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RimWorld => Mods => Releases => Topic started by: jecrell on September 14, 2016, 08:17:04 AM

Title: [1.4] Call of Cthulhu - Rim of Madness Expansion Pack (10/21/2022)
Post by: jecrell on September 14, 2016, 08:17:04 AM
(https://github.com/jecrell/Ideologies-of-Madness/blob/main/RimOfMadnessLogo.png?raw=true)
Welcome to the Call of Cthulhu expansion project for RimWorld, the Rim of Madness.

Mission Statement


Mods










NameDescriptionDownloadGitHubWorkshop
JecsTools (1.4)REQUIRED - Put this at the top of your mod list, under HugsLib. components for Cthulhu mods. Adds vehicles, psychic abilities, and more.Link (https://www.patreon.com/posts/jecstools-for-1-73617775)Link (https://github.com/jecrell/JecsTools)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=932008009)
H.P. Lovecraft Storyteller (1.4) Adds a new Storyteller to RimWorld that uses an OMEN system to increase tension before larger events.Link (https://www.patreon.com/posts/hp-lovecraft-for-73618409)Link (https://github.com/jecrell/HP-Lovecraft-Storyteller/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=944669553)
Factions (1.3)While the lingering fear of Cthulhu is most unnerving, you are not alone. The Agency and coastal fishing villages have appeared in the overworld.Link (https://www.patreon.com/posts/54077906/)Link (https://github.com/jecrell/Call-of-Cthulhu---Factions/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=764375772)
Factions - Items OnlyFor players who only want the apparel and weapons from the Factions mod, without the actual factions.Link (https://www.patreon.com/posts/call-of-cthulhu-22222008)Link (https://github.com/jecrell/Call-of-Cthulhu---Factions-Items-Only/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1091340782)
Cosmic Horrors (1.3)Adds monsters to RimWorld from the Lovecraft mythos.Link (https://www.patreon.com/posts/54083407)Link (https://github.com/jecrell/Call-of-Cthulhu---Cosmic-Horrors/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=765890823)
Industrial AgeAdds new furniture and appliances to your game from the time period of the late 1800's and early 1900s themed after the industrial era of H.P. Lovecraft's writings.Link (https://www.patreon.com/posts/industrial-age-1-22143163)Link (https://github.com/jecrell/Call-of-Cthulhu---Industrial-Age/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=777197241)
BonesPreviously "bone mod," this mod by Sihvman adds bones as a craftible resource to RimWorld with polished assets from yours truly.Link (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones/releases)Link (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1180573408)
Cults (1.3)You can now found a cult, worship monstrous deities, make offerings and animal sacrifices, and make human sacrifices in return for powerful spells (20 in total, plus a dozen side effects).Link (https://www.patreon.com/posts/54370658)Link (https://github.com/jecrell/Call-of-Cthulhu---Cults/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=815039373)
StraitjacketsAdds straitjackets that disable mental breaks on colonists or prisoners to prevent them from hurting themselves or others.Link (https://www.patreon.com/posts/call-of-cthulhu-22142936)Link (https://github.com/jecrell/Call-of-Cthulhu---Straitjackets)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=824831260)
The Elder ThingsAdds a new and truly alien playable race of plantlike and amphibian biology that requires other races to perform their labors for them, willingly or not.Link (https://www.patreon.com/posts/call-of-cthulhu-22141589)Link (https://github.com/jecrell/Call-of-Cthulhu---Elder-Things/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=882126182)
ArachnophobiaAdds spiders, webs, cocoons, and more to RimWorld.Link (https://www.patreon.com/posts/rim-of-madness-1-22142035)Link (https://github.com/jecrell/Rim-of-Madness---Arachnophobia/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=950475543)
Werewolves (1.3)Adds playable Werewolves, AI Werewolf faction, moon cycles, and silver treatment system to RimWorld.Link (https://www.patreon.com/posts/rim-of-madness-1-54356537)Link (https://github.com/jecrell/Rim-of-Madness---Werewolves)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1115882219)
Vampires (1.3)Adds playable Vampires to RimWorld.Link (https://www.patreon.com/posts/rim-of-madness-1-54281813)Link (https://github.com/jecrell/Rim-of-Madness---Vampires/)Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1187010034)

Current WIP

Translations:




Q&A
Q) Can I use your mods in my mod?
A) Yes, as long as you provide a link.
Q) Can I help out?
A) Sure. Join our channel on Discord at: https://discord.gg/ePKnqwR

Active Rim of Madness Team:
Jecrell - lead developer, coder, artist, writer
Lion Hamster GMT +999994 - designer
ChJees - coder
SamBoyCoding - coder
sheidula - artist
Xen - artist
Dreggrod da Traitor - artist
Nackblad - artist
TheJinxer - artist
yewty - designer
Hymir - designer
jebbers12 - designer
HawtCrab - designer

Inactive Team Members & Contributors
Coercion - artist
Drynyn - designer, writer
erdelf - coder
Jareix - artist, designer
Junkyard Joe - designer, writer
SticksNTricks - artist
Plymouth - artist
Sera - artist
spoonshortage - artist
CraftyDrac - producer
Jax - artist

Translators
kr33man - translator (Russian)
bazza - translator (Russian)
Cthulhu - translator (Russian)
kouyou - translator (Japanese)
밀수업자 - translator (Korean)
totobrother - translator (Korean)



License
(https://i.creativecommons.org/l/by-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-sa/4.0/)
This work is licensed under a
Creative Commons Attribution-ShareAlike 4.0 International License (//http://).
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:17:31 AM
(http://images.akamai.steamusercontent.com/ugc/85969930485018061/8C02BA0B628EED9B5FD71D2595AD7219596DE1BB/)
H.P. Lovecraft Storyteller - Remastered

Description
In this mod, Lovecraft will be added to your list of storytellers. In Lovecraft's tales, protagonists often face their own mortality and insignificance in the universe. Threats to your colony and its sanity will be constant. Can your colony survive a cosmic horror tale?

