999999999 on September 10, 2015, 04:55:30 PM
what why RIP Justin
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: TheRexus100 on September 13, 2015, 06:03:35 AM
Will be there A12?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Iwillbenicetou on September 13, 2015, 08:35:59 AM
Probably eventually. He's in school right now, so he has to do school stuff before this
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on September 13, 2015, 04:39:24 PM
Quote from: Iwillbenicetou on September 13, 2015, 08:35:59 AM
Probably eventually. He's in school right now, so he has to do school stuff before this
I wish I was still in school/college. :P

Sorry guys, I've been focused on work a lot lately and my pool of motivation is running pretty dry (as usual). I feel bad about being consistently late with the updates, but at the end of the day this was supposed to be something I did for fun and it's just hasn't been fun for me for several releases now. I have to focus on not burning myself out for my actual job.

I still intend to update Zombie Apocalypse and Wave Survival Mode within the next few weeks, and then you guys should have four whole months before my next opportunity to disappoint you. :P
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Doomerz on September 13, 2015, 08:36:43 PM
You don't disappoint man. You aren't paid, nor make any personal promises. You do you boo-boo, and we will support you for all the neigh unrewarded work you do. Thanks for the mod.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on September 14, 2015, 09:26:46 AM
(http://s017.radikal.ru/i425/1509/81/349a6e32bbc0.png)


Zombie Apocalypse A12 SK

Unofficial update for Rimworld A12d by: Vuursteen, Skyarkhangel, Latta.

Additions:

download from dropbox
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://www.dropbox.com/s/22ugvywz9mknv9p/Zombie%20Apocalypse_SK.rar?dl=0)
Title: Re: [A12] Rimworld Zombie Apocalypse
Post by: dismar on September 14, 2015, 11:41:35 AM
I feel like one day every mod will have that sk at the end of it! lol :P ty i missed my zombies!
Title: Re: [A12] Rimworld Zombie Apocalypse
Post by: skyarkhangel on September 14, 2015, 12:01:48 PM
Quote from: dismar on September 14, 2015, 11:41:35 AM
I feel like one day every mod will have that sk at the end of it! lol :P ty i missed my zombies!

Noope... Its luck! I think soon half mods in ours modconfig would start with LT! Because Latta is the best :))
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on September 15, 2015, 10:36:45 PM
Quote from: skyarkhangel on September 14, 2015, 09:26:46 AM
(http://s017.radikal.ru/i425/1509/81/349a6e32bbc0.png)


Zombie Apocalypse A12 SK

Unofficial update for Rimworld A12d by: Vuursteen, Skyarkhangel, Latta.

Additions:

  • Support Korean, Russian language.
  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.

download from dropbox
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://www.dropbox.com/s/22ugvywz9mknv9p/Zombie%20Apocalypse_SK.rar?dl=0)
Thanks Sky, Vuursteen and Latta!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: badday on September 17, 2015, 05:49:20 AM
What mods do u use with RZA ?   Someone can post his mod list  ( mods fully compatible with RZA )?
I dont want to use big modpacks like Ultimate Overhaul. I want just some.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: zandadoum on September 17, 2015, 09:31:58 AM
i am playing on RR extreme.

as far as i understand, the zombie events happen INSTEAD of another random event, right?

because since i am trying this mod, i got zombies 80% of the time, while sapper, siege, evil ship and whatnot happens a lot less.
ofc makes sense to use the same event timer than everything, or you'd be overrun within the first week.

but...

is there a way to tell the MOD to spawn zombies less often and the rest of stuff more often? after 2y of gametime, it gets quite boring having zombies all the time and barely anything else...
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Didact04 on September 19, 2015, 06:39:00 PM
To be honest I'm hoping for a point where you can get zombified animals. The art would be pretty easy, just green-ified versions of other animals, and it'd add a ton of variety to things you have to worry about.

It'd be an event, I think, sort of like how the virus goes airborne. At some point it'd evolve to the point to transfer to animals. I'm not sure if they'd actively seek out the animals, but if they did they'd probably prioritize people. Maybe the idlers are the ones that go after whatever and the others prefer the colony? That's one more reason not to ignore the ones on the edge of the map. They go around chewing on the wildlife and suddenly you have a horde of zombie squirrels and boomalopes banging down your door.

Just my input. Zombie manhunter packs would be scary. OR, a manhunter pack, followed by all of them getting up after and doing the same thing twice. That'd be scary.

Also, the dropbox has been disabled. Any word on when it gets released again?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: regenesis on September 19, 2015, 07:21:15 PM
Well here is the archive I uploaded to my MEGA account as a mirror

https://mega.nz/#!mYgnXCbA!jl4fQo8eb_SIUAJwpP3a8s4ys2iKbtTWVerJ09ic66Q
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: mckinnal on September 20, 2015, 04:53:33 PM
Error (429)
This account's public links are generating too much traffic and have been temporarily disabled!

does anyone else get this when you try to download zombies for A12 or is it just me?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: r4ky on September 21, 2015, 06:08:32 PM
Hi Justin C, i have translated your mod into French, can i send you the file?

i translated everything but there is only 1 file that i need help

Hediffs_Zombie_Infection.xml

  <ZombieInfection.label>THERE</ZombieInfection.label>
  <rep>
    <path>ZombieInfection.stages[0].label</path>
    <trans>THERE</trans>
  </rep>
  <rep>
    <path>ZombieInfection.stages[1].label</path>
    <trans>THERE</trans>
  </rep>
  <rep>
    <path>ZombieInfection.stages[2].label</path>
    <trans>THERE</trans>
  </rep>
  <rep>
    <path>ZombieInfection.stages[3].label</path>
    <trans>THERE</trans>
  </rep>
  <rep>
    <path>ZombieInfection.stages[4].label</path>
    <trans>THERE</trans>



where i write THERE i am not sure about the thing to translate can you tell me ? thanks

anyway i have translated every folder like Russian and Korea translation :

BodyPartDefs
BodyPartGroupDefs
FactionDefs
HediffDefs
IncidentDefs
MapConditionDefs
PawnKindDefs
ThingDefs

tell me if you're ok for i send you this
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: SilverKnight on September 21, 2015, 10:29:25 PM
Nevermind.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: 123mind123 on September 22, 2015, 11:26:50 AM
I was wondering how did you stop Zombies from attacking doors and is there a way to change it in the XML's? Also is there a way to set zombies so the all just go straight for you in a zombie defense kind of way?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Canaris on September 22, 2015, 12:43:48 PM
What am i doing wrong with this ?? Every time i try to activate this mod, msg appears about corrupted or incompatible mods and mod gets turned off.

Does it not work on Alpha 12D ( it kinda suppose too - after all i downloaded A12 version ... ) or am i doing something wrong ??
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on September 22, 2015, 12:55:13 PM
Quote from: Canaris on September 22, 2015, 12:43:48 PM
What am i doing wrong with this ?? Every time i try to activate this mod, msg appears about corrupted or incompatible mods and mod gets turned off.

Does it not work on Alpha 12D ( it kinda suppose too - after all i downloaded A12 version ... ) or am i doing something wrong ??

I'll check this soon
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: alpha_omega on September 23, 2015, 10:14:29 AM
Quote from: Canaris on September 22, 2015, 12:43:48 PM
Every time i try to activate this mod, msg appears about corrupted or incompatible mods and mod gets turned off.

Just FYI... I am getting this same error, even if it is the only mod I install with vanilla.  It gives the error message and then turns off all the mods in the mod selection window except for "Core".  :-\
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dessloch on September 23, 2015, 04:39:05 PM
I'm using the latest version (A12 SK) and I have a question: Is it possible to burn the bodies of the zombies? My colonists just collecting to the stockpile and leave them alone. They can burn the normal bodies, but not the zombies. I don't want to put graveyards on the whole map :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Didact04 on September 23, 2015, 05:07:43 PM
Confirmed the above. The file in the dropbox doesn't like something about itself very much.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on September 23, 2015, 06:23:31 PM
Updated upload.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dessloch on September 24, 2015, 03:50:29 AM
Does anybody know the answer for my question?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on September 24, 2015, 06:06:13 AM
Quote from: Dessloch on September 24, 2015, 03:50:29 AM
Does anybody know the answer for my question?

I have not thought about this opportunity, but.. i suppose, need to register zombies  individually for graves.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dessloch on September 24, 2015, 07:48:25 AM
Quote from: skyarkhangel on September 24, 2015, 06:06:13 AM
Quote from: Dessloch on September 24, 2015, 03:50:29 AM
Does anybody know the answer for my question?

I have not thought about this opportunity, but.. i suppose, need to register zombies  individually for graves.

I thought this is already in the mod, because the system to burn the bodies already in the game. Or you can do mass graves, for example 10 zombies in a normal grave to handle their numbers.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Canaris on September 24, 2015, 08:40:37 AM
Quote from: skyarkhangel on September 23, 2015, 06:23:31 PM
Updated upload.

Confirmed for working. Thanks man.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Didact04 on September 25, 2015, 06:28:34 PM
(http://i1130.photobucket.com/albums/m528/Didact04/Capture_zps5wh3ktlh.jpg)

Furthermore, zombies that spawn are not considered hostile entities, yet will freely attack anything that they see. People will get attacked by zombies, but will not defend themselves.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dragoon on September 25, 2015, 10:55:30 PM
Quote from: Didact04 on September 25, 2015, 06:28:34 PM
(http://i1130.photobucket.com/albums/m528/Didact04/Capture_zps5wh3ktlh.jpg)

Furthermore, zombies that spawn are not considered hostile entities, yet will freely attack anything that they see. People will get attacked by zombies, but will not defend themselves.

How odd. I don't have these problems maybe your mods are conflicting?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: zandadoum on September 26, 2015, 06:21:39 AM
i'd like to comment / request something

1) many times i can't deal with a zombie group at the time it spawns. i keep my base doors closed and no big deal... but when i send a group to kill zombies, the zombies just stand there. only a few actually attack my group. i can basically send one guy with an incendiary launcher and easily kill many zombies because most of them are standing still.
they only become really and 100% agressive if i keep my base doors open

2) also: zombies aren't suposed to attack doors, right? however if i keep my base doors open and a zombie group comes, and i run to close that door, if zombies were close enough they will reach the door, see it's closed and attack it. sometimes they stop after a few hits, sometimes they break it and make it inside the base. is this behaviour intended?

3) this is the main reason for my post: too many zombies = PC dies. my PC is an older i7 model. if i have too many pets, or too many zombies or too many zombie corpses, the game slows down really a lot. and sometimes you have a lot of stuff going on (randy random extreme) and with 2-3 zombie groups on screen it becomes almost unplayable.
REQUEST: have zombies that have spend X amount of time on screen, without doing anything, leave (story reason: they left to attack another colony or a wanderer)
maybe make it optional for those with good PCs that want to have 500 zombies on screen to stay like now. but have a option somewhere (XML?) for a timer on zombies leaving (not just die, as corpse items on screen also slow down)

4) could you make it so when setting up a butcher/cooking table the zombie is OFF by default, just like the human is?

other than that, great and fun mod. +1
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Didact04 on September 26, 2015, 04:28:47 PM
Quote from: Dragoon on September 25, 2015, 10:55:30 PM
Quote from: Didact04 on September 25, 2015, 06:28:34 PM
(http://i1130.photobucket.com/albums/m528/Didact04/Capture_zps5wh3ktlh.jpg)

Furthermore, zombies that spawn are not considered hostile entities, yet will freely attack anything that they see. People will get attacked by zombies, but will not defend themselves.

How odd. I don't have these problems maybe your mods are conflicting?

I don't know. One of the mods I'm using ended up screwing up something in the Core folder so maybe it was that, but that was something that happened in both instances that I tried and got this mod to more or less work. Zombies are not considered "hostile" yet target everyone around them.

Edit: I am very sure that it's one of the mods that is causing gradual corruption of the core folder. I also think it might be expanded prosthetics causing the error above, because they do some changes to the humanlike entity, but I really have no clue. Something to be aware of at least.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Didact04 on October 01, 2015, 05:35:57 AM
So as I was testing out which mods it was that broke Zombie Apocalypse, I noticed a very peculiar interaction with combat realism. In the redesign of the damage modeling, it has made zombies extremely durable and can handedly take on 3 to 4 people in fisticuffs all on their own. Even against a melee weapon they're likely to come out on top.

But what amused me the most was the exchange with the lowly tortoise. They're given natural armor values that exceed what a zombie can put out. A single tortoise is able to tank the entirety of a zombie horde and, EXTREMELY slowly, begin to chew their way through their numbers.

Any sizable horde is likely to see the poor creature dead from malnutrition, but it was kind of amusing to know that the survival of zombie apocalypse could easily be solved by an army of war tortoises.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: pigman999999999 on October 04, 2015, 10:19:52 AM
Quote from: Didact04 on October 01, 2015, 05:35:57 AM
So as I was testing out which mods it was that broke Zombie Apocalypse, I noticed a very peculiar interaction with combat realism. In the redesign of the damage modeling, it has made zombies extremely durable and can handedly take on 3 to 4 people in fisticuffs all on their own. Even against a melee weapon they're likely to come out on top.

But what amused me the most was the exchange with the lowly tortoise. They're given natural armor values that exceed what a zombie can put out. A single tortoise is able to tank the entirety of a zombie horde and, EXTREMELY slowly, begin to chew their way through their numbers.

Any sizable horde is likely to see the poor creature dead from malnutrition, but it was kind of amusing to know that the survival of zombie apocalypse could easily be solved by an army of war tortoises.
yup same thing happeed to me the zombies are like tanks and the bites dont infect at all the visters/raiders get it when biten but never turn and my guys when they get bit they just act as if it was  a regilur bit as in no bar no nothing
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Ganimedes on October 05, 2015, 07:21:58 PM
i have this weird bug, zombies spawn and then they just stay there... even when a group of colonist goes and start shooting right under therir noses they keep standing. this didnt happen at the first years but now they just stop mooving for good.
Edit: a zombie start atacking a bunny and that seem to unstuck him, then he started chasing one of my colonist but once he got inside the fort the zombie got stuck again :/
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: zandadoum on October 06, 2015, 02:37:56 AM
Quote from: Ganimedes on October 05, 2015, 07:21:58 PM
i have this weird bug, zombies spawn and then they just stay there... even when a group of colonist goes and start shooting right under therir noses they keep standing. this didnt happen at the first years but now they just stop mooving for good.
Edit: a zombie start atacking a bunny and that seem to unstuck him, then he started chasing one of my colonist but once he got inside the fort the zombie got stuck again :/
if you want to unstuck them for good, open a path to a turret.
apparently turrets are their top priority, but if they can't reach any (closed doors) they won't move.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Ganimedes on October 06, 2015, 12:48:13 PM
Quote from: zandadoum on October 06, 2015, 02:37:56 AM
Quote from: Ganimedes on October 05, 2015, 07:21:58 PM
i have this weird bug, zombies spawn and then they just stay there... even when a group of colonist goes and start shooting right under therir noses they keep standing. this didnt happen at the first years but now they just stop mooving for good.
Edit: a zombie start atacking a bunny and that seem to unstuck him, then he started chasing one of my colonist but once he got inside the fort the zombie got stuck again :/
if you want to unstuck them for good, open a path to a turret.
apparently turrets are their top priority, but if they can't reach any (closed doors) they won't move.
well i did what you said and it kind of worked but once the tower was destroyed they got stuck again... :/ zombies should act more like manhunter packs. wandering around your entrance or something like that
oh i forgot.. thanks for anwsering! :P
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: daterxies on October 06, 2015, 01:30:10 PM
is this working for alpha 12 yet?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: FyrnSkulblaka on October 06, 2015, 09:55:12 PM
With the idea of curing zombified colonists the way i'd play it is this:
The cure (After bringing them back to life) Restores the brain, however, every skill has been reset to 0. The colonist's backstory would also be set to "Zombie" as well, as if all memory of who they were before has been forgotten. This would also mean, however, that all skills would then be unlocked again, with passions being randomly set. Just a suggestion :P
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dessloch on October 08, 2015, 01:55:07 AM
Guys, what are you doing with corpses of the zombies? Building field of graves on the map or what?

That's why I stopped playing with this mod, because I was just spamming graves all the times after the raids :(
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: zandadoum on October 08, 2015, 02:09:27 AM
Quote from: Dessloch on October 08, 2015, 01:55:07 AM
Guys, what are you doing with corpses of the zombies? Building field of graves on the map or what?

That's why I stopped playing with this mod, because I was just spamming graves all the times after the raids :(

fresh corpses: haul & butcher, sell meat and leather for huge profit. also: warg food
rotten & dissecated: cremate

if i have too many corpses around (happens quite often) i send a guy with molotovs to set it all on fire
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Brovahkii on October 12, 2015, 05:56:07 PM
Is it just me, or is anyone else having an issue with generating a new map with the mod active? I click the button and it greys out, only to return to normal and not move past the screen. That, and when I use it for an already created map, the zombies do not show up as an event and the only way to get them is to force the zombie virus to be airborne. The only issue with that part is the zombies that come to life from a dead corpse have blue names so I cannot attack them but they can attack me.

Edit - I figured out I can force attack zombies by clicking on the weapon icon if I have a colonist drafted, but that does not help for when they're out on their own and I don't see them.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Facepunch on October 15, 2015, 08:41:12 AM
Man, those zombies are tough mudders. I suggest maybe making their limbs a reasonable health value, waiting for a headshot is a rather bad way to kill pawns. 'Specially when the best shot in your colony is a bloody stormtrooper.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Zediath on October 22, 2015, 08:35:31 PM
Download? Am I blind or is it in a different location?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: dismar on October 25, 2015, 01:26:08 AM
Quote from: Justin C on September 15, 2015, 10:36:45 PM
Quote from: skyarkhangel on September 14, 2015, 09:26:46 AM
(http://s017.radikal.ru/i425/1509/81/349a6e32bbc0.png)


Zombie Apocalypse A12 SK

Unofficial update for Rimworld A12d by: Vuursteen, Skyarkhangel, Latta.

Additions:

  • Support Korean, Russian language.
  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.

download from dropbox
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://www.dropbox.com/s/22ugvywz9mknv9p/Zombie%20Apocalypse_SK.rar?dl=0)
Thanks Sky, Vuursteen and Latta!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jdalt40 on December 02, 2015, 01:55:10 AM
Quote from: II7II LOCKDOWN on November 29, 2015, 10:45:08 PM
Is there a A12 Zombie mod that actually works like the original?
Yes, it is right above you
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Defection on December 06, 2015, 05:15:26 PM
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Mechanoid Hivemind on December 06, 2015, 06:27:43 PM
Quote from: Defection on December 06, 2015, 05:15:26 PM
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
is the virus airborne yet? it should say down by where it tells you the weather
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Defection on December 07, 2015, 05:13:18 AM
Quote from: Mechanoid Hivemind on December 06, 2015, 06:27:43 PM
Quote from: Defection on December 06, 2015, 05:15:26 PM
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
is the virus airborne yet? it should say down by where it tells you the weather
Virus is active after the colony is named (like the description of the mod says), and i have zombie hordes randomly come, but the corpses of colonists or other nonzombie raiders dont return from the dead. I leave them on purpose to see for a 30+ ingame days and nothing, and according to the mods description it should happen in few ingame hours. Maybe the reanimation thing was working only in A11  and not now in A12, or some mod is preventing that to happen.... :(
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: TLHeart on December 07, 2015, 11:38:51 AM
Quote from: Defection on December 07, 2015, 05:13:18 AM
Quote from: Mechanoid Hivemind on December 06, 2015, 06:27:43 PM
Quote from: Defection on December 06, 2015, 05:15:26 PM
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
is the virus airborne yet? it should say down by where it tells you the weather
Virus is active after the colony is named (like the description of the mod says), and i have zombie hordes randomly come, but the corpses of colonists or other nonzombie raiders dont return from the dead. I leave them on purpose to see for a 30+ ingame days and nothing, and according to the mods description it should happen in few ingame hours. Maybe the reanimation thing was working only in A11  and not now in A12, or some mod is preventing that to happen.... :(

Yes the zombie virus is active once the colony is named, but it is NOT airborne at that time. Look to the right side of your screen and see if it says it is airborne.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Defection on December 07, 2015, 01:13:47 PM
Quote from: TLHeart on December 07, 2015, 11:38:51 AM
Quote from: Defection on December 07, 2015, 05:13:18 AM
Quote from: Mechanoid Hivemind on December 06, 2015, 06:27:43 PM
Quote from: Defection on December 06, 2015, 05:15:26 PM
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
is the virus airborne yet? it should say down by where it tells you the weather
Virus is active after the colony is named (like the description of the mod says), and i have zombie hordes randomly come, but the corpses of colonists or other nonzombie raiders dont return from the dead. I leave them on purpose to see for a 30+ ingame days and nothing, and according to the mods description it should happen in few ingame hours. Maybe the reanimation thing was working only in A11  and not now in A12, or some mod is preventing that to happen.... :(

Yes the zombie virus is active once the colony is named, but it is NOT airborne at that time. Look to the right side of your screen and see if it says it is airborne.
Oh, so you mean it has 2 stages? Activating after colony is named and then later in game it becomes airborne? If that is the case then i didn't know about that. It just says "Zombie Virus Active" (Lasted 145 days, 8 hours)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jan2607 on December 15, 2015, 04:26:46 PM
It's day 60 now, and I've not seen any zombie yet (only a few hords of tribes and pirates). Is this normal?
The game shows me the info "Zombie virus active" and I had no error messages after loading, so the mod should run without problems.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: crull001 on December 16, 2015, 01:48:21 PM
So an issue has occurred in my game where the zombies appear on my map and stand still. Some times a few move around kill some animals then go back to standing still. I was building a door into one of my defensive structure all of the zombies started to move towards my base but once the door was complete they stopped moving.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Coactum on December 16, 2015, 02:22:03 PM
Hey, basically if there's no path into your base they'll do that. If you seal yourself in its like they can't see any targets they can reach so they just kinda idle. Hope that helps.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: crull001 on December 16, 2015, 02:46:18 PM
I remember that they would wander around and eventually head to the base anyway.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Coactum on December 16, 2015, 02:53:26 PM
I know what you mean - you had clusters that kinda waited around like the raids. But in all the time i've played, definitely had this issue. Someone would zombify without you knowing on a large map and just idle, then eventually someone would be out collecting things and get blindsided. But 99% sure, if there's no pathfinding they'll stay still a lot of the time. Try knocking down a bit of wall and see how they react on the whole, i'd assume a lot of them would start making their way to your base
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: crull001 on December 16, 2015, 05:01:31 PM
Okay so I was able to figure out what is causing the idle. I had turrets behind embrasure walls. and then had the room sealed with a door. As soon as I deconstructed a wall the zombies all over the map would immediately start running for the turret. The zombie ai seems to take Turret as highest threat then everything else. it could not figure out how to attack my base with doors sealing the room.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RickyMartini on December 16, 2015, 06:51:11 PM
Is the 12d remake working as intended for people who already tried it?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Warforyou on December 17, 2015, 12:29:20 AM
Quote from: Skissor on December 16, 2015, 06:51:11 PM
Is the 12d remake working as intended for people who already tried it?

Nope. Doesn't seem to work for me.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jan2607 on December 17, 2015, 08:11:22 AM
Quote from: Skissor on December 16, 2015, 06:51:11 PM
Is the 12d remake working as intended for people who already tried it?

I don't know. It's day 88 now and I haven't seen any zombies...
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Warforyou on December 18, 2015, 02:52:05 PM
Quote from: Jan2607 on December 17, 2015, 08:11:22 AM
I don't know. It's day 88 now and I haven't seen any zombies...

I had some of my dead colonists turn to mindless wandering zombies at some first days. Nothing was happening further on.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LittleGreenStone on December 18, 2015, 03:30:04 PM
Quote from: skyarkhangel on September 14, 2015, 09:26:46 AM
(http://s017.radikal.ru/i425/1509/81/349a6e32bbc0.png)


Zombie Apocalypse A12 SK

Unofficial update for Rimworld A12d by: Vuursteen, Skyarkhangel, Latta.

Additions:

  • Support Korean, Russian language.
  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.

download from dropbox
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://www.dropbox.com/s/22ugvywz9mknv9p/Zombie%20Apocalypse_SK.rar?dl=0)

THANK YOU! I've been missing it!

But I have a question.
Why do you people make an update, then "hide it"? I've seen it done a few times before, and I still don't understand.
I've nearly missed it this time too, luckily I came here to gather information about an A12 release, when I happened to stumble upon a comment mentioning it.
Would you consider uploading it to the "released" sub-forum, as a placeholder until the author decides to take over it again, or abandon it completely?

I understand why you wouldn't "steal" another's work, but given credit and a link, wouldn't it be acceptable?

I'm asking that because I've seen a few mods updated by other people, like milon's [A12d] Canned Food 1.2 (update of JuliaEllie's mod).
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RickyMartini on December 19, 2015, 07:41:22 PM
Because to change this posts name to Alpha 12 (updated), the updaters would have to contact the original producer of the mod to implement it, but he seems to be inactive. Other than that, I think that skyarkhangel has the risk of OP coming back and not wanting to accept that his mod was re-released, even if he is still credited. Then they would have to delete the new post.

I could be wrong but that's how I see the situation.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LittleGreenStone on December 19, 2015, 11:09:49 PM
Quote from: Skissor on December 19, 2015, 07:41:22 PM
Because to change this posts name to Alpha 12 (updated)...

I'm not talking about this post, but a new one

Quote from: Skissor on December 19, 2015, 07:41:22 PM
Other than that, I think that skyarkhangel has the risk of OP coming back and not wanting to accept that his mod was re-released

Neither am I talking about a full take-over of the mod, merely a "placeholder", something that could be used until OP comes back to the land of living, or decides to abandon it completely.

Quote from: Skissor on December 19, 2015, 07:41:22 PM
Then they would have to delete the new post.

Yes. If OP comes back and disapproves of the updated mod, the it'd have to be deleted, most likely.

Quote from: Skissor on December 19, 2015, 07:41:22 PM
I could be wrong but that's how I see the situation.

You see well enough, still I think it'd be better than people possibly newer knowing of mods updated to A12, because they are "hidden".

I'd be really interested if it's possible (to me it seems it is), because it'd be really useful.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RickyMartini on December 20, 2015, 10:18:37 AM
Yeah I guess somebody should ask a moderator if it's okay to actually create a new post. I pretty much consider it abandoned by the original poster.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on December 20, 2015, 12:16:45 PM
Omg, I totally didn't see that the mod was updated!

Thnk you so much guys ^^
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on December 21, 2015, 02:40:22 PM
Quote from: Florius on December 20, 2015, 12:16:45 PM
Omg, I totally didn't see that the mod was updated!
Thnk you so much guys ^^

To make zombies weaker:

Zombie Apocalypse_SK\Defs\ThingDefs
Races_Zombie.xml

Change this:
<basehealthScale>10</basehealthScale>
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 23, 2015, 09:11:05 PM
Oh, no wonder my zombies were so hard to kill, 10 times more hitpoints.  Who made that change, why?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: TLHeart on December 23, 2015, 09:14:08 PM
Quote from: Kaballah on December 23, 2015, 09:11:05 PM
Oh, no wonder my zombies were so hard to kill, 10 times more hitpoints.  Who made that change, why?

look above at who updated it, and you will understand...
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 23, 2015, 09:50:08 PM
I re-read the last several pages and I see who updated it but I don't see any discussion of "gosh, it would be great if zombies had 10 times more hitpoints" or "okay, I have changed zombies to have 10 times more hit points and here's why" so  :-\  Using vanilla weapons and combat rules, the first couple of zombie incidents will pretty certainly kill your colony unless you wall up entirely and you can forget melee all together.

Easy to undo at least.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on December 23, 2015, 10:00:33 PM
Quote from: Kaballah on December 23, 2015, 09:50:08 PM
I re-read the last several pages and I see who updated it but I don't see any discussion of "gosh, it would be great if zombies had 10 times more hitpoints" or "okay, I have changed zombies to have 10 times more hit points and here's why" so  :-\  Using vanilla weapons and combat rules, the first couple of zombie incidents will pretty certainly kill your colony unless you wall up entirely and you can forget melee all together.

Easy to undo at least.

x10 its common multiplier for all zombie body.
why? Bcs, Zombies in ZombieApp mod as Mechanoids can be only killed. Zombies can't be downed. Also, zombies have weakpoint in the head. with this x10 zombie can be killed from a one bullet to the head. So.. train shooting and shoot accurately  :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 23, 2015, 10:13:44 PM
Yeah I played with this for some time, shooters with normal quality starting weapons with Shooting skill 15, in good lighting and the zombies had no cover.  Even having everyone focus fire, maybe you can beat the first zombie incident (just one of them) but the second raid of 4 or so will wreck you.  Not at all vanilla rules friendly!  Like I said though, at least it's easy to undo.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 24, 2015, 12:36:03 AM
PS thanks very much for updating it
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on December 24, 2015, 02:33:29 PM
i love how this mod doesnt correspond with regular raid events, so often u get some raiders and zombies attacking u at the same time.

had a zombie horde knocking at the front door. the next moment some pirates landed right ontop of my guise. lots of fun ;D

however i've spotted some issue with them zombies. i've got a bunker in front of my base, and each zombie wave seem to want to attack AGS grenade launcher in it. everything works fine unless i close the doors (not walling in, regular doors) leading inside. in latter case, all zombies get broken, just standing on their place, not responding to anything. so i have to keep the doors open..
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 24, 2015, 03:26:59 PM
JustinC did that intentionally, a few pages back, when Tynan introduced the Manhunter AI and kind of broke zombies' ability to bang on doors.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on December 24, 2015, 11:59:19 PM
And it has been done in order to hide one of the bugs ZA,  which is, that the zombies dies when loses any limb. In the original version, zombie dies if you shoot his finger.. ^^ Its an answer for the question why zombies in A11 such weak.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 25, 2015, 01:35:32 AM
Quote from: Justin C on May 20, 2014, 02:09:20 AM
Features:
Zombies
- Zombies are mindless killers. They kill you and your enemies indiscriminately.
- Their bites are infectious. If a colonist is bitten you will get an alert. The colonist will slowly die of the bite, and then they will turn into a zombie immediately on death.
- They are 20% slower than colonists and other enemies, and can be easily killed with Cutting weapons like knives and swords.


That's a core design feature  ???

I mean if you want them 10 times harder in your modpack great, but the 10x health thing probably should not be the default.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on December 28, 2015, 10:43:32 PM
I already asked Skyarkhangel how to change it. He sent me:

QuoteYes, you can.

Zombie Apocalypse_SK\Defs\ThingDefs
Races_Zombie.xml

Change this:
<basehealthScale>10</basehealthScale>

So I set it to one and they are squishy once again!


However, Skyarkhangel, it seems that the zombies are (too) focused on turrets. If I place my colonists on the right bottom (http://puu.sh/mc5pw/78d2652401.jpg), they always go north for the turrets. Is it possible to get them behave like a zombie, and only want brainzzzz?  ;D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 28, 2015, 10:59:50 PM
Is something wrong with zombie leather, I can't seem to make anything out of it in this build.  I may be having some other mod conflict though?   ???

Oh, LeatherAmount is set to zero in the race def.  ... Why?

e: well again at least it's easy to undo, if you want your zombies to give leather on being butchered again you can edit:
Zombie Apocalypse_SK\Defs\ThingDefs\Races_Zombie.xml

find the ThingDef block for BaseZombie, find the line "<LeatherAmount>0</LeatherAmount>" and change the zero to some larger number e.g. 20, the same as default human.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RickyMartini on December 29, 2015, 08:10:54 AM
Oh man oh man.. So many posts about individual bugs, could someone maybe re-remake the mod so that it works again?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on December 29, 2015, 09:42:20 AM
It actually is working, it doesn't really have game breaking bugs, just a couple of annoying ones hehe.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RickyMartini on December 29, 2015, 10:23:24 AM
Isn't an annoying bug a gamebreaking bug?  :P :P
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 29, 2015, 12:29:21 PM
Well the leather and health changes aren't exactly bugs, they were changed on purpose, but if you don't like them (I don't) they're easy to change back, it's just one number each.  I'm just glad the mod works in A12, thanks Skylark.

e: I'm fairly sure Ish's Medieval Factions mod conflicts with the zombie faction, I was getting errors complaining about internal duplicate faction IDs or something until I finally disabled the Medieval Factions mod, FYI.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on December 30, 2015, 12:42:00 PM
I also use the Medieval Factions mod but I don't have any problem. Perhaps change the load order?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on December 30, 2015, 02:00:38 PM
That would probably help but I've finally got my mod order loading OK and have a pretty fun colony getting started, so I don't want to screw it up for a while.  Next time I start a colony I'll give that a try, thanks.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jevon on December 30, 2015, 11:22:23 PM

not just for zombie but for everything
it may be really shitty tho to wait until we got HEADSHIT
BTW Make it simple like Head, torso, leg instead of skull, brain, Ribs and blah blah blah
:) ;) :D ;D >:( :( :o 8) ??? ::) :P :-[ :-X :-\ :-* :'( 
if the author doesn't make that until A13... all my colonist will became a godlike at shooting because they shoot to much
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on December 30, 2015, 11:24:34 PM
Quote from: Kaballah on December 30, 2015, 02:00:38 PM
That would probably help but I've finally got my mod order loading OK and have a pretty fun colony getting started, so I don't want to screw it up for a while.  Next time I start a colony I'll give that a try, thanks.