Preview Image (http://images.akamai.steamusercontent.com/ugc/255966457921804581/9D047D909B8AE75A097BCEE03982685F39CAD08F/)

Features
New Storyteller - H.P. Lovecraft added to your game.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:17:49 AM
(https://c10.patreonusercontent.com/3/eyJ3Ijo2MjB9/patreon-media/p/post/22141460/4c994b8ec0f44a99b0558283523a70ea/1.png?token-time=1575158400&token-hash=gJqoTDWIu322ONl8nt3upzIXc94WiW6YtKhzy_Avy8Q%3D)
Factions

Description

While the lingering fear of Cthulhu is most unnerving, you are not alone. Secretive coastal fishing villages and bases of operations for The Agency have begun to appear across the rim worlds. While the villages are not fond of outsiders, should you trade with them, you might acquire large hooks, branding irons, flare guns, or even a harpoon! The Agency come attired in stylish trench coats, fedoras, bowler hats, and wield revolvers to put down potential threats. Have fun!

(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions/master/About/Screenshot-CoCFactions.jpg)

Features
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:18:11 AM
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/master/About/Preview.png)

Cosmic Horrors

Description
There is a lingering fear that strokes the hairs on the back of the necks of your colonists. Something terrible is coming, and there is little time to prepare. Cosmic horrors most foul are already upon us.

This is an attempt to create the minor races of H.P. Lovecraft's weird fiction mythos in the RimWorld engine. They behave the same as hostile factions that raid colonies such as mechanoids or insectoids. They are deadlier, however.
   
Features:
(http://images.akamai.steamusercontent.com/ugc/255967091018174503/4593CF3215C14D766E4C5CD716B74A81661A1210/)

(http://images.akamai.steamusercontent.com/ugc/255967091018174836/979BC5BCBC4ACF14682F95C6A25A8EC6DE9F5FC0/)

(http://images.akamai.steamusercontent.com/ugc/255967091018175266/45CF56958CE374ACA9E6DD2808C4ADF4AADFA851/)

(http://images.akamai.steamusercontent.com/ugc/255967091018175651/2C0C68F1D8FC58FB59E1E1BE5CE3FBB7486A13FC/)

Notes:
Sources
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:18:29 AM
(https://steamuserimages-a.akamaihd.net/ugc/946210508607274861/8F1A041B2F545A8EC22112BA3D277B8DC262B09F/)
Industrial Age Object Pack

Description
Adds new furniture and appliances to your game from the time period of the late 1800's and early 1900s themed after the industrial era of H.P. Lovecraft's writings.


(https://steamuserimages-a.akamaihd.net/ugc/946210508607277533/D170019E9BE72332B3288973D90E7F1C1A64495B/)
(https://steamuserimages-a.akamaihd.net/ugc/946210508607278003/399F5D087D8791780806BBD3227B3DF3098BB0C5/)
(https://steamuserimages-a.akamaihd.net/ugc/946210508607278429/61F8167142EB58392EDAF12C2C4AC7111C867960/)
(https://steamuserimages-a.akamaihd.net/ugc/946210508607278820/CB605C7A7F2CED80C39DABA99F82EFF0B675AF48/)
   
Adds the following objects:
Adds the following resources:

      
Adds the following resources:
Special thanks to goes to Vendan for helping me fix the refrigerator!
Check out his spectacular RimFridge mod (https://ludeon.com/forums/index.php?topic=26893.0)
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:18:50 AM
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)
Cults
Mod Author: Jecrell
Contributor(s): Coercion (artist/designer), Drynyn (writer/designer), Jareix (artist/designer), Junkyard Joe (writer), Nackblad (artist), Sera (artist/designer)

Description

You can now...
(http://images.akamai.steamusercontent.com/ugc/101725789660351736/628D996D79FF7FF31A361A40E90EFFACF8A609E0/)
(http://images.akamai.steamusercontent.com/ugc/101725789660352120/8AA2CF95CAC6804D95FCD6EDB4D6F2583F11AF07/)
(http://images.akamai.steamusercontent.com/ugc/101725789660352494/9BA6561226C972FE2114FF9C97449EC951F2B24E/)
(http://images.akamai.steamusercontent.com/ugc/101725789660351415/F2982FC7C3AE02D6A57641A84BE5A59066FA6BAF/)

Recommended mods
How do I start a cult?
   1) Load the mod.
   2) Play for a few days in-game (up to 5).
   3) One of your pawns will investigate something horrendous.
   4) Build the forbidden research center.
   5) Research the strange symbols until someone founds the cult.
   6) Good luck.
   
Tips:
Special Thanks:

   1000101 - Religious needs
   Cpt. Ohu - Altar congregations
   Skullywag - Helpfulness on #modding
   Mrofa - Code for two-colored hoods
   Justin C - Reanimation Code
   Everyone on the modding Discord
   
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:19:13 AM
(http://images.akamai.steamusercontent.com/ugc/85969930485124210/E269073D10FBDF7118DE217B04A2960ABEE33031/)
Straitjackets

Description
Adds straitjackets that disable mental breaks on colonists to prevent them from hurting themselves or others.

When equipped:


(http://images.akamai.steamusercontent.com/ugc/101727235334801832/6C99EF3C1184237FB6C458A2B2B47D3A3EAE0E09/)
      
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:20:02 AM
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Elder-Things/master/About/Preview.png)
The Elder Things 1.0

Description
In this mod, The Elder Things will be added to your game as a playable race. They have custom skeletal structures, sounds, a custom faction, and a custom scenario. The Elder Things are a mixture of plantlike and amphibian biology. They had an advanced society that predated humanity, but they were destroyed when their slaves rebelled. The survivors still require other races to perform their labors for them.