You "should" be able to change the mod order without any problem, but don't disable them. It only gives you a warning that you changed the load order if you load a savegame. You can give it a try, and if it doesn't work, change it back to your old load order, and make a back-up of the load order :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: TLHeart on December 31, 2015, 12:05:51 AM
Quote from: Florius on December 30, 2015, 11:24:34 PM
Quote from: Kaballah on December 30, 2015, 02:00:38 PM
That would probably help but I've finally got my mod order loading OK and have a pretty fun colony getting started, so I don't want to screw it up for a while.  Next time I start a colony I'll give that a try, thanks.

You "should" be able to change the mod order without any problem, but don't disable them. It only gives you a warning that you changed the load order if you load a savegame. You can give it a try, and if it doesn't work, change it back to your old load order, and make a back-up of the load order :)

mod order is CRITICAL, and changing the order can cause total crash with all mods being disabled.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Florius on December 31, 2015, 12:38:08 AM
Quote from: TLHeart on December 31, 2015, 12:05:51 AM
Quote from: Florius on December 30, 2015, 11:24:34 PM
Quote from: Kaballah on December 30, 2015, 02:00:38 PM
That would probably help but I've finally got my mod order loading OK and have a pretty fun colony getting started, so I don't want to screw it up for a while.  Next time I start a colony I'll give that a try, thanks.

You "should" be able to change the mod order without any problem, but don't disable them. It only gives you a warning that you changed the load order if you load a savegame. You can give it a try, and if it doesn't work, change it back to your old load order, and make a back-up of the load order :)

mod order is CRITICAL, and changing the order can cause total crash with all mods being disabled.

Exactly, if you disable them, but not change the load order in most cases. At least, I have never had problems with it, but guess I'm lucky then.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on January 01, 2016, 03:34:52 AM
Well in this case since it's a faction mod anyway, and the factions have already been set, there isn't really any point in activating it until I move on to another colony  :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on January 01, 2016, 03:36:27 AM
Quote from: Jevon on December 30, 2015, 11:22:23 PM
if the author doesn't make that until A13... all my colonist will became a godlike at shooting because they shoot to much

Quote from: Florius on December 28, 2015, 10:43:32 PM
I already asked Skyarkhangel how to change it. He sent me:

QuoteYes, you can.

Zombie Apocalypse_SK\Defs\ThingDefs
Races_Zombie.xml

Change this:
<basehealthScale>10</basehealthScale>

So I set it to one and they are squishy once again!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on January 17, 2016, 12:12:11 PM
maybe i should tame him and make a zombie guard..

[attachment deleted due to age]
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kaballah on January 17, 2016, 12:37:46 PM
Tortoises are pretty scary tbh
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 02, 2016, 12:41:27 PM
So, i am using the unofficial A12 version of the mod.

Just one thing, if i surround my colony with a perimiter wall and keep all my colonists inside the zombies just dont move (unless visitors or other raids spamm, which in case the zombies attack them). Is that intended? cause if it is it just sound unfair, as you can turtle and fight the zombies on your own terms.

I mean, i would like a horde of zombies smashing themselves against my wall looking for a breach, and thats just not happenning.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on March 02, 2016, 03:14:46 PM
Quote from: Kadrush on March 02, 2016, 12:41:27 PM
I mean, i would like a horde of zombies smashing themselves against my wall looking for a breach, and thats just not happenning.
thats because of AI changes in a12. in a current state, zombies cant break doors or walls.
so for a proper gameplay u have to deliberately leave a hole in your perimeter.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 02, 2016, 03:33:48 PM
Quote from: Grimandevil on March 02, 2016, 03:14:46 PM
Quote from: Kadrush on March 02, 2016, 12:41:27 PM
I mean, i would like a horde of zombies smashing themselves against my wall looking for a breach, and thats just not happenning.
thats because of AI changes in a12. in a current state, zombies cant break doors or walls.
so for a proper gameplay u have to deliberately leave a hole in your perimeter.

Well, since i use glitter tech and Rimsenal Federation, gaps in my defense cant happen :/
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on March 02, 2016, 03:39:21 PM
an oppened door will do. just close it when bad guys come.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 03, 2016, 06:00:56 AM
As far as i can tell zombies cant smash walls as they dont carry any weapons (ranged or melee), so wouldnt be simplies to add to them a melee "weapon" in form of claws or arms and make it deteriorate or be destroyed when dropped?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on March 03, 2016, 01:34:49 PM
afaik, rider sappers are perfectly comfortable "mining" walls with their bare hands.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 05, 2016, 05:10:01 PM
I am playing with a mod now that add a insectoid hive to the game, they arrive like raids from the corner of the map, and in great numbers. They attack the walls normally (insects = melee only). Therefore i believe that the issue is with the zombie mod code and not with the alpha 12 version code.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on March 05, 2016, 06:43:51 PM
It was a design decision to not have Zombies attack walls. I want zombies to attack in large numbers, and if a zombie horde could attack walls most bases wouldn't survive that for very long.

In the Alpha 13 release I plan on bringing back attacking doors. Zombies aren't enough of a threat when they don't kick in doors.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 06, 2016, 12:53:19 PM
Can you at least tell us where to code your mod to let us make zombies attack walls or doors?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on March 07, 2016, 11:04:33 AM
Quote from: Kadrush on March 06, 2016, 12:53:19 PM
Can you at least tell us where to code your mod to let us make zombies attack walls or doors?
As was mentioned by others in the thread, the default behavior of attacking changed in Alpha 11. Up until then when you set a target, the unit would automatically attack all doors between itself and its target. I noticed too late during the development of the Alpha 11 release that something in the code changed and that was no longer the case, and I made a decision to keep the default attack behavior for a release since removing their ability to attack doors was something I considered doing before then anyway.

The last version I worked on was Alpha 11. I have no clue what changed in the code between Alpha 11 and Alpha 12, and it's been almost 9 months since I even looked at the code from the Alpha 11 release. The fix could be something as simple as setting a flag when attacking, but I wouldn't know without having a chance to explore Alpha 12's code.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 08, 2016, 05:51:23 AM
Thanks

I checked the mod files and I have one last question about zombie behavior.

When they dont see a path between a target and themselves (like a wall on the way) are their orders supposed to roam random, hunt, etc, or just stand still ("standing" order).

I ask that because I first started to notice this behavior with the zombies and now my common raids are doing the same, the attackers just stand still.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on March 10, 2016, 06:23:39 PM
Quote from: Kadrush on March 08, 2016, 05:51:23 AM
Thanks

I checked the mod files and I have one last question about zombie behavior.

When they dont see a path between a target and themselves (like a wall on the way) are their orders supposed to roam random, hunt, etc, or just stand still ("standing" order).

I ask that because I first started to notice this behavior with the zombies and now my common raids are doing the same, the attackers just stand still.
They're supposed to wander around aimlessly until they find a target to attack. They shouldn't ever be sitting still without doing anything. That probably means they are getting hung up somewhere when trying to find targets.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 10, 2016, 09:39:30 PM
The order showing was "standing", after I remove the mod, the problem kept going. I guessed it was something with the game files on c:\user\... game folder, so I deleted, deleted the game, reinstalled everything and the problem was gonne. I guess that placing mods in and out messed up with something in the game core files.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on March 11, 2016, 04:04:39 PM
Quote from: Justin C on March 10, 2016, 06:23:39 PM
They're supposed to wander around aimlessly until they find a target to attack. They shouldn't ever be sitting still without doing anything. That probably means they are getting hung up somewhere when trying to find targets.
i havent investigated mod files at all, but from what i've clearly seen in the game, a horde spawns with 80% attacking zombies (roaming toward a chosen target, can get broken if no path), and 10% wandering ones (killing squirrels and unlucky bypassers)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on March 11, 2016, 06:29:44 PM
Quote from: Grimandevil on March 11, 2016, 04:04:39 PM
Quote from: Justin C on March 10, 2016, 06:23:39 PM
They're supposed to wander around aimlessly until they find a target to attack. They shouldn't ever be sitting still without doing anything. That probably means they are getting hung up somewhere when trying to find targets.
i havent investigated mod files at all, but from what i've clearly seen in the game, a horde spawns with 80% attacking zombies (roaming toward a chosen target, can get broken if no path), and 10% wandering ones (killing squirrels and unlucky bypassers)
Yeah, that's intended. A large portion of the horde has an unlimited targeting range, so they just rush in and attack right away. Then the rest have a randomized targeting range, and they wander around attacking things that they see, turning groups of travelers into zombies and attacking colonists who wander too far away from the base.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Chaotic Skies on March 14, 2016, 03:41:30 PM
Is there anyway to get this to work with A12? Just curious, I'm not expecting it to happen if it hasn't yet :P
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Kadrush on March 14, 2016, 04:43:21 PM
Hardcore SK uses this mod, probably modified and adapted to their pack.

Also if you google you can find a non-official a12 version of this mod, made by other users.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on March 15, 2016, 09:53:15 AM
Quote from: Chaotic Skies on March 14, 2016, 03:41:30 PM
Is there anyway to get this to work with A12? Just curious, I'm not expecting it to happen if it hasn't yet :P
this (https://ludeon.com/forums/index.php?topic=3635.msg171827#msg171827)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Larn on March 19, 2016, 02:41:56 PM
hy im new in this game and played without a mod, now im downloading this mod with CCL but i cant create a new world/map, if i click on the generate button it still does nothing... bug? :(
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on March 19, 2016, 04:21:50 PM
might be a bug with new CCL version. need others to confirm.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Larn on March 20, 2016, 06:07:09 AM
@Grimandevil

ye, last post here is 2015 and the CCL is from 2016....

edit: lol i found the fail, i activate the CCL packs in wrong succession
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Enginefoehammer on April 01, 2016, 09:57:07 AM
Quote from: skyarkhangel on September 14, 2015, 09:26:46 AM

can we get a patch for this to enable zombie bodies to be cremated

Thanks
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Grimandevil on April 01, 2016, 03:08:18 PM
they are cramate'able, afaik. maybe with a separate bill..
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on April 06, 2016, 07:15:53 PM
Hey guys. I will be starting work on the A13 release tonight. Expect it to take at least a couple weeks because I want to make sure I have time to do extensive testing, since I am basically updating the mod from A11, so there is a lot of room for weird random bugs to pop up due to changes.

Quote from: Grimandevil on April 01, 2016, 03:08:18 PM
they are cramate'able, afaik. maybe with a separate bill..
They could be cremated in the A11 release. I'll double check that it works when I am working on the A13 version.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Triblade on April 07, 2016, 07:24:27 AM
Quote from: Justin C on April 06, 2016, 07:15:53 PM
Hey guys. I will be starting work on the A13 release tonight.
You, Sir, are great for doing this for us! Kudos  ;D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Noa3 on April 08, 2016, 05:51:14 AM
Looking forwart to te A13 Realese :D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Sythik on April 10, 2016, 01:40:24 AM
Bump for excitement! :D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on April 11, 2016, 04:00:22 AM
Please also make a patch for EPOE! I love both mods but at least the old versions always had some problems with each other..... So if needed, PLEASE make a patch, I beg you! :D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Korn.Mil on April 14, 2016, 05:42:43 AM
Cant wait release for A13 version :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: SadisticNemesis on April 14, 2016, 09:37:54 AM
Not played this mod in sometime.. I do miss it. Hope for an update ^^
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on April 15, 2016, 12:51:57 PM
Any news on the A13 update? Maybe a alpha/beta version we can test?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: JacksonCoded on April 15, 2016, 12:55:15 PM
Thank you for updating this mod, it is one of my favorites, I hate playing without it.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: II7II LOCKDOWN on April 17, 2016, 01:56:37 AM
Can't wait for the a13 update, hopefully it works as well or better than the a11 version
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RickyMartini on April 17, 2016, 08:30:59 AM
Thanks for doing this justin!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: lance789 on April 29, 2016, 11:36:27 AM
ive missed this mod, waiting for A13 release!
looking forward to new features hopefully? maybe the possibility to capture a zed and cure him/her to gain a colonist?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: La_Moose on April 29, 2016, 12:06:47 PM
This game is almost too easy without this mod.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on April 29, 2016, 01:30:57 PM
Hey guys, I'm still working on it. I haven't had as much time to work on the mod over these last couple weeks as expected. I should have plenty of time to work on it this weekend, though. If I have a working build by Monday I will give you guys a pre-release build to test to hold you over until the actual release.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: 9ofSpades on April 29, 2016, 03:49:22 PM
Can't wait!! Thanks for your hard work!

It definitely adds to the mod community!

I do have one question, will you make this compatible with Combat Realism? I think it would be a great combination!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: rawr161 on April 29, 2016, 08:17:34 PM
Even if you could just release a build with spawnable zombies I'd be estatic!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: ghostangel on May 05, 2016, 10:27:44 AM
Quote from: Justin C on April 29, 2016, 01:30:57 PM
Hey guys, I'm still working on it. I haven't had as much time to work on the mod over these last couple weeks as expected. I should have plenty of time to work on it this weekend, though. If I have a working build by Monday I will give you guys a pre-release build to test to hold you over until the actual release.

Good afternoon , I would like to know how things work in a zombie apocalypse ?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: tusyok on May 06, 2016, 04:18:37 AM
Hello, Guys!

Can you kindly advice how to disable raiders(pirates) raids in this modification?
Dear Justin, It seems to be quite better if you will remove any other enemies, except zombies...
If there are any possibility of this?
Any help/advice will be greatly appreciated.

Thank you, and sorry for my bad English :D
Have a good day, and thx a lot for mod!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: baconprison on May 08, 2016, 08:24:16 PM
aww man this guy stopped updating this mod before my oldest update could be compatable with it
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: silentlord on May 08, 2016, 11:33:24 PM
dearly miss this mod. one of the best and challenging.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Vonholtz on May 09, 2016, 01:03:20 AM
This mod is so worth the wait. It was fun when waves of zombies would come at my colony. And if I did not get over run I get a lot of clothing to sell.  :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: silentlord on May 09, 2016, 02:13:11 AM
damn incinerator going 24/7..... super tricky out hospital and quarantine ward.... oh the memories, and then the added bonus of the darkness mod on top. pure terror when the lights go out. 
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: lance789 on May 09, 2016, 10:05:10 PM
I wonder how progress is going.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jakub k. on May 10, 2016, 03:08:16 AM
any info about progress you can rain on us?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Austintrollinski on May 11, 2016, 09:28:28 AM
will this mod be updated for A13
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Vonholtz on May 12, 2016, 12:57:06 AM
Quote from: Austintrollinski on May 11, 2016, 09:28:28 AM
will this mod be updated for A13

On the page before this one Justin C said he working on it between real life. give them time. Last post from them was only on the 29th of April.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: jayman123 on May 12, 2016, 01:53:56 PM
can someone make a alpha 13 remake of this mod.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jakub k. on May 12, 2016, 03:42:01 PM
Quote from: jayman123 on May 12, 2016, 01:53:56 PM
can someone make a alpha 13 remake of this mod.
come on m8, the post above tells that the developer of this mod is updating it. it takes 30 seconds to find the information...
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on May 20, 2016, 08:20:49 PM
Hey guys, quick update. Yeah, I know I'm late. Yeah, I know it's been a trend with me for the last few releases and I'm sorry about that. It has been a busy month for me for reasons I can't/won't get into, and I have been having trouble mustering enough motivation to finish it these last few weeks. I also have a busy few weekends coming up, as well as what is likely going to be an increasingly stressful work life followed by Funemployment. I'll do my best to fit some time in here and there for the mod.

Thanks for your patience. I promise I have no plans of letting this project die any time soon, but RL comes first.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: II7II LOCKDOWN on May 20, 2016, 11:05:48 PM
Thank you for the update Justin, this mod is well worth the wait, it could be next release when the a13 version comes out and people will still love it the same :) keep up the hard work and keep your head up.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Vonholtz on May 22, 2016, 12:06:00 AM
Quote from: II7II LOCKDOWN on May 20, 2016, 11:05:48 PM
Thank you for the update Justin, this mod is well worth the wait, it could be next release when the a13 version comes out and people will still love it the same :) keep up the hard work and keep your head up.
I agree Justin take your time. This modb worth the wait.


Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: lance789 on May 23, 2016, 12:11:08 PM
take your time
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: 9ofSpades on May 24, 2016, 04:28:24 PM
We appreciate your effort!

Any intentions of making this compatible with Combat Realism?At least for alpha 13 since Combat realism has been officially discontinued for now.   
I can just imagine the intense combat that would ensue from combat realism making this mod even more fun and difficult.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: RagingLoony on May 25, 2016, 08:12:37 AM
Quote from: bechtoldj on May 24, 2016, 04:28:24 PM
We appreciate your effort!

Any intentions of making this compatible with Combat Realism?At least for alpha 13 since Combat realism has been officially discontinued for now.   
I can just imagine the intense combat that would ensue from combat realism making this mod even more fun and difficult.

I'd like to see crawling zombies, well not crawling but zombies able to move with no legs, which i think can be done by adding the movement status to the arms of zombies as well as legs so if legs are completely gone it still has some movement from the arms. That and headshot only deaths, which I think is also possible by making its only critial organ the brain. but yeah being compatible with CR would be amazing!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Eddlm on May 26, 2016, 01:38:36 PM
Happy to see the mod is being updated! Haven't played the mod myself, but I've seen a couple of videos. I look forward to get the future A13 update and enjoy it myself.

I have a couple of suggestions about what I think would make the mod even more enjoyable, if the author doesn't mind.
(Keep in mind that I don't know the Rimworld scripting limitations, so I don't know if what I suggest is possible at all)

About zombie presence
I see the current spawning system used is a modified Raid. To make it more interesting/dangerous, I'd use a different way.

The idea: Define a "MaxZombiesInMap" threshold and keep spawning one/two wandering zombies each X days to reach it.
Why: Keeping a minimum amount of zombies always around would increase the overal tension a lot, and the delayed but steady supply of zombies would accurately emulate how zombie populations work. They aren't organized groups, but an inmense group of random individuals.

Going out for resources would still be possible, because of the delayed spawns. Players would wipe out the current zombie population and get to the resources as quick as possible.

The idea: Different seasons/events could modify the MaxZombiesInMap threshold.
Why: Things would be even more interesting if the mod took into account some of the vanilla events, like Cold Snaps, Toxic Fallouts, etc. This would make the experience a lot more dynamic.

The idea: Events. Big groups of zombies wandering to your area (not raiding you directly). A survivor trying to get to your base, chased by zombies. A strong wind that disables the Zombie Virus for a few days. A pawn contracting the virus randomly. A team of soldiers sent to your area to wipe out all zombies... and your pawns, just in case they are infected.
Why: Why not?



About the zombies themselves

The idea: Make sure that, if one zombie is attacking a pawn, nearby zombies enter combat too. Zombies should be able to comunicate when there's prey to others.
Why: Zombies should be aware of their surroundings and know when it's time to attack. This mechanic would help with that. Also, if you were to implement the "Zombie presence" above explained, it would help trigger massive attacks that would replace the current "Raids".

The idea: Zombie animals could be a thing. Either bitten or reanimated.
Why: You would be taking advantage of th Rimworld's natural animal spawning system to dynamically spawn zombies. Also, different locations would bring up different dangers, as there is a big difference between a Zombie Bear and a Zombie Squirrel.

The idea: Zombies always reanimate, as long as their brain is not destroyed.
Why: Losing is fun. Also, it would allow for interesting situations, like a zombie reanimating for the third time without jaws, arms, and  having broken feet. Each time they reanimate, the damage from the last kill would make them more and more inefficient, so they wouldn't be as much trouble as the first time.

The idea: Buried non-zombies would have a small chance of reaminating every X time.
Why: Apart of the "dead raising" feel, this would make burying your people still somewhat dangerous. Bonus spook points.

About the pawns
The idea: Your people would get a negative mood for seeing a zombie.
Why: This way, the mod would poke into the Moods feature of Rimworld!
______________________

Regardless of these ideas, I think the mod in its current state is awesome. As everyone says, take your time, Justin!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: dareddevil7 on May 26, 2016, 01:54:29 PM
Quote from: Eddlm link=topic=3635.msg224272#msg224272

The idea: Buried non-zombies would have a small chance of reaminating every X time.
Why: Apart of the "dead raising" feel, this would make burying your people still somewhat dangerous. Bonus spook points.
If the virus goes airborne everyone is infected and will come back unless the brain is missing. Having uninfected people come back from the dead would be frustrating. Also, because of the change to graves making them a container instead of a 2 by 1 stockpile with special effects.

Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: 9ofSpades on May 26, 2016, 02:14:46 PM
Quote from: Eddlm on May 26, 2016, 01:38:36 PM
Zombies should be aware of their surroundings and know when it's time to attack. This mechanic would help with that. Also, if you were to implement the "Zombie presence" above explained, it would help trigger massive attacks that would replace the current "Raids".

I like all your ideas but perhaps having decoys to attract zombies and traps for them to get stuck on would aid in creating a well rounded experience. Adding the spontaneity you suggested would create a more believable world and I think it would be a great addition. 
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: dareddevil7 on May 26, 2016, 02:58:03 PM
Quote from: RagingLoony on May 25, 2016, 08:12:37 AM
I'd like to see crawling zombies, well not crawling but zombies able to move with no legs, which i think can be done by adding the movement status to the arms of zombies as well as legs so if legs are completely gone it still has some movement from the arms. That and headshot only deaths, which I think is also possible by making its only critial organ the brain. but yeah being compatible with CR would be amazing!
They already have head only stay down, also, make the arms count towards movement speed would mean they would move slower if their arms got shot off and their legs were fine
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Dragoon on May 30, 2016, 02:23:12 AM
Quote from: Eddlm on May 26, 2016, 01:38:36 PM

The idea: Events. few days. A pawn contracting the virus randomly.
Why: Why not?


About the pawns
The idea: Your people would get a negative mood for seeing a zombie.
Why: This way, the mod would poke into the Moods feature of Rimworld!


Losing is not fun when it's because of a dumb reason.
1. Why not? Easy answer, because that is unrealistic, no it's not fun in any way to lose a pawn because of a random event. Great a random pawn gets infected at a random time without being touched. Where you say? On the torso or head of course. No way to remove those body parts, but lets do it anyway. My pawn has to lose an arm or leg (if they are lucky) and the game only recently started and now one of my few pawns are armless/legless with no way to replace that body part for quite a long time. great.

2.We have enough problems keeping pawns sane as is why would you add that in, they get a negate feeling for even seeing dead bodies, it would be better to just leave it at that unless the person who is now a zombie was a close friend or family member.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Eddlm on May 30, 2016, 02:51:37 AM
Yeah, it would probably be frustrating, given there is no cure for the virus. However, I still think the rest of the events could be interesting. And not neccesarily every few days! The timeframe would, ovbiously, be decided by Justin. These are just ideas.

I agree on 2 too. Limiting that to friends/family would make more sense.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: xeonxifiaction on June 07, 2016, 05:45:56 PM
Can anyone give any news on this mods progress? Maybe Justin perhaps? I know real life comes first and all, but updates would be nice :) Just wondering if a prototype for A13 was up or not.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: CronxMark on June 09, 2016, 06:06:29 AM
Yep - Been looking forward to this for a while, mainly as my g/f is well into her Zombie fiction and would give me an excellent excuse to play a lot more Rimworld!  :P
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: The King of Nipples on June 09, 2016, 06:01:30 PM
will this ever be for A13 because I do not have A11 and this seems really cool
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: SmartererThanYou on June 09, 2016, 07:38:04 PM
Quote from: The King of Nipples on June 09, 2016, 06:01:30 PM
will this ever be for A13 because I do not have A11 and this seems really cool

It's a WIP. Love the name by the way.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on June 09, 2016, 11:56:22 PM
(http://image.prntscr.com/image/8cc27dbcb5a7423fb11a89f10d2c5018.png)

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

Standart version
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!wc9DBDaI!zcom1WuFBLJyS_Jhhv-WyKjFKtYbH_dBdoizByQChdk)

+ EPOE 1.63 patch*
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!VIUWhASa!i-IX4m7TprDQu3BqGJpitQ-a2qZDg34y4lpP5JTYLaE)
*EPOE mod must come first in the list.

Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on June 10, 2016, 09:25:40 AM
Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM
(http://image.prntscr.com/image/8cc27dbcb5a7423fb11a89f10d2c5018.png)

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Bonus A13: Zombie could ressurect AGAIN, if the head was not destroyed.

download from mega
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!dF0ElSwJ!26-RufnHkf5AkAWPaG0B9Su8-fsMXhkU8E4T8Iye6ts)

I love you! Does it work with EPOE?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on June 10, 2016, 11:22:29 AM
Quote from: iWilliBlecha on June 10, 2016, 09:25:40 AM
I love you! Does it work with EPOE?

Ohh man, you remind me, i forgot to remove not vanilla recipes from race. Updated link.
Its possible to make a separate patch.

Tested on vanilla, now works without errors with "unknown recipes".
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: xeonxifiaction on June 10, 2016, 11:57:15 AM
Thank you so much Skyarkangel! Something for us to play while we wait for the official update :D!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: II7II LOCKDOWN on June 10, 2016, 01:25:51 PM
anyone know if this unofficial update works with the mai robots?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on June 10, 2016, 02:09:54 PM
Quote from: skyarkhangel on June 10, 2016, 11:22:29 AM
Quote from: iWilliBlecha on June 10, 2016, 09:25:40 AM
I love you! Does it work with EPOE?

Ohh man, you remind me, i forgot to remove not vanilla recipes from race. Updated link.
Its possible to make a separate patch.

Tested on vanilla, now works without errors with "unknown recipes".

Thanks you the best!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: notfood on June 10, 2016, 03:40:55 PM
Yes! thanks!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: SmartererThanYou on June 10, 2016, 10:57:52 PM
Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM
(http://image.prntscr.com/image/8cc27dbcb5a7423fb11a89f10d2c5018.png)

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Bonus A13: Zombie could ressurect AGAIN, if the head was not destroyed.

Standart version
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!wc9DBDaI!zcom1WuFBLJyS_Jhhv-WyKjFKtYbH_dBdoizByQChdk)

+ EPOE 1.63 patch*
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!VIUWhASa!i-IX4m7TprDQu3BqGJpitQ-a2qZDg34y4lpP5JTYLaE)
*EPOE mod must come first in the list.

I saw this and thought I clicked on Hardcore SK by accident :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: AllenWL on June 11, 2016, 09:39:39 AM
Is a new world needed to play this mod?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Fregrant on June 11, 2016, 10:53:28 AM
Probably, as there is new faction for the zeds.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on June 11, 2016, 11:57:13 AM
Quote from: SmartererThanYou on June 10, 2016, 10:57:52 PM
I saw this and thought I clicked on Hardcore SK by accident :)

Already uploaded on hardcore sk github with support 3.0

Quote from: AllenWL on June 11, 2016, 09:39:39 AM
Is a new world needed to play this mod?

Yes. Zombie - new faction.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Der Failer on June 14, 2016, 10:53:56 AM
Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM
-snip-
In my attempt to add this to Mega Mod Pack (https://ludeon.com/forums/index.php?topic=20669.0) I found this bug:
Exception ticking Scharf: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ZombiePawn.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

In order to find the presumed mod causing a incompatibility i removed one by one. In the end only "Core, ExpandedProsthetics&OrganEngineering, and Zombie Apocalypse_SK_EPOE" were left, but i also found it in the "normal" version without EPOE.

It sometime occurs when a zombie gets shoot to death. I tried a bit around to pinpoint why it only happens for some zombie but i was unable to do so. As far as i can tell it don't seem to impact gameplay, but i didn't do any longer tests.
Also know this will come up: I've test this on a fresh install and also did all the necessary restarts. Full outputlog attached.

[attachment deleted by admin - too old]
Title: BUG: World Generation?
Post by: Ph34rthemachine on June 14, 2016, 12:37:29 PM
Hi there! The mod looks really cool! Thanks for making this.

For some reason, I can't get the mod to work. I put the mod in the mods folder, enabled the mod in the game, and went to create a new world as the instructions say to... but it doesn't work. I click generate, then it moves to the 'generating world' screen. When that is finished, nothing happens, it just reverts back to the seed generation window. It also doesn't allow me to start a colony on a pre-mod seed.

It is entirely possible I messed up with the process of installing the mod, since I have no experience doing such things. I downloaded the mod from Nexus (the link given by JustinC), and then I extracted the mod files into the mod folder. Afterwards, I started the game and enabled the mod. Alas, like I stated before, nothing is working.

Did I make an oops when I installed the mod? Or is there some bug that I couldn't have anticipated?
Title: Re: BUG: World Generation?
Post by: Shirimoto on June 14, 2016, 05:27:21 PM
Quote from: Ph34rthemachine on June 14, 2016, 12:37:29 PM
Hi there! The mod looks really cool! Thanks for making this.

For some reason, I can't get the mod to work. I put the mod in the mods folder, enabled the mod in the game, and went to create a new world as the instructions say to... but it doesn't work. I click generate, then it moves to the 'generating world' screen. When that is finished, nothing happens, it just reverts back to the seed generation window. It also doesn't allow me to start a colony on a pre-mod seed.

It is entirely possible I messed up with the process of installing the mod, since I have no experience doing such things. I downloaded the mod from Nexus (the link given by JustinC), and then I extracted the mod files into the mod folder. Afterwards, I started the game and enabled the mod. Alas, like I stated before, nothing is working.

Did I make an oops when I installed the mod? Or is there some bug that I couldn't have anticipated?

I think you downloaded the A11 version, if you scan a bit ahead of your post you can see a non offical updated version for A13 by our lord and saviour Skyarkhangel
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Exende on June 14, 2016, 06:13:36 PM
very interesting, now before I start this, are there any mods that this is NOT compatible with?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Sir_W_Scott on June 14, 2016, 09:19:19 PM
Hey Hardcore SK team thanks for updating this awesome mod!

Truly Truly I do appreciate that you updated the mod ;3 (I'm not experienced with the modding world of Rimworld by any means) But... it would be nice to be able to crush the zombies skull when they are downed (and not have to down a zombie 5 times before having the head destroyed by chance)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Warforyou on June 15, 2016, 04:55:42 PM
Quote from: Sir_W_Scott on June 14, 2016, 09:19:19 PM
Hey Hardcore SK team thanks for updating this awesome mod!

Truly Truly I do appreciate that you updated the mod ;3 (I'm not experienced with the modding world of Rimworld by any means) But... it would be nice to be able to crush the zombies skull when they are downed (and not have to down a zombie 5 times before having the head destroyed by chance)

any grenades will do  ;)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: xthorgoldx on June 16, 2016, 12:15:46 AM
Fire will also do!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Austintrollinski on June 16, 2016, 03:56:15 PM
update this mod  for A13 because it been a11 for a long time now so it needs an update
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Warforyou on June 16, 2016, 04:19:26 PM
Quote from: Austintrollinski on June 16, 2016, 03:56:15 PM
update this mod  for A13 because it been a11 for a long time now so it needs an update

You're a bit too slow, man, take a look at the previous page :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Warforyou on June 17, 2016, 07:29:39 PM
Quote from: Der Failer on June 14, 2016, 10:53:56 AM
Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM
-snip-
In my attempt to add this to Mega Mod Pack (https://ludeon.com/forums/index.php?topic=20669.0) I found this bug:
Exception ticking Scharf: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ZombiePawn.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

In order to find the presumed mod causing a incompatibility i removed one by one. In the end only "Core, ExpandedProsthetics&OrganEngineering, and Zombie Apocalypse_SK_EPOE" were left, but i also found it in the "normal" version without EPOE.