(https://steamuserimages-a.akamaihd.net/ugc/85971431431078811/F07254FD296EBE698D90ECDBA990DE59FF1541C4/)
(https://steamuserimages-a.akamaihd.net/ugc/85971431431077840/B5578D852B3A72BE97898B5F743C647CB6BAD4DC/)
(https://steamuserimages-a.akamaihd.net/ugc/85971431431079295/21876E5240A4156F9D9FA3C452B7EE29C82ECEF6/)
(https://steamuserimages-a.akamaihd.net/ugc/85971431431079757/6CC897DBE511FDB0F40BC6CDE592C524EA9E732A/)

Features
New Playable Alien Race - Elder Things added to your game.
**WARNING**
REQUIRES HUMANOID ALIEN RACES 2.0 AND JECSTOOLS
Please put Humanoid Alien Framework 2.0 (here (https://ludeon.com/forums/index.php?topic=29353.0)) ABOVE Elder Things.
Also, disable race mods that are not updated with the Humanoid Alien Framework 2.0.

Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:20:30 AM
(https://steamuserimages-a.akamaihd.net/ugc/947334421001662546/9C74D14CBF150E0717FC0BBEA9E209C2FB8E269C/)
Arachnophobia

Description
Adds spiders to RimWorld.

(https://steamuserimages-a.akamaihd.net/ugc/850466977092217135/9C9683107EA1AEE2D555351791C18B958FC4A353/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Features
  Adds Spiders & Giant Spiders
    Adds Flying Spider Queens
    Adds Webs.
Adds Cocoons
Adds Spider Silk
  Download
Patreon (https://www.patreon.com/posts/11821501)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=950475543)
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 08:20:49 AM
Space Reserved
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Master Bucketsmith on September 14, 2016, 09:02:00 AM
Exciting! :D
I'm awaiting the first descriptions and screenshots! :D
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Shinzy on September 14, 2016, 09:30:30 AM
Just incase you ever feel overloaded with apparel textures for your factions, feel free to dig around my Apparello and snatch anything fitting if you like

that is all
carry on!

cough cough ftagn cough r'lyeh hooockk ptooie
Oh excuse me! I appear to have caught a bit of a cold here
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: hendrikpfaff on September 14, 2016, 11:59:19 AM
This is going to be great!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: SpaceDorf on September 14, 2016, 12:38:05 PM
More weird stuff :)
Awesome.

What exactly does H.P. do to your colony so far ?

And I would prefer if you keep your mods splitted, it would be easier to maintain, also I am very peckish on what I like in my mods and what not and splitted mods clarify features more than you think.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: kaptain_kavern on September 14, 2016, 03:18:54 PM
Good luck on your project. I'm looking forward to see it growing.

Have you seen the Pastafarianism mod (https://ludeon.com/forums/index.php?topic=22672). You could/may use it to implement old divinity to pray for or something similar.

Just food for you creative brain  ;)
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 14, 2016, 09:44:44 PM
Quote from: Shinzy on September 14, 2016, 09:30:30 AM
Just incase you ever feel overloaded with apparel textures for your factions, feel free to dig around my Apparello and snatch anything fitting if you like

that is all
carry on!

cough cough ftagn cough r'lyeh hooockk ptooie
Oh excuse me! I appear to have caught a bit of a cold here
That's lovely of you to offer. I'll gladly take a look, thank you!

Quote from: SpaceDorf on September 14, 2016, 12:38:05 PM
More weird stuff :)
Awesome.

What exactly does H.P. do to your colony so far ?

And I would prefer if you keep your mods splitted, it would be easier to maintain, also I am very peckish on what I like in my mods and what not and splitted mods clarify features more than you think.

H.P. currently has no special 'code' beyond doubling the frequency of big threats to your colony, sadly. I would love to provide some forced 'lingering fear' or 'ominous atmosphere' moodlets.
Also, easily done. I can have the mods split and provide a compilation as well.

Quote from: kaptain_kavern on September 14, 2016, 03:18:54 PM
Good luck on your project. I'm looking forward to see it growing.

Have you seen the Pastafarianism mod (https://ludeon.com/forums/index.php?topic=22672). You could/may use it to implement old divinity to pray for or something similar.

Just food for you creative brain  ;)

Shut the front door. That's way too cool.

This is my second big modding project (I also did a Cthulhu mod for Stellaris). But honestly, I spend so much time in RimWorld and I love Lovecraft's work, so I'm fairly confident I'll be able to accomplish most of this mod before long.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 15, 2016, 05:49:29 AM
(http://i66.tinypic.com/10f6g5u.jpg)

Update: Fedoras, Shirts and ties, Trench Coats, Revolvers, and Harpoon guns are ready. Detective and Innsmouth (Coastal Town?) factions are almost done.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: SpaceDorf on September 15, 2016, 10:46:07 AM
Quote from: jecrell on September 14, 2016, 09:44:44 PM

H.P. currently has no special 'code' beyond doubling the frequency of big threats to your colony, sadly. I would love to provide some forced 'lingering fear' or 'ominous atmosphere' moodlets.
Also, easily done. I can have the mods split and provide a compilation as well.


Two ways this could work : you base it on the "psychic drone" incident and have all pawns effected
or you base it on the psychic ship and have a building somewhere on the map that effects the pawns
There is also the possibility of map induced effects, but I don't know enough about them to properly describe them . Maybe you find a solution in the pastafari mod :)
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 16, 2016, 01:11:25 AM
Quote from: SpaceDorf on September 15, 2016, 10:46:07 AM
Quote from: jecrell on September 14, 2016, 09:44:44 PM

H.P. currently has no special 'code' beyond doubling the frequency of big threats to your colony, sadly. I would love to provide some forced 'lingering fear' or 'ominous atmosphere' moodlets.
Also, easily done. I can have the mods split and provide a compilation as well.