It sometime occurs when a zombie gets shoot to death. I tried a bit around to pinpoint why it only happens for some zombie but i was unable to do so. As far as i can tell it don't seem to impact gameplay, but i didn't do any longer tests.
Also know this will come up: I've test this on a fresh install and also did all the necessary restarts. Full outputlog attached.

Bump!
I have this whith EPOE version. It now does so many ticks, makes my game freeze every two seconds.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: dyl000 on June 17, 2016, 08:22:02 PM
Is this new version compatable with Combat Realism?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on June 18, 2016, 08:37:12 AM
It works fine for me. Zombies go down easy in melee combat, but if you try to fight them with ranged weapons, you going to have a bad time. Unless your peps are damn good at range combat.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Miner_239 on June 25, 2016, 03:14:39 AM
Are the zombies supposed to stand around and wander instead of beelining to our base? Zombies made good target practice since they have small aggro range and is very tough. A pawn of mine raised his skill from 9 to 14 in 6 hours of gunning a single zombie with a pistol.
I am using A13 version. Can you make a new thread for the A13 unofficial version instead of posting here?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Shurp on June 25, 2016, 08:06:32 PM
So I am trying to modify the Zombie infection to be treatable, but reading the xml has confused me.  Here's the bit I'm looking at:

<compClass>HediffComp_Immunizable</compClass>
<severityPerDayImmune>0</severityPerDayImmune>
<severityPerDayTendedOffset>-0.03</severityPerDayTendedOffset>
<immunityPerDayNotSick>0</immunityPerDayNotSick>
<immunityPerDaySick>0</immunityPerDaySick>

So I understand that there's no immunity gain in the base mod.  But what I don't get is that there's no severity gain specified.  If severity gain isn't specified in Hediffs_Zombie_Infection.xml then where is it specified? 

I could arbitrarily set immunityPerDaySick to 0.3 but I wanted to pick something relative to the actual severity gain rate to balance it with the infection rate.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Shirimoto on June 26, 2016, 09:47:04 AM
Quote from: Shurp on June 25, 2016, 08:06:32 PM
So I am trying to modify the Zombie infection to be treatable, but reading the xml has confused me.  Here's the bit I'm looking at:

<compClass>HediffComp_Immunizable</compClass>
<severityPerDayImmune>0</severityPerDayImmune>
<severityPerDayTendedOffset>-0.03</severityPerDayTendedOffset>
<immunityPerDayNotSick>0</immunityPerDayNotSick>
<immunityPerDaySick>0</immunityPerDaySick>

So I understand that there's no immunity gain in the base mod.  But what I don't get is that there's no severity gain specified.  If severity gain isn't specified in Hediffs_Zombie_Infection.xml then where is it specified? 

I could arbitrarily set immunityPerDaySick to 0.3 but I wanted to pick something relative to the actual severity gain rate to balance it with the infection rate.
You don't need to do that, you could just amputate the area of infection, but for some reason when I did that it didnt amputate the Arms/Legs only the infection... I'm using the EPOE mod with it too.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Shurp on June 26, 2016, 08:12:50 PM
Amputating the head usually doesn't work out too well for the colonist in question.  Treating the infection is more likely to save him :-P

So, again, any idea what determines the zombie infection severity rate seeing as severityPerDayNotImmune doesn't seem to be set anywhere?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: lance789 on June 30, 2016, 05:17:29 PM
Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM
(http://image.prntscr.com/image/8cc27dbcb5a7423fb11a89f10d2c5018.png)

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Bonus A13: Zombie could ressurect AGAIN, if the head was not destroyed.

Standart version
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!wc9DBDaI!zcom1WuFBLJyS_Jhhv-WyKjFKtYbH_dBdoizByQChdk)

+ EPOE 1.63 patch*
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!VIUWhASa!i-IX4m7TprDQu3BqGJpitQ-a2qZDg34y4lpP5JTYLaE)
*EPOE mod must come first in the list.

Y E S  ;D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Elixiar on July 05, 2016, 08:07:09 AM
If a colonist is bitten and infected he can be cured normally with doctoring... Is it supposed to be like that? Was expecting to have to amputate to save my people if I'm fast enough or lose them.

Also, soon as I wall of my colony or take everyone indoors the zombies seem to deep and remain where they are standing almost permanently afterwards.

This supposed to happen?

(Also anyway I can disable the constant resurrections until the virus goes airborne?)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LustrousWolf on July 05, 2016, 07:15:02 PM
A horde of zombies spawned in and this error came in :C
https://gyazo.com/f2ba2afc1bc126d061402a1c5b17cfab
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Exende on July 05, 2016, 11:59:38 PM
Quote from: LustrousWolf on July 05, 2016, 07:15:02 PM
A horde of zombies spawned in and this error came in :C
https://gyazo.com/f2ba2afc1bc126d061402a1c5b17cfab

I have that error too, I ended up with a 256MB output file :D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Elixiar on July 07, 2016, 05:33:30 PM
Been trying to modify the code myself (very very limited knowledge of how to actually get a result)

But I can't for the life of me work out how to stop the zombie infection being cured by normal medicine, lower their damage threshold and not just stand dead still for target practice when they raid.

A massive horde just appears and stands still because for whatever reason they don't know how to bust down doors anymore in this patch :|.
Great mod but serious problem.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: hunter 51 on July 10, 2016, 02:53:33 AM
Hi the mod looks cool but I can't seem to dowload it from mega can you mayby creat a nother link. Not from mega
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Exende on July 10, 2016, 11:07:35 AM
is it possible to unload the mod in a save game without any dire consequences if there are no zombies on the map?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Miner_239 on July 10, 2016, 12:19:09 PM
I don't think so, since the zombie faction and race would still be in the save file.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LustrousWolf on July 11, 2016, 09:42:14 AM
My colonist got an infection in her arm, the next day after treatment the zombie infection had gone. Pretty sure it is not supposed to be like that? :c
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Jdalt40 on July 11, 2016, 10:16:09 AM
Quote from: Elixiar on July 07, 2016, 05:33:30 PM
A massive horde just appears and stands still because for whatever reason they don't know how to bust down doors anymore in this patch :|.
Great mod but serious problem.
Hey Elixiar, the mod was changed in Alpha 11 to make sure Zombies did not attack doors, if you want to know how to change it, ask the current mod updater (Skullywag I think?) to change it
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: notfood on July 11, 2016, 02:30:24 PM
Bb14 is going to make this mod sweet. Can't wait.

I've gotten minor infections that go away with some treatment as well. I think if it goes past minor it's deadly.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on July 12, 2016, 06:16:49 PM
Soon update with fixing red errors.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 12, 2016, 07:29:37 PM
Quote from: skyarkhangel on July 12, 2016, 06:16:49 PM
Soon update with fixing red errors.
You're awesome! Thanks for picking up my slack (again)!

Since the game is finally coming to Steam I do plan on getting the A14 release out as soon as possible. As of right now I have nothing at all going on this weekend, so I should have plenty of time to work on it.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on July 12, 2016, 11:20:50 PM
Quote from: Justin C on July 12, 2016, 07:29:37 PM
Quote from: skyarkhangel on July 12, 2016, 06:16:49 PM
Soon update with fixing red errors.
You're awesome! Thanks for picking up my slack (again)!

Since the game is finally coming to Steam I do plan on getting the A14 release out as soon as possible. As of right now I have nothing at all going on this weekend, so I should have plenty of time to work on it.

Thank you. Your awesome mod should live forever, live as long as immortal Rimworld  ;)
You may take my additions in official update, such as the resurrection and resurrect zombie animation.

Quote from: Joshy1111 on July 11, 2016, 10:16:09 AM
Quote from: Elixiar on July 07, 2016, 05:33:30 PM
A massive horde just appears and stands still because for whatever reason they don't know how to bust down doors anymore in this patch :|.
Great mod but serious problem.
Hey Elixiar, the mod was changed in Alpha 11 to make sure Zombies did not attack doors, if you want to know how to change it, ask the current mod updater (Skullywag I think?) to change it

done.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on July 13, 2016, 12:05:01 AM
(http://image.prntscr.com/image/8cc27dbcb5a7423fb11a89f10d2c5018.png)

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

13.07.2016 update:
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: notfood on July 13, 2016, 07:34:34 AM
Sweet update, thanks.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LustrousWolf on July 13, 2016, 09:27:11 AM
Really good update thanks :D But can the zombie infection still be cured by medicine? Or has that ben fixed? :O

EDIT: Also, is the airborne virus still in the updated A13 version?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: warman343 on July 14, 2016, 03:41:43 PM
I love this mod, always had it on and playing games with it. I like how they can now reanimate in version A13. Now there is a small problem with the zombie's pathing/targeting: If your base is enclosed with a door and you have Turrets behind the walls or Embrasure walls ( Combat Realism Defense mod), The zombies will target the turrets but will not move once they appear. they will attack anything in melee range though. When those turrets are removed or destroyed then they will proceed to crush the door.

Now if the base has no door and fully enclosed they will move around the map and attack any humans that appear.

Whats weird is that i have never seen them being Dazed before and having them die with malnutrition but that's ok since they can reanimate.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on July 14, 2016, 04:56:15 PM
Quote from: LustrousWolf on July 13, 2016, 09:27:11 AM
Really good update thanks :D But can the zombie infection still be cured by medicine? Or has that ben fixed? :O

EDIT: Also, is the airborne virus still in the updated A13 version?

One player said, that he was able to cure zombie infection with using top medicine. wtf?
Ok, I plan to make the special cure. how would you like to get it? from exotic trader or.. maybe special development to search and produce?

Already made some additions, but not updated yet:
- Zombies forgot target if distance too big (80 cells).
- Added Walk LocomotionUrgency and zombies no longer accelerating when the aim. Earlier, zombies with 1,8 per sec. speed could catch up the victim with 3+ per sec. speed.

Quote from: warman343 on July 14, 2016, 03:41:43 PM
I love this mod, always had it on and playing games with it. I like how they can now reanimate in version A13. Now there is a small problem with the zombie's pathing/targeting: If your base is enclosed with a door and you have Turrets behind the walls or Embrasure walls ( Combat Realism Defense mod), The zombies will target the turrets but will not move once they appear. they will attack anything in melee range though. When those turrets are removed or destroyed then they will proceed to crush the door.

Now if the base has no door and fully enclosed they will move around the map and attack any humans that appear.

Whats weird is that i have never seen them being Dazed before and having them die with malnutrition but that's ok since they can reanimate.

Yes, zombie can target turrets too. Zombies have recovery function. They can recovery - joy, mood, food and other needs. If zombie lost any bodypart that considered as lethal for human or downed - zombie "die". If brain were not destroyed, zombie going to reanimate. In last updates, zombies has a max range, about 45 cells. And can attract attention to other zombies in 70 cells. If range 80+ zombie forgot target (last addition not currenty in last update). I planned to learn zombies to breaks walls too, if zombie feels there is victim and no doors. Currently zombies powered with Insectoid AI from hardcore sk and Enviro AI for animals from A12.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LustrousWolf on July 14, 2016, 05:25:49 PM
Yeah I cured the infection within 1 day with herbal medicine. I think 1 cure / vaccine for the infection should cost loads and only be sold by exotic transporter. Being able to research a cure for a zombie infection is very zombie like if you know what I mean? :P You gotta spend loads to cure it one time or hack that limb off!! :D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: JoshGaarax3 on July 15, 2016, 08:33:54 AM
I got thrown here by killface to see its being updated (thank you people) but a quick question, would this mod work well or at all with combat realism? I presume it would as the zombies use the somewhat vanilla fight system instead of the CBR's version where we can destroy things like lungs, hearts, hands etc.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: sampistola on July 16, 2016, 03:17:15 AM
upgrade to the A14 Rimworld
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: lance789 on July 16, 2016, 12:03:49 PM
please update to A14!!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on July 16, 2016, 04:53:41 PM
Justin C will soon have to update.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: JoshGaarax3 on July 17, 2016, 10:43:16 AM
seeing how he didnt update it since A11 and I think it was you guys to update it that may take some time
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 17, 2016, 01:45:35 PM
Quote from: JoshGaarax3 on July 17, 2016, 10:43:16 AM
seeing how he didnt update it since A11 and I think it was you guys to update it that may take some time
I've already reached out to them. I will be updating the mod for A14 and I aim to have an official release by the end of the week.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LustrousWolf on July 17, 2016, 01:56:02 PM
Quote from: Justin C on July 17, 2016, 01:45:35 PM
Quote from: JoshGaarax3 on July 17, 2016, 10:43:16 AM
seeing how he didnt update it since A11 and I think it was you guys to update it that may take some time
I've already reached out to them. I will be updating the mod for A14 and I aim to have an official release by the end of the week.

Your the best man!! Keep up the good work <3
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: skyarkhangel on July 18, 2016, 12:05:27 PM
(http://image.prntscr.com/image/8cc27dbcb5a7423fb11a89f10d2c5018.png)

Zombie Apocalypse A14 SK

Unofficial update for Rimworld A14
by Hardcore SK team.


Additions:

13.07.2016 update:
Bonus A13:

18.07.2016 update:

Test version
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!gI1wmZ4B!ZSbI2s_6_iUFvBzUjzoxudtMsc0ZZkeYnx6_IK6v8nY)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: notfood on July 18, 2016, 12:39:35 PM
Nice! Niceee! Thank you!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 19, 2016, 12:06:52 PM
Quote from: skyarkhangel on July 18, 2016, 12:05:27 PM
(http://image.prntscr.com/image/8cc27dbcb5a7423fb11a89f10d2c5018.png)

Zombie Apocalypse A14 SK

Unofficial update for Rimworld A14
by Hardcore SK team.


Additions:
  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Zombie could ressurect AGAIN, if the head was not destroyed.

13.07.2016 update:
  • Fixed most of all red errors!
  • Greatly reduced zombie health and speed (bcs they can ressurect and much smarter)
Bonus A13:
  • Added ressurect animation. Now you can see which zombies will rise soon
  • Zombies can crush doors
  • Zombies can see target only in some range (earlier, zombies saw target for the entire map)
  • Zombies can create zombie horde. Gradually the scattered zombies combine into big horde.
  • Zombies can assist to each other in attack/defend.
  • A lot of noise could provoke the attack zombies in much more distance.

18.07.2016 update:
  • Updated to A14

Test version
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://mega.nz/#!gI1wmZ4B!ZSbI2s_6_iUFvBzUjzoxudtMsc0ZZkeYnx6_IK6v8nY)
That was fast. You beat me to it. :P

I actually took tomorrow off since I need to renew my drivers license by the end of the month and the RMV insists on only being open while normal people are at work. I figured I could use that as an excuse to work on the mod instead of going to work.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on July 19, 2016, 02:58:54 PM
Sooooo, is there an EPOE patch? :D
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: LustrousWolf on July 20, 2016, 04:40:35 PM
When a zombie raid spawns in, it does not slow down the time like it would for a normal raid if you get what I mean? Not really a bug, just slightly annoying considering they get pretty far across the map when I'm on >>> before I get to pause it :P

EDIT: The zombies also prioritize turrets way too much. I had 3 people shooting at 1 zombie, this was half the map away from my base, and the zombie walks past the 3 pawns to try to attack the turret :c
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Flamingdodo on July 20, 2016, 07:34:32 PM
I downloaded the steam workshop version and am also able to cure the infection with simply herbal meds :/
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 20, 2016, 11:35:41 PM
Hmm, I didn't give anyone permission to put the mod on Steam. Looks like someone stole it.

I talked to Sky and it wasn't posted by anyone in the Hardcore SK team, so the version that is currently on the Steam Workshop is stolen.

I'll have an official version up by the end of the week.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Fluffe on July 20, 2016, 11:55:23 PM
Well that sucks heres hoping the person who put it on workshop is reasonable lol 
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on July 21, 2016, 01:35:15 AM
Its the Steam workshop! What did people expect?

Quote from: Justin C on July 20, 2016, 11:35:41 PM
Hmm, I didn't give anyone permission to put the mod on Steam. Looks like someone stole it.

I talked to Sky and it wasn't posted by anyone in the Hardcore SK team, so the version that is currently on the Steam Workshop is stolen.

I'll have an official version up by the end of the week.

Can I may make a request? For the mod? Can you make the zombies actually eat the person they attack instead of just moving on to the next one? Not completely, but so that he is dead for sure and not just downed and then they have no interest anymore. Would really help to get the TWD feel into rimworld.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Fregrant on July 21, 2016, 05:49:10 AM
Sounds reasonable. As a predators do, bitting of neck/arm/ear etc.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 21, 2016, 11:28:55 AM
Quote from: iWilliBlecha on July 21, 2016, 01:35:15 AM
Its the Steam workshop! What did people expect?

Quote from: Justin C on July 20, 2016, 11:35:41 PM
Hmm, I didn't give anyone permission to put the mod on Steam. Looks like someone stole it.

I talked to Sky and it wasn't posted by anyone in the Hardcore SK team, so the version that is currently on the Steam Workshop is stolen.

I'll have an official version up by the end of the week.

Can I may make a request? For the mod? Can you make the zombies actually eat the person they attack instead of just moving on to the next one? Not completely, but so that he is dead for sure and not just downed and then they have no interest anymore. Would really help to get the TWD feel into rimworld.
I considered something like that early on but I don't think it was easy/possible to make them attack downed pawns at the time. It might be easy now that this functionality already exists in animals.

I'm trying to get Zombie Apocalypse ready for Alpha 14 as quickly as possible for now, because I really want to work on Wave Survival Mode to see how the new Scenario system might benefit it. But once I have Wave Survival Mode ready for Alpha 14 I will look into refactoring Zombie Apocalypse and adding new features.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: dannyslag on July 21, 2016, 11:34:43 AM
I have nothing worthwhile to contribute, just saying thank you for continuing work on this mod. It's exactly what I want in rimworld.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 21, 2016, 11:38:23 AM
Quote from: dannyslag on July 21, 2016, 11:34:43 AM
I have nothing worthwhile to contribute, just saying thank you for continuing work on this mod. It's exactly what I want in rimworld.
That's a worthwhile contribution to the thread. Thanks for the support!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on July 22, 2016, 01:57:45 AM
Quote from: dannyslag on July 21, 2016, 11:34:43 AM
I have nothing worthwhile to contribute, just saying thank you for continuing work on this mod. It's exactly what I want in rimworld.

Well if you actually do it, I would ask you do even go a step further and ask someone to maybe make a new texture for eaten pawns that has their guts outside, lots of blood, etc.
Would be perfect and make this mod even more amazing!
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Silver on July 22, 2016, 11:38:36 AM
If this is no longer supported by the mod author but only updated the Hardcore SK Team, may I suggest you retire this threat and start an "unoffical" thread? I'm just going to say it - People are NOT going to read 72 pages to look for a mod when the name says it's (now) 3 versions out of date, and at this point you've added features to the zombies that weren't in the orginal version of the mod. You could rename it to something like "Rimworld Zombie Apocalypse Resurrection", showing that it's simallar but not the same.

If it's supported by the author and being updated, can he please update the first post and name, for the same reason as mentioned - people aren't going to read 72 pages of a mod thread. They want everything at the start or think that it's been abandonded. Modding can take enough time as is, without needing to read though every page of every mod you're interested in...

I'm not trying to be an jerk with this whole post, but the way I see it, this mod is outdated. I do however love this mod. One I always seem to want to get.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 22, 2016, 12:45:05 PM
Quote from: Silver on July 22, 2016, 11:38:36 AM
If this is no longer supported by the mod author but only updated the Hardcore SK Team, may I suggest you retire this threat and start an "unoffical" thread? I'm just going to say it - People are NOT going to read 72 pages to look for a mod when the name says it's (now) 3 versions out of date, and at this point you've added features to the zombies that weren't in the orginal version of the mod. You could rename it to something like "Rimworld Zombie Apocalypse Resurrection", showing that it's simallar but not the same.

If it's supported by the author and being updated, can he please update the first post and name, for the same reason as mentioned - people aren't going to read 72 pages of a mod thread. They want everything at the start or think that it's been abandonded. Modding can take enough time as is, without needing to read though every page of every mod you're interested in...

I'm not trying to be an jerk with this whole post, but the way I see it, this mod is outdated. I do however love this mod. One I always seem to want to get.
I am currently aiming for Sunday or Monday with the A14 release. I will not be around to work on it tomorrow, but I should have all of tonight and all of Sunday to work on it.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: mew_the_pinkmin on July 22, 2016, 07:54:39 PM
Am i the only one who hates that i kill the same zombie 10 times and it still gets back up. i suggest that they can only resurrect once or if they have their torso/leg destroyed they cant get back up. also keep their injures when they resurrect(it makes no sense they the almost instantly regrow limbs). also the "i'm going to get back up" animation is to subtle.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: mew_the_pinkmin on July 22, 2016, 07:57:29 PM
btw this should have a new thread made so that it doesn't still say [a11] in the front and the download can be on the front page and not buried in the comments.  :)
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: hector212121 on July 22, 2016, 07:58:55 PM
Quote from: mew_the_pinkmin on July 22, 2016, 07:57:29 PM
btw this should have a new thread made so that it doesn't still say [a11] in the front and the download can be on the front page and not buried in the comments.  :)

You can just edit the first post's title and it changes the thread title.

Edit:I feel like you should be able to get something from butchering zombies. Maybe Zombie Teeth and Zombie Leather? I just butcher them to stop them coming back since I don't want to bother with a cremator and haven't found any molotovs.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: robohunterx on July 23, 2016, 03:47:13 PM
Wouldn't it be awesome to be able to synthesize a cure from zombie bits? Make it to where you need a large amount of DNA or something....then you can make 1 x Antidote that can cure 1 colonist.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: hector212121 on July 23, 2016, 04:59:08 PM
Quote from: robohunterx on July 23, 2016, 03:47:13 PM
Wouldn't it be awesome to be able to synthesize a cure from zombie bits? Make it to where you need a large amount of DNA or something....then you can make 1 x Antidote that can cure 1 colonist.

I don't think it should be as much a matter of making it out of zombie as a matter of studying dissected zombie.

...

Maybe a Zombie Research bench that uses Zombie Flesh(or whatever) as fuel?
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 24, 2016, 01:09:53 PM
Quote from: hector212121 on July 22, 2016, 07:58:55 PM
Quote from: mew_the_pinkmin on July 22, 2016, 07:57:29 PM
btw this should have a new thread made so that it doesn't still say [a11] in the front and the download can be on the front page and not buried in the comments.  :)

You can just edit the first post's title and it changes the thread title.

Edit:I feel like you should be able to get something from butchering zombies. Maybe Zombie Teeth and Zombie Leather? I just butcher them to stop them coming back since I don't want to bother with a cremator and haven't found any molotovs.
Wait, is there no zombie leather in the Hardcore SK version?

This is unacceptable. I can't release a build that doesn't have Zombie Leather hats.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Fluffe on July 24, 2016, 01:11:05 PM
#ZombieLeather4Ever
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 24, 2016, 09:27:03 PM
Here's a test build for Alpha 14:
http://www.mediafire.com/download/c4s9elafyhoh75r/ZombieApocalypse_A14d.zip

This version should play a lot like the A10-A11 version.

I want the Steam Workshop debut to be solid, so if you run into bugs with this release please post them here. I will likely release on ModDB, NexusMods and the Steam Workshop tomorrow evening.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Celani10 on July 25, 2016, 02:07:17 AM
Just a suggestion after watching the video...
Maybe you could make zombies much slower and make that only headshots will kill them? Slower being ~10-20% normal move speed and the headshot insta killing them.

On top of that there could be OP zombies with military helmets ;)

I don't know anything about doing mods so I don't know if it would be easy or even work... but it would be fucking awesome
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 25, 2016, 02:27:06 AM
Sky had it so they would only die to headshots in the Hardcore SK version. But his version of the mod was meant to work well alongside all of the other mods in the Hardcore SK modpack.

I just think it would be too annoying to require headshots when it's really all down to RNGesus. If you were the one doing the aiming it would be one thing, but in RimWorld that would just be frustrating waiting for the RNG to pick that one organ you need your colonists to hit.

And yes, Zombies spawn with all kinds of apparel. Some of them will even spawn with armor or personal shields.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Venatos on July 25, 2016, 02:44:36 AM
hmm.... if you cut down the number of "hitzones" to arms, legs, torso and head, the rng should be ok i think.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: hector212121 on July 25, 2016, 12:23:29 PM
Quote from: Justin C on July 25, 2016, 02:27:06 AM
Sky had it so they would only die to headshots in the Hardcore SK version. But his version of the mod was meant to work well alongside all of the other mods in the Hardcore SK modpack.

Well, they only STAY dead to headshots.

Of course, a butchery station also decapitates them.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on July 25, 2016, 04:25:16 PM
Justin, when you release it, please dont forget to make us an patch for EOPE! ^.^
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Justin C on July 25, 2016, 05:03:36 PM
Quote from: iWilliBlecha on July 25, 2016, 04:25:16 PM
Justin, when you release it, please dont forget to make us an patch for EOPE! ^.^
I probably will do one for EPOE, but obviously I won't have the time to make a patch for every single mod people are going to want to use with Zombie Apocalypse.
Title: Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
Post by: Helixien on July 26, 2016, 02:21:21 AM
Quote from: Justin C on July 25, 2016, 05:03:36 PM
Quote from: iWilliBlecha on July 25, 2016, 04:25:16 PM
Justin, when you release it, please dont forget to make us an patch for EOPE! ^.^
I probably will do one for EPOE, but obviously I won't have the time to make a patch for every single mod people are going to want to use with Zombie Apocalypse.

Wouldnt ask you for more patches anyway, but EOPE is just to essential for most people (at least me).
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on July 26, 2016, 04:29:51 AM
All right, Alpha 14 is up on NexusMods and the Steam Workshop. I'll get it up on ModDB tomorrow.

I think this release is pretty stable and bug free.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Venatos on July 26, 2016, 05:46:43 AM
awesome! now im just waiting for prepare carefully and im good to go for the next big 10+hour struggle. :)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: 123nick on July 26, 2016, 05:52:14 AM
Quote from: Venatos on July 26, 2016, 05:46:43 AM
awesome! now im just waiting for prepare carefully and im good to go for the next big 10+hour struggle. :)

umm, prepare carefully IS sorta updated to A14. its in the thread, they made a rough, sorta-buggy release for A14, but when i played it, with a ton of mods, it seemed too work fine.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Venatos on July 26, 2016, 06:49:49 AM
yeah, i read that about the "rough" version.... didnt exactly inspire confidence in me... but if it worked for you, it might work for me too, so maybe ill give it a try.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Helixien on July 26, 2016, 12:08:18 PM
Quote from: Venatos on July 26, 2016, 06:49:49 AM
yeah, i read that about the "rough" version.... didnt exactly inspire confidence in me... but if it worked for you, it might work for me too, so maybe ill give it a try.

Works perfectly for me, I can even load old colonists from A13 without any problem at all.
Only sometimes I get a bug where I cant start a game, but after restarting the game it works fine.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Hargut on July 26, 2016, 12:16:47 PM
Hi,

is it EPOE compatible yet ? :D
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on July 26, 2016, 12:44:44 PM
Quote from: Hargut on July 26, 2016, 12:16:47 PM
Hi,

is it EPOE compatible yet ? :D
Not yet. I'll try and do that tonight.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Demonlord091 on July 26, 2016, 07:44:49 PM
Glad to see this mod is alive again. I used this all the time when it was new, made the game Hell but it was definitely fun.

Keep up the good work.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Helixien on July 27, 2016, 02:30:06 AM
Quote from: Justin C on July 26, 2016, 12:44:44 PM
Quote from: Hargut on July 26, 2016, 12:16:47 PM
Hi,

is it EPOE compatible yet ? :D
Not yet. I'll try and do that tonight.

Thanks mate! Cant wait :D
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Honestly Sassy on July 27, 2016, 08:01:25 PM
I want to suggest with this mod, That family member zombies can show up and, instead of a negative moodlet when someone kills them, they get a positive one?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on July 27, 2016, 11:58:37 PM
EPOE compatibility patch is up!

http://www.mediafire.com/download/41tv0s6c1taa4eq/EPOE+Patch.zip

Instructions:
1) Just overwrite the files in the Zombie Apocalypse mod folder with the patch files.
2) Make sure you load Zombie Apocalypse after EPOE in the mods list.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Helixien on July 28, 2016, 01:43:38 AM
Thank you man! Now I can start playing in the evening! :D
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: JesusKreist on July 28, 2016, 06:45:35 AM
The EPOE Patch itself is made for version Unknown of Rimworld. So if you are using the Zombie Apocalypse Download from Steam that means the patch itself needs loading as Steam does not download the mod in a state which allows for overwriting key files.
Can we perhaps get a Steam Download for the patch?

I'd love to love Zombie Apocalypse and I just can't live without EPOE  ;D
I tend to lose track of which of the mods I use have gotten updated and which haven't so I like the Steam Workshop to think for me ::)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Yuzoz1 on July 28, 2016, 06:55:21 PM
So about Expanded Prosthetics and Organ Engineering incompatibility there is a easy way to solve that:

Just load Rimworld Zombie Apocalype first on the mods and the Expanded Prosthetics and Organ Engineering

I tried it out and works just fine  :)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Moo on July 28, 2016, 07:23:00 PM
I don't get it, does this replace all raids with zombies? Because I've had a bunch of raids but they were all zombies, no regular attackers. Am I just unlucky?

edit- guess so, nevermind :D
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on July 29, 2016, 01:21:21 AM
Quote from: Yuzoz1 on July 28, 2016, 06:55:21 PM
So about Expanded Prosthetics and Organ Engineering incompatibility there is a easy way to solve that:

Just load Rimworld Zombie Apocalype first on the mods and the Expanded Prosthetics and Organ Engineering

I tried it out and works just fine  :)
That shouldn't work. If you look at the bottom right of your screen it will not say Zombie Virus Active. EPOE is overriding my custom Pawn class. That Pawn class is what allows colonists to be infected, and it also starts up the MapCondition that spawns zombies in the first place.

But I do have an EPOE compatibility patch, so just use that.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Yuzoz1 on July 29, 2016, 05:08:22 PM
Quote from: Yuzoz1 on July 28, 2016, 06:55:21 PM
So about Expanded Prosthetics and Organ Engineering incompatibility there is a easy way to solve that:

Just load Rimworld Zombie Apocalype first on the mods and the Expanded Prosthetics and Organ Engineering

I tried it out and works just fine  :)
Quote from: Justin C on July 29, 2016, 01:21:21 AM
That shouldn't work. If you look at the bottom right of your screen it will not say Zombie Virus Active. EPOE is overriding my custom Pawn class. That Pawn class is what allows colonists to be infected, and it also starts up the MapCondition that spawns zombies in the first place.

But I do have an EPOE compatibility patch, so just use that.
Well i think is because i loaded the Expanded Prosthetics then Zombie Apocalype and created a new colony.
After that i changed the order to Zombie Apocalype then Expanded Prosthetics loading that same colony with the virus already active.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: AllenWL on July 29, 2016, 11:38:08 PM
Quote from: Moo on July 28, 2016, 07:23:00 PM
I don't get it, does this replace all raids with zombies? Because I've had a bunch of raids but they were all zombies, no regular attackers. Am I just unlucky?

edit- guess so, nevermind :D
Wait, the mod replaces all raids with zombies? I was looking to add a extra threat, not replace one...

Edit:Just got a one-(wo)man tribal raid, so I guess that's that. Zombies arrived and took care of her though.

That said, it looks like I can't view the health tab of zombies unless I use the info-panel thingy(white 'i' button)? It's rather annoying as I can't tell what state a zombie is in when trying to decide who to send out to kill them.

Edit:Also, it looks like butchering zombies gives leather, but no meat.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: hector212121 on July 30, 2016, 02:29:37 PM
Quote from: AllenWL on July 29, 2016, 11:38:08 PM
Quote from: Moo on July 28, 2016, 07:23:00 PM
I don't get it, does this replace all raids with zombies? Because I've had a bunch of raids but they were all zombies, no regular attackers. Am I just unlucky?

edit- guess so, nevermind :D
Wait, the mod replaces all raids with zombies? I was looking to add a extra threat, not replace one...

Edit:Just got a one-(wo)man tribal raid, so I guess that's that. Zombies arrived and took care of her though.