Two ways this could work : you base it on the "psychic drone" incident and have all pawns effected
or you base it on the psychic ship and have a building somewhere on the map that effects the pawns
There is also the possibility of map induced effects, but I don't know enough about them to properly describe them . Maybe you find a solution in the pastafari mod :)

When I've got more things in the mod, then I think I can expand on the storyteller. But yeah, I definitely want to create some turmoil for players!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 16, 2016, 01:12:29 AM
Update!
Just created an optional cigarette and tobacco mod for those of you that may want to give something to your nervous colonists now that dark things are afoot.
https://ludeon.com/forums/index.php?topic=26152.0

Now I'll put the final touches on the factions and upload the faction pack. Then the next step is... The Star Spawn of Cthulhu!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 16, 2016, 06:17:04 AM
Update!

Added the planned Neutral faction packs (https://ludeon.com/forums/index.php?topic=26078.msg263995#msg263995). Now it's time to move onto making our beloved mythos creatures. =D
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Shinzy on September 16, 2016, 07:10:29 AM
(http://i.imgur.com/ViUVTWE.png)

Hmm, why does this make me think of a very small child wearing their parents' police uniform :p
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 16, 2016, 12:05:14 PM
Quote from: Shinzy on September 16, 2016, 07:10:29 AM
(http://i.imgur.com/ViUVTWE.png)

Hmm, why does this make me think of a very small child wearing their parents' police uniform :p

Hahaha! Great observation. Another set of eyes always helps put things in perspective. I'll have to fix that after I'm done painting a Cthulhu butt (no really).
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: kaptain_kavern on September 16, 2016, 01:31:30 PM
(https://ac2012.files.wordpress.com/2010/11/cthulhu.jpg)
Please continue the good work !
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 16, 2016, 03:27:33 PM
(http://i68.tinypic.com/23vn62x.jpg)(http://i66.tinypic.com/5b690y.jpg)(http://i64.tinypic.com/2i1nlmg.jpg)

Cthulhid (Star-Spawn of Cthulhu) WIP

Based on the Cthulhu sprite from Scribblenauts.
Front and rear sprites are entirely new stuff (I can see some messed up pixels -- will fix it soon).
New race and faction are functional in-game atm. Also, I've given the Cthulhids custom skeletons with tentacles and wings that can be damaged. This also increases the number of attacks a Cthulhid has to about 5 attacks in a combat cycle.

With a few more tweaks, I'll be balancing the Cthulhids and then I'll move onto the next monster in the pack. I might release a test mod file for fun if you guys are interested.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 16, 2016, 04:09:26 PM
Quote from: Shinzy on September 16, 2016, 07:10:29 AM
(http://i.imgur.com/ViUVTWE.png)

Hmm, why does this make me think of a very small child wearing their parents' police uniform :p

(http://i67.tinypic.com/1491qvo.png)

Got it -- haha!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: LadyAth on September 17, 2016, 01:21:17 AM
This is amazing!  JUST what my Rimworld experience has been missing :)  Hungrily awaiting more releases... \0/
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 17, 2016, 06:33:57 AM
Shoggoth WIP

(http://i64.tinypic.com/2450v0x.png)(http://i65.tinypic.com/bex2mc.png)(http://i68.tinypic.com/1fwv3a.png)
The sideways sprite is modified from PuppetNightmares.com (http://www.puppetnightmares.com/species-status/70/) and the front and back are edits by myself.

Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 17, 2016, 08:57:44 AM
Mi-Go WIP

(http://i65.tinypic.com/xndron.png)(http://i64.tinypic.com/6fcj90.png)(http://i68.tinypic.com/21ajw2f.png)

Side image is from Tatsuya Mottsuo's excellent gallery (https://monsterbrains.blogspot.kr/2011/01/tatsuya-nemoto-nottsuo-hp-lovecraft.html). The front and back images are my personal creations.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 17, 2016, 01:02:02 PM
Deep One WIP

(http://i67.tinypic.com/bfib60.png)

They're nowhere near done, but I was really excited to share my first sprite.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Aharmlesskitten on September 17, 2016, 02:09:18 PM
Oh this shit looks cool, i'm already spooked. If butcher these creatures, will eating the meat make you insane? Because it totes should.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: kaptain_kavern on September 17, 2016, 02:38:35 PM
Awesome arts buddy !!!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 17, 2016, 10:42:04 PM
(http://i65.tinypic.com/muydxl.png)(http://i67.tinypic.com/snm1ia.png)(http://i64.tinypic.com/ok7qm0.png)

Deep Ones WIP Update -- this is my first completely original sprite set
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 18, 2016, 10:47:20 AM
Call of Cthulhu - Cosmic Horrors - Monster Pack is released!
Party time!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: hendrikpfaff on September 18, 2016, 11:01:14 AM
This gets better and better!!!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 19, 2016, 12:32:16 PM
I found a way to add different 'strange meats' to the game. I will be sure to add a 'strange meal' recipe as well with effects. =)
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: kaptain_kavern on September 19, 2016, 12:54:53 PM
For meals with added effects you'll have to mix in some recipe and hediff defs/values. You can look in Dismar's VegGarden mod for example/code of recipes that have health/stats impacts.

Keep up the good job buddy ;)
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 20, 2016, 01:06:16 PM
Quote from: kaptain_kavern on September 19, 2016, 12:54:53 PM
For meals with added effects you'll have to mix in some recipe and hediff defs/values. You can look in Dismar's VegGarden mod for example/code of recipes that have health/stats impacts.