That said, it looks like I can't view the health tab of zombies unless I use the info-panel thingy(white 'i' button)? It's rather annoying as I can't tell what state a zombie is in when trying to decide who to send out to kill them.

Edit:Also, it looks like butchering zombies gives leather, but no meat.

I'm sorry, would you eat a zombie?

That said, since animals can't be infected, you should be able to feed zombies to pets...
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: JesusKreist on July 30, 2016, 02:37:51 PM
Quote from: AllenWL on July 29, 2016, 11:38:08 PM
Edit:Also, it looks like butchering zombies gives leather, but no meat.

Zombies are dead and reanimated pawns so technically the meat already is rotten.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: wardenayylmao on July 30, 2016, 04:56:42 PM
Hey Justin I think the new update A14e broke the mod. Zombies still come in, the zombie active thing is still working but the zombies just stand there like a lemon. They revive...but They don't attack anymore. I kill them while they stand there. It's like they like it.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: wardenayylmao on July 30, 2016, 04:57:32 PM
Also I just install the clutter mod...is it by any chance not compatible with zombies?

Edit: I just deleted the clutter mod...the zombies still don't attack.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Fluffe on July 30, 2016, 05:02:49 PM
Quote from: wardenayylmao on July 30, 2016, 04:56:42 PM
Hey Justin I think the new update A14e broke the mod. Zombies still come in, the zombie active thing is still working but the zombies just stand there like a lemon. They revive...but They don't attack anymore. I kill them while they stand there. It's like they like it.

Your using the one from here and not the Hardcore Sk One right zombies shouldn't rev with this one (unless I missed something lol)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: wardenayylmao on July 30, 2016, 05:33:27 PM
Quote from: Fluffe on July 30, 2016, 05:02:49 PM
Quote from: wardenayylmao on July 30, 2016, 04:56:42 PM
Hey Justin I think the new update A14e broke the mod. Zombies still come in, the zombie active thing is still working but the zombies just stand there like a lemon. They revive...but They don't attack anymore. I kill them while they stand there. It's like they like it.

Your using the one from here and not the Hardcore Sk One right zombies shouldn't rev with this one (unless I missed something lol)

I download mine from this forum. From page 72 I think. Is yours working? Also zombies reviving is so good. It makes me think twice before going out and picking their loot. I be had like 2 entire colonies die from zombies reviving.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: caidrath on July 31, 2016, 07:42:10 AM
A little suggestion; I should be able to cremate zombie corpses.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on July 31, 2016, 04:54:20 PM
You can cremate zombie corpses. Check your Crematorium settings and make sure zombie corpses are allowed.

Quote from: wardenayylmao on July 30, 2016, 05:33:27 PM
I download mine from this forum. From page 72 I think. Is yours working? Also zombies reviving is so good. It makes me think twice before going out and picking their loot. I be had like 2 entire colonies die from zombies reviving.
That's the Hardcore SK version. You can check the first post of this thread for the newest release of the mod.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Mese on July 31, 2016, 08:01:36 PM
Is an alpha 13 version available ?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: AllenWL on August 01, 2016, 02:27:16 AM
Quote from: hector212121 on July 30, 2016, 02:29:37 PM
Quote from: AllenWL on July 29, 2016, 11:38:08 PM
Quote from: Moo on July 28, 2016, 07:23:00 PM
I don't get it, does this replace all raids with zombies? Because I've had a bunch of raids but they were all zombies, no regular attackers. Am I just unlucky?

edit- guess so, nevermind :D
Wait, the mod replaces all raids with zombies? I was looking to add a extra threat, not replace one...

Edit:Just got a one-(wo)man tribal raid, so I guess that's that. Zombies arrived and took care of her though.

That said, it looks like I can't view the health tab of zombies unless I use the info-panel thingy(white 'i' button)? It's rather annoying as I can't tell what state a zombie is in when trying to decide who to send out to kill them.

Edit:Also, it looks like butchering zombies gives leather, but no meat.

I'm sorry, would you eat a zombie?

That said, since animals can't be infected, you should be able to feed zombies to pets...
I'm 90% sure my pawns can eat a zombie corpse, and there seems to be a zombie meat item in game, so....
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: SergeshD123 on August 02, 2016, 01:26:27 AM
I have installed the patch, and EPOE still doesn't work with this mod. The "Zombie Virus Active" notification doesn't show up.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: TheFlameTouched on August 02, 2016, 01:29:28 AM
Quote from: wardenayylmao on July 30, 2016, 04:56:42 PM
Hey Justin I think the new update A14e broke the mod. Zombies still come in, the zombie active thing is still working but the zombies just stand there like a lemon. They revive...but They don't attack anymore. I kill them while they stand there. It's like they like it.

That subtle reference though. +1
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: schwarzrotes on August 05, 2016, 05:23:11 PM
is there a way to make zombies monsters so they have no name under them
i play with darkness revamp, would be fun to dont see them in the dark
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Blopbi on August 07, 2016, 05:54:23 PM
Quote from: wardenayylmao on July 30, 2016, 04:56:42 PM
Hey Justin I think the new update A14e broke the mod. Zombies still come in, the zombie active thing is still working but the zombies just stand there like a lemon. They revive...but They don't attack anymore. I kill them while they stand there. It's like they like it.

Maybe they're 'sentinels', eh?
I think that's what Ed calls them...
No one will get that reference :(
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: SergeshD123 on August 10, 2016, 05:05:56 AM
Combine this mod with Medieval times, and you have got yourself a party when the Airborne event kicks in.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: RetPaladinlol on August 12, 2016, 04:44:25 PM
Has anyone been able to successfully change the zombie move speed of this mod? I went into the files and changed the zombie_races.xml move speed from 3.5 to 5.07 which should be much faster than the normal unit speed for a human but the zombies are still slow. Any thoughts on what's wrong? I want the zombies to be faster since in their current state they pose no real threat.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Grogfeld on August 12, 2016, 05:28:44 PM
Quote from: RetPaladinlol on August 12, 2016, 04:44:25 PM
Has anyone been able to successfully change the zombie move speed of this mod? I went into the files and changed the zombie_races.xml move speed from 3.5 to 5.07 which should be much faster than the normal unit speed for a human but the zombies are still slow. Any thoughts on what's wrong? I want the zombies to be faster since in their current state they pose no real threat.

Maybe not to you but to traders and visitors are a big problem if you leave zombie alone. Later, killed raider will rise as zombie so it's not so easy if you have 25+ dead raiders, maybe not hard but irritating enough ;)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: RetPaladinlol on August 13, 2016, 05:41:21 AM
Quote from: Grogfeld on August 12, 2016, 05:28:44 PM

Maybe not to you but to traders and visitors are a big problem if you leave zombie alone. Later, killed raider will rise as zombie so it's not so easy if you have 25+ dead raiders, maybe not hard but irritating enough ;)

Irritating or annoying is definitely the right word for it. But dangerous not so much in their current state. I usually go and mop them up before they even have a chance to interact with NPC's. I'd like to change that for my own play through though.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Fregrant on August 13, 2016, 11:18:09 AM
Using MedicalTraining mod for now, but it looking too cheatY.
Any corpses - colonists, raiders, zeds - disassembling into some medical experience on a cheap table  ::)
https://ludeon.com/forums/index.php?topic=10623.msg105056#msg105056
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Deimos Rast on August 18, 2016, 05:40:48 PM
I really like the idea behind this mod, so I figured I'd give it a whirl. Loaded it up, and while the mod seems to work ('Zombie Virus Active' listed in the active effects) it seems to conflict with about half my other mods. Minimap doesn't work for example, and half the mod options I normally get are missing. Removing this mod restores everything.
I'm guessing it's a load order issue? Should this be toward the top? Are there any known conflicts otherwise?
Cheers.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Grogfeld on August 19, 2016, 10:19:41 AM
Quote from: Deimos Rast on August 18, 2016, 05:40:48 PM
I really like the idea behind this mod, so I figured I'd give it a whirl. Loaded it up, and while the mod seems to work ('Zombie Virus Active' listed in the active effects) it seems to conflict with about half my other mods. Minimap doesn't work for example, and half the mod options I normally get are missing. Removing this mod restores everything.
I'm guessing it's a load order issue? Should this be toward the top? Are there any known conflicts otherwise?
Cheers.
Are errors popup on loading game or in playtime? This is not save compatible mod. If you load it with old save, Zombies won't show up, because they are hidden faction, you can edit save for fix it but if you get other errors related to mods than it's something else. I have RZA loaded at the end of modlist and have no problems.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: lukasix2273 on August 24, 2016, 11:51:27 AM
Bugs:

1. Sometimes zombie(s) spawn too far from base and just idle/wander in their spawn location.
2. Zombies get 'stunned' or 'staggered' by shots, I don't know, maybe this is by design, but that makes them quite useless, they just freeze in place after taking a couple bullets. It shouldn't happen, imo.

Also, maybe 20% movement penalty for zombie is too much, if the mod intends to be challenging (and fun) rather than just annoying then you should maybe reduce that to 15-10%.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: kosh401 on August 24, 2016, 02:15:29 PM
Quote from: lukasix2273 on August 24, 2016, 11:51:27 AM
Bugs:

1. Sometimes zombie(s) spawn too far from base and just idle/wander in their spawn location.


I believe that's actually intended and meant to force you to venture out and finish them off before travelers come by or your pawns wander too close and get bit. It can be annoying at times but I overall I don't mind it.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: lukasix2273 on August 24, 2016, 02:46:06 PM
Quote from: kosh401 on August 24, 2016, 02:15:29 PM
Quote from: lukasix2273 on August 24, 2016, 11:51:27 AM
Bugs:

1. Sometimes zombie(s) spawn too far from base and just idle/wander in their spawn location.


I believe that's actually intended and meant to force you to venture out and finish them off before travelers come by or your pawns wander too close and get bit. It can be annoying at times but I overall I don't mind it.

Ah, gotcha. Figured it might be intentional. I think the mod could use some options, like zombie behavior - reckless, spawns close to base, rushes you. Strategical zombies that try to mass-spread the infection, they could even attack animals to turn them into zombies (zombie muffalos, ha!). Additionally, some difficulty options could be included (raises zombie move speed, stagger/stun chance on bullet hits), or even better the zombies could behave differently depending on the scenario difficulty. Just some ideas.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Grogfeld on August 24, 2016, 04:54:39 PM
Actually they have some other behavior. I remember that sometimes, in Huge zombie spawns, they started attack, or have bigger "observation" radius. I don't know if this is true, because I'm playing on Medium plus one size map but I think that it's big enough especially that smaller groups don't attack so reckless. But yea, there are many possibilities to expand this mod. Still it's enjoyable. I don't know how zombie spawn is created but if it's like other raids and fit into storyteller job than it should be separated and have random chance for spawn, aside of normal storyteller incident creation rules.

This would make a bit harder but still fun. OR create an additional incident based on travelers / visitors /traders group where a zombie incident is created just after this, with explanation that zombies are hunting this groups. Not so hard to code, still fun and challenging to play.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Demonlord091 on September 01, 2016, 02:15:46 PM
Any chance of this mod being updated for Alpha 15?

Figured I'd ask. It's always been a fun one to use.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: neobikes on September 04, 2016, 05:13:36 AM
Funny thing happened to me today.

Reily, a ranch owner was chased by some pirates and asked for help. I invited him in :)
Once he showed up i saw his stats.... it was pathetic guy, not worth having him.
Anyway i repelled pirates and was thinking what to do with that colonist.

Some time later horde of Zombies came to me. I killed some of them and few always hangs around not attacking... so i send there Reily :) - was thinking it would be fun to see him turning into zombie:)

So Zombie did bitten Reily .. hard, he got infection, but Zombies didn't killed him, instead they knocked him out with only 53% bleeding.

"Poor Reily was about to lay there for few days untill he bleeds out and turn to Zombie :)" i thought

but no....
Here came Federal Corps - 7 baddasses with vests, implants and vibroswords and big hammers, and shielded, and some imba guns and i only had 3 pistols and rifle and 6 colonists.

But on the way to my colony there was Reily laying and bleeding :D with that zombie infection.
They decided they will capture what they can and flee, so they captured Reily :)

And funny is:
After few days i got info that Reily has died because of Zombie infection :)

[attachment deleted by admin - too old]
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Honestly Sassy on September 07, 2016, 11:31:06 PM
I would love to make a suggestion, with the new drug system going on, why not make a drug that, while it doesn't cure the infection will halt its progression to the next stage for a certain period of time, going without it will cause you to continue to progress and using it will halt you on whatever stage your on, meaning whatever negeative effects your getting for the stage your on, those will be the main effects you feel, so at somepoint it would be pointless to innoculate them anymore
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: CellticPiruleta on September 17, 2016, 11:45:30 AM
until when will post the version a15 ;-;
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: DoomAngelBlade on September 26, 2016, 05:12:00 AM
We need this to be updated to a15 D;
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: lance789 on October 04, 2016, 01:29:34 AM
is there an A15 link?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Jdalt40 on October 04, 2016, 12:10:46 PM
Please stop asking, Justin has been updating it in his own time, people have a life you know?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: lance789 on October 06, 2016, 12:39:22 AM
a simple "no" would have done... nothing about my question implies pressuring.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Jdalt40 on October 06, 2016, 03:47:10 AM
Sorry Lance, I did not mean to direct that message towards you, the people before your comment were being disrespectful by saying:
Quote from: CellticPiruleta on September 17, 2016, 11:45:30 AM
until when will post the version a15 ;-;
And
Quote from: DoomAngelBlade on September 26, 2016, 05:12:00 AM
We need this to be updated to a15 D;
I'm just asking for everybody to stop asking for ETA's, it is kinda disrespectful as the mod is the developer's creation, not your favourite dish which is going to be served to you everytime you ask for it.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: lance789 on October 06, 2016, 09:11:45 AM
got it
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: shadowbolt on October 22, 2016, 10:21:47 AM
Quote from: Jdalt40 on October 06, 2016, 03:47:10 AM
Sorry Lance, I did not mean to direct that message towards you, the people before your comment were being disrespectful by saying:
Quote from: CellticPiruleta on September 17, 2016, 11:45:30 AM
until when will post the version a15 ;-;
And
Quote from: DoomAngelBlade on September 26, 2016, 05:12:00 AM
We need this to be updated to a15 D;
I'm just asking for everybody to stop asking for ETA's, it is kinda disrespectful as the mod is the developer's creation, not your favourite dish which is going to be served to you everytime you ask for it.
I do believe this mod has been discontinued, i am unsure though, the stream workshop author  (who i believe is the mod creator) has been offline since july
Title: Re: [A15c] Rimworld Zombie Apocalypse (v. 1.6 - November 1)
Post by: Jdalt40 on October 31, 2016, 08:05:37 PM
Alright due to the requests on steam and the forums for this mod to come back, I will be temporarily updating it to Alpha 15 in the next few hours, keep watch so you don't miss it! :D


Full credit goes to erdelf (for updating it and sending it to me to try out and post) and Justin C (for making this amazing mod!)



Temporary Update 1.6 Zombie Apocalypse Mod is out!

Download (https://www.mediafire.com/?5c1lom2bii6ju51)
Steam Download (http://steamcommunity.com/sharedfiles/filedetails/?id=793093418)
If there are any bugs with this please tell me! :)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: tungstalker on November 01, 2016, 01:21:51 PM
Oh I have waited this update for very long time thank you man :D
But when I use the mod, nothing happens. It add the zombie in development list but I cant spawn zombie to my map.
And I cant see any sign of working mod in my game. Anyone else have the same problem ?
Title: Re: [A15c] Rimworld Zombie Apocalypse (v. 1.6 - November 1)
Post by: Doomgineer on November 01, 2016, 02:10:28 PM
Quote from: Jdalt40 on October 31, 2016, 08:05:37 PM
Temporary Update 1.6 Zombie Apocalypse Mod is out!