Keep up the good job buddy ;)

Well, I hope you're hungry, because I just published the strange meats update! =D
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: SpaceDorf on September 20, 2016, 01:09:48 PM
Unholy Shit of the Dark Lords Below.

I wish I was talented like you ..

( *looking around .. hopefully that wish offering dude shows up* )
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Shinzy on September 21, 2016, 01:15:18 PM
Quote from: SpaceDorf on September 20, 2016, 01:09:48 PM
( *looking around .. hopefully that wish offering dude shows up* )

POOF
You rang?! Wish to beee tainted like mee? Very well



Oh I just came here to show this thingie
http://steamed.kotaku.com/mod-turns-rimworld-into-a-lovecraftian-nightmare-1786866506
Thought Jec might wannoo see it :p
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 21, 2016, 01:37:08 PM
Quote from: Shinzy on September 21, 2016, 01:15:18 PM
Quote from: SpaceDorf on September 20, 2016, 01:09:48 PM
( *looking around .. hopefully that wish offering dude shows up* )

POOF
You rang?! Wish to beee tainted like mee? Very well



Oh I just came here to show this thingie
http://steamed.kotaku.com/mod-turns-rimworld-into-a-lovecraftian-nightmare-1786866506
Thought Jec might wannoo see it :p

Look ma! I'm famous!! @____@

Also Shinzy, thanks for posting about my aura problem before. I'm slowly tapping away at how to do the C# coding and figuring things out a bit slowly in that front.

If I have to say anything about having an article published about this mod, it's just that it shows how much people want cool horror stuff in this game. I see comments like 'man it would be cool if this mod was in...' and I say, well why not?

Somebody make that 'The Thing' mod while I'm working on this, because I want to play that, too. xD
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 21, 2016, 02:54:15 PM
(http://i67.tinypic.com/2zp62vm.png)(http://i63.tinypic.com/qs772x.png)(http://i65.tinypic.com/2upe8hv.png)

Star Vampire is in the works!

Note to self: needs to be scarier
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Mr.Cross on September 22, 2016, 11:44:39 PM
*Note to self* Unsure of what to do, Piss pants and embrace the fetal position or run away screaming bloody murder?
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: SpaceDorf on September 23, 2016, 03:18:10 PM
Quote from: Shinzy on September 21, 2016, 01:15:18 PM
Quote from: SpaceDorf on September 20, 2016, 01:09:48 PM
( *looking around .. hopefully that wish offering dude shows up* )

POOF
You rang?! Wish to beee tainted like mee? Very well


Crap, I sad talented, do you have Brimstone in your ears ?

-----------------------

Well Jecrell, thats a godamn awesome review for your mod. Gratz Dude.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 25, 2016, 10:09:45 AM
I just now updated this mod to have the friggen STAR VAMPIRES! Get ready to be scared to death because you won't know when they'll attack. They are invisible monsters that only reveal themselves in close quarters combat. They will mess up your traps and turrets. Expect them to down your colonists and EAT THEM! Make sure to walk with a buddy from now on. The only clue of their arrival is their horrific tittering laugh.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Mr.Cross on September 25, 2016, 06:53:54 PM
Fucking hell man............. I'm sure my colonists are gonna piss themselves when these hop out at them!
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Matnjord on September 26, 2016, 06:41:09 AM
As someone who has to play very often with the sound off would you be so nice as to add a notifications for their arrival?
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 27, 2016, 07:36:21 AM
Quote from: Matnjord on September 26, 2016, 06:41:09 AM
As someone who has to play very often with the sound off would you be so nice as to add a notifications for their arrival?

The entire reason why I programmed it that way -- took me 4 days to figure things out -- was to not have notifications. It is a surprise with a slight hint. The game is also AWFUL about notifications. If I let it have a notification, it will immediately let you click it and go to exactly where the monsters are at with a big fat arrow of doom. It's also probably another full day of programming to get that setup correctly and debugged, which I'd rather spend developing other things. Terribly sorry. @__@

Quote from: Mr.Cross on September 25, 2016, 06:53:54 PM
Fucking hell man............. I'm sure my colonists are gonna piss themselves when these hop out at them!

Now onto more stuff! I'm starting to get distracted with possibilities. I just almost started on a Hound of Tindalos event and then I was like -- wait I should save that for an event pack.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Mr.Cross on September 27, 2016, 12:57:35 PM
Ooooo. This event pack, i can't wait to see what will go into it XD.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 28, 2016, 12:03:21 PM
(http://i64.tinypic.com/2d8593a.png)

Dark Young WIP.

Some items being made for the Industrial pack, pending a rename for the Industrial Pack. Perhaps 'Arkham Estate'?

(http://i65.tinypic.com/2m2fj8z.png) (http://i64.tinypic.com/2jf0nyh.png)
Candelabra and Chandelier WIP -- Chandeliers have custom code requiring a roof.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: res34 on September 28, 2016, 06:59:37 PM
So what will your Hounds of Tindalos look like? I know a lot of people depict them as dog-like, misconstruing what the hound part of the name means (it refers to hounding, not the animal). Also, will you consider adding relics based on parts of the Mythos, or perhaps even weapons from the various Cthulhu games, like Dark Corners of the Earth?
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: nguadien on September 29, 2016, 05:56:02 AM
Hell yeah this made me pissed my pants.

Damn as a fan of H.P Lovecraft I could not express my excitement enough
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Matnjord on September 29, 2016, 11:10:35 AM
Quote from: jecrell on September 27, 2016, 07:36:21 AM

The entire reason why I programmed it that way -- took me 4 days to figure things out -- was to not have notifications. It is a surprise with a slight hint. The game is also AWFUL about notifications. If I let it have a notification, it will immediately let you click it and go to exactly where the monsters are at with a big fat arrow of doom. It's also probably another full day of programming to get that setup correctly and debugged, which I'd rather spend developing other things. Terribly sorry. @__@

Fine, I'll go and dust up my headphones (hum... Lovecraftian laughter through headphones... now that's going to make me piss my pants)
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on September 30, 2016, 01:34:35 PM
Quote from: Matnjord on September 29, 2016, 11:10:35 AM
Quote from: jecrell on September 27, 2016, 07:36:21 AM

The entire reason why I programmed it that way -- took me 4 days to figure things out -- was to not have notifications. It is a surprise with a slight hint. The game is also AWFUL about notifications. If I let it have a notification, it will immediately let you click it and go to exactly where the monsters are at with a big fat arrow of doom. It's also probably another full day of programming to get that setup correctly and debugged, which I'd rather spend developing other things. Terribly sorry. @__@

Fine, I'll go and dust up my headphones (hum... Lovecraftian laughter through headphones... now that's going to make me piss my pants)

It's alright. I went on a rant, but I changed it a bit anyway. There's a slight notification now, because some people said the mod stopped being fun because the Star Vampires were way too unpredictable. This slight change should help.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 03, 2016, 01:09:41 PM
1.3 Released

Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Cervarian on October 03, 2016, 07:18:02 PM
Gotta say, I have been loving this mod so far. Thank you for all the work you've been doing on it.

Nothing like having a poison ship crash by your colony while being raided by 15+ tribals and then - while Mechanoids and the aforementioned Tribals are fighting, having a swarm of Mi-Go come flying in to break up the party.

I also learned right-quick the dangers of absentmindedly letting your animal handlers train timber wolves with "Strange Meat".

[attachment deleted by admin - too old]
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 03, 2016, 07:36:34 PM
Quote from: Cervarian on October 03, 2016, 07:18:02 PM
Gotta say, I have been loving this mod so far. Thank you for all the work you've been doing on it.

Nothing like having a poison ship crash by your colony while being raided by 15+ tribals and then - while Mechanoids and the aforementioned Tribals are fighting, having a swarm of Mi-Go come flying in to break up the party.

I also learned right-quick the dangers of absentmindedly letting your animal handlers train timber wolves with "Strange Meat".

I'm glad you're enjoying it. The MiGo's next upgrade will include giving them some weapons and armor worthy of their space civilization, rather than having them just swarm like bugs as it is currently.

Also, I'm really looking for feedback on balance and looking to make it a bit tougher to face off against the cosmic horrors and have it scale for players.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Kirid on October 03, 2016, 08:35:10 PM
Hoppers do not accept your meat.
The hoppers for my nutrient paste dispenser are currently set to accept shoggoth meat (and any other strange or normal meats), and I have stacks of filleted shoggoth in my freeezer, yet noone fills the hoppers with it; when manually instructing a colonist to haul it, the only option is to consume.
Can you fix this in any way?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 04, 2016, 12:00:16 AM
Quote from: Kirid on October 03, 2016, 08:35:10 PM
Hoppers do not accept your meat.
The hoppers for my nutrient paste dispenser are currently set to accept shoggoth meat (and any other strange or normal meats), and I have stacks of filleted shoggoth in my freeezer, yet noone fills the hoppers with it; when manually instructing a colonist to haul it, the only option is to consume.
Can you fix this in any way?

I'll check out the code when I get home and let you know. Thanks for the feedback.
You can burn the meat in a campfire, just the same as disposing drugs, for now.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 04, 2016, 10:48:04 PM
I discovered the problem. It's in how the game defines how meats are generatored.

Even though I have set up custom meat products that are butchered from the cosmic horrors, the game creates its own meat because they are not classified as humans or mechanoids.

I have to write a detour in C# to make it so that it doesn't generate confusing meat definitions, and I have to make another hopper that uses our strange meat classes.

I'll have something ready soon.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 05, 2016, 12:32:34 PM
(http://i65.tinypic.com/v79l.png)
Here's a preview of the Industrial Age (name is a WIP) package.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Nimrod on October 06, 2016, 09:58:14 AM
As always, fantastic work! Very atmospheric. I cant wait to see more from you. :)
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Listen1 on October 06, 2016, 10:19:39 AM
I didn't read the full topic, don't know if this has been suggested yet. But you should remove Cthulhu as a monster and anounce his arrival as a End Game condition. Once he arrives it's game over.

It's better to let him on our minds, remembering that fear is the only thing that shows we are alive.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Nimrod on October 06, 2016, 12:45:05 PM
Quote from: Flying Rockbass on October 06, 2016, 10:19:39 AM
I didn't read the full topic, don't know if this has been suggested yet. But you should remove Cthulhu as a monster and anounce his arrival as a End Game condition. Once he arrives it's game over.

It's better to let him on our minds, remembering that fear is the only thing that shows we are alive.

Star-Spawn of Cthulhu are a race. They are not Great Cthulhu himself, mate. They just worship him and look a lot like him. You are safe. More or less ... for now ...
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Listen1 on October 06, 2016, 01:01:56 PM
Oh, they are just Starpawn. No worries then

Still, I believe would make a hell of a end game condition.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: res34 on October 08, 2016, 01:09:08 AM
So I noticed that you can tame the Dark Spawn... what exactly happens if you do, given that looking at it gives colonists a debuff?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: TOWC on October 08, 2016, 10:27:18 AM
I really love your mods, but I've being raided by monsters non-stop. 3 raids per day(4 creatures in average), and I have only one non-bionic colonist to deflect all those attacks. Is it normal?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jmababa on October 08, 2016, 12:14:24 PM
why does lovecraft no ships I need to sell crap I need ships
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 08, 2016, 01:28:38 PM
Quote from: res34 on October 08, 2016, 01:09:08 AM
So I noticed that you can tame the Dark Spawn... what exactly happens if you do, given that looking at it gives colonists a debuff?
Dark Spawn cannot be tamed under normal circumstances, but they can be self-tamed at the moment.
We plan to include Dark Spawn as beings you can earn through sacrificing to the old gods in the next pack we're working on -- Cultist Pack.
The summonable version will not give debuffs, and we're still planning its mechanics.