An update to this is much appreciated! :D

One question though, does this include the compatibility patch for EPOE?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Jdalt40 on November 02, 2016, 04:47:01 AM
No it doesn't sadly :(
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Pandan on November 02, 2016, 08:59:59 AM
Will this also be uploaded to the Steam Workshop? Thanks for any help!
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: erdelf on November 03, 2016, 09:36:30 AM
Quote from: Pandan on November 02, 2016, 08:59:59 AM
Will this also be uploaded to the Steam Workshop? Thanks for any help!
Jdalt doesn't want to pass it off as his own so he won't do it.
(I am just writing for him here, he is not on his pc right now)

btw. epoe patch update incoming, Jdalt is working on it.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Commander Blackwatch on November 03, 2016, 11:01:11 AM
Do you Have plan updating to Alpha 15 ?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Jdalt40 on November 04, 2016, 04:21:41 AM
Due to the requests I have changed my mind and I have uploaded this Temporary Update to the workshop

Steam Download (http://steamcommunity.com/sharedfiles/filedetails/?id=793093418)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: lance789 on November 08, 2016, 11:00:24 PM
Cant wait to add this to my game :D
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: The13thRonin on November 13, 2016, 03:49:39 AM
How do I kill them reliably pre-guns?

Sometimes I down them but then they get back up and I waste lots of arrows. Can I behead them while they're down somehow?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on November 13, 2016, 01:14:32 PM
Hey guys. Tynan has been posting previews of A16 (which look AMAZING), so as soon as there is a public Beta build of the update available on Steam I plan on beginning work on the A16 release. I do hope to have the A16 update out within a few days of its release.

For now if you want to play ZA you can use Jdalt40's build on Steam.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: SmartererThanYou on November 13, 2016, 02:28:19 PM
Thanks for the info.  ;)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Austintrollinski on November 15, 2016, 09:36:39 AM
will this mod be updated of a15
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: SmartererThanYou on November 16, 2016, 03:06:59 AM
Quote from: Austintrollinski on November 15, 2016, 09:36:39 AM
will this mod be updated of a15

Yay reading ;)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: RickyMartini on November 22, 2016, 04:18:43 PM
Quote from: Justin C on November 13, 2016, 01:14:32 PM
Hey guys. Tynan has been posting previews of A16 (which look AMAZING), so as soon as there is a public Beta build of the update available on Steam I plan on beginning work on the A16 release. I do hope to have the A16 update out within a few days of its release.

For now if you want to play ZA you can use Jdalt40's build on Steam.

Bro no offense but you keep doing this since like Alpha 12. You promise to have it 2-3 days after release and then there's nothing for a couple of months. It's better to just not promise anything. Either do it and then post the update here or don't say anything, it will just bring in people and their negativity and you don't deserve this.
Title: Re: [A15d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Jdalt40 on December 03, 2016, 08:47:28 PM
Alright due to the requests on steam and the forums for this mod to come back, I will be temporarily updating it to Alpha 15 in the next few hours, keep watch so you don't miss it! :D


Full credit goes to erdelf (for updating it and sending it to me to try out and post) and Justin C (for making this amazing mod!)



Temporary Update 1.6 Zombie Apocalypse Mod is out! (Combat realism Patch!)
Normal Non CR Patch
Download (https://www.mediafire.com/?5c1lom2bii6ju51)
Steam Download (http://steamcommunity.com/sharedfiles/filedetails/?id=793093418)
Combat Realism Patch!
CombatRealismPatchDownload (https://www.mediafire.com/?552wrrirkehp99k)
Steam Download (http://steamcommunity.com/sharedfiles/filedetails/?id=811812715)

If there are any bugs with this please tell me! :)
Please note that you cannot load the Combat Realism Patch version with the normal Zombie Apocalypse version, this is a completely edited version to make this work with the Zombie Mod
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: DarkSlayerEX on December 03, 2016, 11:50:22 PM
Quote from: Jdalt40 on December 03, 2016, 08:47:28 PM
Please note that you cannot load the Combat Realism Patch version with the normal Zombie Apocalypse version, this is a completely edited version to make this work with the Zombie Mod


How is it a patch if it is a replacement while using CR?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: tonsrd on December 04, 2016, 04:23:50 AM
jdolt did you fix the virus not making dead raiders into zombies ?

or the zombie event that makes all dead rise from graves to become zombie's ?

both not working in ur last patch (https://www.twitch.tv/nimsgaming/v/105088808) <-- I wanna see this guy die to the 60+ graves hes got. ( unless updateing the mod breaks saves :( )
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Smexy_Vampire on December 19, 2016, 12:42:25 AM
reworking the zombie infection to be somewhat curable would be better as torso infections mean you need to up right kill your collanest . maby interduse zombrex form dead riseing game so you need to feed them meads to keep the infection under controll ?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on December 20, 2016, 11:28:27 AM
Hey guys. I will be starting work on the A16 update tonight, and I intend to work on it every single night until I am finished. I don't have an estimate right now because I am not sure if I want to do a quick port or actually take full advantage of the new features in A16. At the very least I want to take advantage of some of the features of A15, and finish some half-finished features I started after the A14 version was released.

I'll try and get a tentative estimate to you guys by the end of the week, after I've had a chance to browse the A16 source.

Thanks to all of you who stick around and support the mod even when my free time and motivation don't always line up enough to update the mod in a reasonable amount of time. You guys are the best!
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Jdalt40 on December 20, 2016, 11:45:17 AM
Hey Justin C, if you need any help please let me know, I can easily do any XML work :)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on December 20, 2016, 03:35:09 PM
Quote from: Jdalt40 on December 20, 2016, 11:45:17 AM
Hey Justin C, if you need any help please let me know, I can easily do any XML work :)
Thanks! I really appreciate the work you put into the A15 version.

Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: DaemonDeathAngel on December 20, 2016, 03:42:07 PM
Justin C, i for one would enjoy a quick fix to get it compatible with A16, and then you could take your time on expanding features without people constantly asking when it will be updated.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Jdalt40 on December 20, 2016, 04:30:17 PM
That won't be quite simple, considering there were a lot of changes since Alpha 15 and 16, so there is no "quick fix".
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: DaemonDeathAngel on December 20, 2016, 04:42:24 PM
Obviously quick wasnt the correct choice of words. I understand the changes. The last version I modded in was A12, so I am trying to get up to speed right now
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Geth on December 21, 2016, 10:58:27 PM
If you need something other than community core library and their people to return from the dead, I suggest looking at HugsLib (A16) Made by UnlimitedHugs.

https://ludeon.com/forums/index.php?topic=28066
That should detail what it can do and what not, wish you the best in raising the project from the dead. (/joke)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: ilawz on January 01, 2017, 02:23:02 PM
Have you got an ETA of the alpha 16 version? love this mod!
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on January 04, 2017, 11:30:27 PM
Quote from: ilawz on January 01, 2017, 02:23:02 PM
Have you got an ETA of the alpha 16 version? love this mod!
Still working on it. We've had two holiday weekends in a row so I didn't have as much time as I expected to work on it. Even when I didn't have plans I always seemed to get invited to things at the last minute.

I've got a few hours on Saturday morning/afternoon and all of Sunday free. So on Monday I will hopefully be able to give an ETA.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: MaximStale on January 10, 2017, 07:25:52 AM
Oh, I can't wait :)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: DankLordSupreme on January 13, 2017, 09:07:43 PM
Hey Justin!
Can I ask if you have ETA for the mod?
Love the mod dude
Keep it up ;)
Title: Re: [A16] Rimworld Zombie Apocalypse
Post by: Uk on January 16, 2017, 12:04:06 PM
hi guys can someone please update this mode to A16

i been waiting and waiting
i'm trying to update myself but with no luck don't really now what the hell em i doing
if you do this i will be forever grateful i love this mod to mace.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: JJATH on January 16, 2017, 04:51:03 PM
Any Idea if you can Tell us anything Justin? Would just like to know how long we have till we can get back to some zombie killing :)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: fuckingforumstakingmycred on January 18, 2017, 07:07:33 PM
aw its not updated yet, i wanted to smite zombies along with cthulian entities as roboknights
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Justin C on January 18, 2017, 11:34:55 PM
Quote from: JJATH on January 16, 2017, 04:51:03 PM
Any Idea if you can Tell us anything Justin? Would just like to know how long we have till we can get back to some zombie killing :)
I'll be in DC for the inauguration this weekend (no, not a supporter of either major party or their nominees) so I won't have any real time to work on it again until next weekend. Every time I think I have a nice block of time to work on it over a weekend something comes up and I make last minute plans with family or friends. I'm not giving a date, but sometime after next weekend, at least.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: MaximStale on January 20, 2017, 05:18:26 PM
Don't worry man! Just keep working on it!
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: lance789 on January 26, 2017, 08:13:40 PM
If or when this mod is updated for A16, will it be put on Steam as well?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: MaximStale on January 28, 2017, 03:57:37 PM
Quote from: lance789 on January 26, 2017, 08:13:40 PM
If or when this mod is updated for A16, will it be put on Steam as well?
I think it's will!
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Arigitine on January 30, 2017, 02:42:22 PM
I miss killing zombies cant wait for update  :)
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: LordMunchkin on January 30, 2017, 09:58:24 PM
I have fond memories of using this mod in conjunction with Medieval Times. Can't wait!  ;D
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: synopia on January 31, 2017, 03:33:19 PM
Hi.

I have made a rewrite of this mod.

You may try it here: https://github.com/synopia/Zombies/releases/tag/0.16.0

Currently working: Zombie Raid & Reanimate infected colonists.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: MaximStale on January 31, 2017, 04:31:34 PM
Quote from: synopia on January 31, 2017, 03:33:19 PM
Hi.

I have made a rewrite of this mod.

You may try it here: https://github.com/synopia/Zombies/releases/tag/0.16.0

Currently working: Zombie Raid & Reanimate infected colonists.

HOLY F*CK! Thank you a lot man!
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: GiantSpaceHamster on January 31, 2017, 04:39:16 PM
Quote from: synopia on January 31, 2017, 03:33:19 PM
Hi.

I have made a rewrite of this mod.

You may try it here: https://github.com/synopia/Zombies/releases/tag/0.16.0

Currently working: Zombie Raid & Reanimate infected colonists.

I'm not sure how I feel about this given that the original creator is working on updating this mod. Did you get permission? Or, if your work is entirely original, it still seems inappropriate to advertise in someone else's mod announcement thread.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: synopia on January 31, 2017, 05:26:20 PM
Quote from: GiantSpaceHamster on January 31, 2017, 04:39:16 PM
I'm not sure how I feel about this given that the original creator is working on updating this mod. Did you get permission? Or, if your work is entirely original, it still seems inappropriate to advertise in someone else's mod announcement thread.

Your right, and I feel exactly the same. I did not get any permissions, I just rewrote the mod to train my c# skills ;-)

Thats why I did not created a workshop release, instead I just hand out what I assembled. Maybe Justin can take some code to update his code.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Uk on February 01, 2017, 05:28:29 AM
Thank you very much..... you are the best
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Napple on February 01, 2017, 06:30:15 PM
Quote from: synopia on January 31, 2017, 03:33:19 PM
Hi.

I have made a rewrite of this mod.

You may try it here: https://github.com/synopia/Zombies/releases/tag/0.16.0

Currently working: Zombie Raid & Reanimate infected colonists.
Is it compatible with Epoe Hardcore?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: synopia on February 02, 2017, 02:11:19 AM
Quote from: Napple on February 01, 2017, 06:30:15 PM
Is it compatible with Epoe Hardcore?

I did not tried it yet, but it should be. I my code I am not creating a new human body with code to check if bitten by a zombie (which causes problems with other mods). Instead I use the detour mechanism delivered by hugslib + the check if a human is infected is done by looking into his injuries instead of storing a flag at the entity (which also causes some problems).

So, just try it and tell the result here - I cant do this right now (I am at work ;-))
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: MaximStale on February 05, 2017, 03:36:33 AM
Quote from: synopia on February 02, 2017, 02:11:19 AM
Quote from: Napple on February 01, 2017, 06:30:15 PM
Is it compatible with Epoe Hardcore?

I did not tried it yet, but it should be. I my code I am not creating a new human body with code to check if bitten by a zombie (which causes problems with other mods). Instead I use the detour mechanism delivered by hugslib + the check if a human is infected is done by looking into his injuries instead of storing a flag at the entity (which also causes some problems).

So, just try it and tell the result here - I cant do this right now (I am at work ;-))

Maybe you should collaborate with author original mod?
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: DankLordSupreme on February 17, 2017, 04:00:21 PM
yo justin, i would just jump in and ask if you know when you would be done with it, if you're still working on it ^^
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: zakthefallen on February 21, 2017, 08:09:22 PM
synopia's fix/update for A16 actually does work. There's some things that could be improved, but zombies raids are functional, and so is the infection. As far as I can tell, it's also 100% compatible with EPOE.

Other things are pretty minor, like zombies aren't colored green, the game still shows a message about them fleeing even when though their AI properly tells them to keep approaching anyway. One thing that DOES cause a problem is that sometimes one of the random pawns that joins the colony is from the zombie faction, so they immediate start attacking colonists. Then you shoot it down, and the colonists whine about "A colonist died".

I'm not sure if that's only happening because I have the Hospitality mod installed, so I'm given a yes/no choice when someone wants to join, but at least I can choose to decline anyone from that faction. The same thing would happen if you use dev mode to forcibly recruit a zombie.

Overall, it's great to see that I can make more zombie apocalypse colonies. Thanks for getting the the zombie waves at least functional, synopia   :)

Edit: It seems like zombies never send a large number at me, it's only reached up to 5 zombies at once, even after 2 years on Rough difficulty with Cassandra storyteller. I can use dev mode to spawn a larger horde, but shouldn't their numbers be increasing as my colony wealth goes up? Not sure why it isn't happening automatically.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Brassqund on March 13, 2017, 12:51:45 AM
Quote from: zakthefallen on February 21, 2017, 08:09:22 PM
synopia's fix/update for A16 actually does work. There's some things that could be improved, but zombies raids are functional, and so is the infection. As far as I can tell, it's also 100% compatible with EPOE.

Other things are pretty minor, like zombies aren't colored green, the game still shows a message about them fleeing even when though their AI properly tells them to keep approaching anyway. One thing that DOES cause a problem is that sometimes one of the random pawns that joins the colony is from the zombie faction, so they immediate start attacking colonists. Then you shoot it down, and the colonists whine about "A colonist died".

I'm not sure if that's only happening because I have the Hospitality mod installed, so I'm given a yes/no choice when someone wants to join, but at least I can choose to decline anyone from that faction. The same thing would happen if you use dev mode to forcibly recruit a zombie.

Overall, it's great to see that I can make more zombie apocalypse colonies. Thanks for getting the the zombie waves at least functional, synopia   :)

Edit: It seems like zombies never send a large number at me, it's only reached up to 5 zombies at once, even after 2 years on Rough difficulty with Cassandra storyteller. I can use dev mode to spawn a larger horde, but shouldn't their numbers be increasing as my colony wealth goes up? Not sure why it isn't happening automatically.
There is a problem with zombies number, for sure.
I got 21 colonists in a pretty big base and the maximum zombies I had in one time was... 5.
I still got 1 zombie time to time. Kind of annoying because that waste a raid event and
I can't remove the mod from my game or it will crash.

Zombies can also be rescue when downed which is...
not too bad because you can simply finish them but still...
Some mods that add new creature like that use mostly a thing in the dll so when the
creature is down, it is automatically killed.

I also think they shouldn't be downed by the pain because that make them
too easy to take care of.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: RickyMartini on March 13, 2017, 03:47:44 AM
I'm glad that this dead mod has finally been moved to the right subforum.
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Gee on April 27, 2017, 12:21:01 AM
So it's still not working properly? :-[
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: Robloxsina66 on June 08, 2017, 11:34:38 AM
https://mega.nz/#!P4V2lRxK!vo-Gk7YxduhHfdMs3ePnnonIL0mmu1hHFrJ2PEqoBkM for those who wanted the a17 version
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: FoxXeL on June 28, 2017, 06:58:03 AM
Quote from: Robloxsina66 on June 08, 2017, 11:34:38 AM
https://mega.nz/#!P4V2lRxK!vo-Gk7YxduhHfdMs3ePnnonIL0mmu1hHFrJ2PEqoBkM for those who wanted the a17 version

I am skeptical(sceptical?) to try this mod. Is it safe? Does it have any bugs? I'd rather not play with zombies at all than play with a buggy mod. Anyway, thank you for the effort!
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: DaemonDeathAngel on June 28, 2017, 12:12:44 PM
There is an A17 version of the mod on steam, updated by some very trusted and experienced Modders
Title: Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
Post by: RickyMartini on August 24, 2017, 07:02:13 PM
Finally at least somebody who is capable. Original author could just as well have admitted that this is a dropped project instead of keeping us hanging for a year.