Quote from: TOWC on October 08, 2016, 10:27:18 AM
I really love your mods, but I've being raided by monsters non-stop. 3 raids per day(4 creatures in average), and I have only one non-bionic colonist to deflect all those attacks. Is it normal?
H.P. Lovecraft as a storyteller more than doubles the number of raids and events that happen in your game. You can always change storyteller in the options menu if you need a breather.

Quote from: jmababa on October 08, 2016, 12:14:24 PM
why does lovecraft no ships I need to sell crap I need ships
I didn't disable ships. So I'm not sure what's happening for you. Anyone else have this problem?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 08, 2016, 01:29:17 PM
Industrial Object pack -- RELEASED!
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jmababa on October 08, 2016, 07:51:29 PM
Is he like randy random ships come when he pleases if your unlucky he will not give you any
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 08, 2016, 08:18:13 PM
Quote from: jmababa on October 08, 2016, 07:51:29 PM
Is he like randy random ships come when he pleases if your unlucky he will not give you any
He is actually a hyper devilish Cassandra Classic. He has the exact same mean time between events for orbital trade ships.

Compare their code.

H.P. Lovecraft Storyteller (Standard)

<StorytellerDef>
<defName>Lovecraft</defName>
    <label>H.P. Lovecraft</label>
<description>In Lovecraft's tales, protagonists often face their own mortality and insignificance in the universe. Threats to your colony and its sanity will be constant. Can your colony survive a cosmic horror tale?</description>
    <portraitLarge>Lovecraft1.1</portraitLarge>
    <portraitTiny>Lovecraft1.2</portraitTiny>
    <listOrder>50</listOrder>
    <desiredPopulationMin>4</desiredPopulationMin>
    <desiredPopulationMax>13</desiredPopulationMax>
    <desiredPopulationCritical>18</desiredPopulationCritical>
    <comps>
      <li Class="StorytellerCompProperties_ClassicIntro"/>
      <li Class="StorytellerCompProperties_ThreatCycle">
        <minDaysPassed>3</minDaysPassed>
        <mtbDaysThreatSmall>3.75</mtbDaysThreatSmall>
        <mtbDaysThreatBig>1.25</mtbDaysThreatBig>
        <threatCycleLength>3</threatCycleLength>
        <minDaysBetweenThreatBigs>0.3</minDaysBetweenThreatBigs>
      </li>
      <li Class="StorytellerCompProperties_CategoryMTB">
        <minDaysPassed>5</minDaysPassed>
        <category>Misc</category>
        <mtbDays>1.30</mtbDays>
      </li> 
      <li Class="StorytellerCompProperties_AllyInteraction">
        <minDaysPassed>5</minDaysPassed>
        <baseMtb>6</baseMtb>
      </li>
      <li Class="StorytellerCompProperties_SingleMTB">
        <incident>OrbitalTraderArrival</incident>
        <mtbDays>13</mtbDays>
      </li>
      <li Class="StorytellerCompProperties_ShipChunkDrop"/>
      <li Class="StorytellerCompProperties_Disease">
        <minDaysPassed>5</minDaysPassed>
      </li>
    </comps>
  </StorytellerDef>


VS

Cassandra Classic

  <StorytellerDef>
<defName>Cassandra</defName>
    <label>Cassandra Classic</label>
    <description>Cassandra creates story events on a steadily-increasing curve of challenge and tension.</description>
    <portraitLarge>UI/HeroArt/Storytellers/CassandraClassic</portraitLarge>
    <portraitTiny>UI/HeroArt/Storytellers/CassandraClassicTiny</portraitTiny>
    <listOrder>20</listOrder>
    <desiredPopulationMin>4</desiredPopulationMin>
    <desiredPopulationMax>13</desiredPopulationMax>
    <desiredPopulationCritical>18</desiredPopulationCritical>
    <comps>
      <li Class="StorytellerCompProperties_ClassicIntro"/>
      <li Class="StorytellerCompProperties_ThreatCycle">
        <minDaysPassed>5</minDaysPassed>
        <mtbDaysThreatSmall>3.75</mtbDaysThreatSmall>
        <mtbDaysThreatBig>1.25</mtbDaysThreatBig>
        <threatCycleLength>9.2</threatCycleLength>
        <minDaysBetweenThreatBigs>2.1</minDaysBetweenThreatBigs>
      </li>
      <li Class="StorytellerCompProperties_CategoryMTB">
        <minDaysPassed>5</minDaysPassed>
        <category>Misc</category>
        <mtbDays>1.60</mtbDays>
      </li>
      <li Class="StorytellerCompProperties_AllyInteraction">
        <minDaysPassed>5</minDaysPassed>
        <baseMtb>6</baseMtb>
      </li>
      <li Class="StorytellerCompProperties_SingleMTB">
        <incident>OrbitalTraderArrival</incident>
        <mtbDays>13</mtbDays>
      </li>
      <li Class="StorytellerCompProperties_ShipChunkDrop"/>
      <li Class="StorytellerCompProperties_Disease">
        <minDaysPassed>5</minDaysPassed>
      </li>
    </comps>
  </StorytellerDef>
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: kaptain_kavern on October 08, 2016, 09:52:16 PM
Quote from: jecrell on October 08, 2016, 01:29:17 PM
Industrial Object pack -- RELEASED!

Man you're a modding machine ;-)
Congratulation for the great release. Thank you !
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 09, 2016, 02:47:55 AM
Quote from: jecrell on October 08, 2016, 01:28:38 PM
Quote from: jmababa on October 08, 2016, 12:14:24 PM
why does lovecraft no ships I need to sell crap I need ships
I didn't disable ships. So I'm not sure what's happening for you. Anyone else have this problem?
I got orbital ships, but very very very rare, around 1 ship each ingame year.

But don't forget you can call a trade caravanns.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: canshow on October 09, 2016, 10:57:18 PM
Is the storyteller mod compatible with existing save games?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: lilymortis on October 10, 2016, 05:26:31 AM
I'm getting errors for the gas lamps and chandaliers. The error log is saying that it has null thingclass, and then the item has coponents but it's thingclass is not a thingwithcomps.

I would post a screenshot but can't even manage that (middleaged and dimwitted, sorry)
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 10, 2016, 07:34:40 AM
Quote from: canshow on October 09, 2016, 10:57:18 PM
Is the storyteller mod compatible with existing save games?

100% compatible. =D
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Listen1 on October 10, 2016, 10:51:45 AM
I would really like to have some artistic ability to re-skin the walls, floors, furniture and etc to be more fitting with the other itens you added in the game (like the friedge and gas lamps)

This could easily turn into a total revamp of the game. I added the "Darkness" mod, and it is totally fitting. Since you can barely see what's on the map
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 10, 2016, 11:48:50 AM
Quote from: lilymortis on October 10, 2016, 05:26:31 AM
I'm getting errors for the gas lamps and chandaliers. The error log is saying that it has null thingclass, and then the item has coponents but it's thingclass is not a thingwithcomps.

I would post a screenshot but can't even manage that (middleaged and dimwitted, sorry)

It could be that the game didn't load the .dll file, and you'll need to restart the RimWorld program. I'm hoping that is the case, because it has been fully functional on my end.
(If you play this game, then you are not dimwitted in my book!)

Next time the error comes up, can you give me your output_log.txt file from your C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data directory? (If you're using a different operating system or setup, the folders may vary).

Quote from: Flying Rockbass on October 10, 2016, 10:51:45 AM
I would really like to have some artistic ability to re-skin the walls, floors, furniture and etc to be more fitting with the other itens you added in the game (like the friedge and gas lamps)

This could easily turn into a total revamp of the game. I added the "Darkness" mod, and it is totally fitting. Since you can barely see what's on the map

My plan is to combine it all together into an expansion pack for RimWorld. All-together, it will be something people can enable for an independent game run that gives them a completely fresh experience to the game they already know so well.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: mrsebseb on October 10, 2016, 04:41:34 PM
Quote from: lilymortis on October 10, 2016, 05:26:31 AM
I'm getting errors for the gas lamps and chandaliers. The error log is saying that it has null thingclass, and then the item has coponents but it's thingclass is not a thingwithcomps.

I would post a screenshot but can't even manage that (middleaged and dimwitted, sorry)

I have the same issue, I think this is the relevant part of the log:

Exception in Tick (pawn=Engie, job=FinishFrame A=Thing_Jecrell_GasStreetLampBeta_Frame122894, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorB.<>m__28 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

(Or do you prefer the full file?)

I've restarted the game multiple times and I get the same result. I do use a crap-ton of mods though, might be related.
Hope that helps. I love the mod BTW.

Edit:
I restructured my load order, placing the Industrial Age mod before 90% of anything else that add lights (since only the light weren't working) and it works great now.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jmababa on October 11, 2016, 09:22:21 AM
storyteller is not that good ships are hard to come by must increase ships
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: lilymortis on October 11, 2016, 10:54:23 AM
Good catch, have now re-ordered the mods and mine is working too. Love the mods btw.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Nimrod on October 11, 2016, 01:39:29 PM
Quote from: mrsebseb on October 10, 2016, 04:41:34 PM
Quote from: lilymortis on October 10, 2016, 05:26:31 AM
I'm getting errors for the gas lamps and chandaliers. The error log is saying that it has null thingclass, and then the item has coponents but it's thingclass is not a thingwithcomps.

I would post a screenshot but can't even manage that (middleaged and dimwitted, sorry)

I have the same issue, I think this is the relevant part of the log:

Exception in Tick (pawn=Engie, job=FinishFrame A=Thing_Jecrell_GasStreetLampBeta_Frame122894, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorB.<>m__28 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

(Or do you prefer the full file?)

I've restarted the game multiple times and I get the same result. I do use a crap-ton of mods though, might be related.
Hope that helps. I love the mod BTW.

Edit:
I restructured my load order, placing the Industrial Age mod before 90% of anything else that add lights (since only the light weren't working) and it works great now.

Seems like the mod is missing "abstract definitions" so it inherits bases outside its own mod and gets all kinds of strange and unnatural interference that way ;)

This here is VERY important information:
https://ludeon.com/forums/index.php?topic=19499.0

I see a lot of mods that ignore abstracts and are bleeding their Defs all over the place... this leads to like 99% of the bugs that people see.

Hope that helps! Keep up the great work and do not lose your mind! ;D
Cheers!
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: xDahaka2012x on October 11, 2016, 05:27:43 PM
Great mod you've made here! Really atmospheric, the mechanics in them are great - especially the one-shoting Star-spawn.
But I want to say that having so many spawns from your mod is rather irritating - I get them in almost 4/5 raids. Fighting them is rather tedious than scary or hard, while I have other factions that I want to fight. Is there any way to reduce their spawn chance?
+ they're making it all too easy - free meat source is like your birthday+Christmas. I suggest deleting ability to make ordinary meals out of strange meats, while adding some debuffs (sanity loss?) to strange meals. Maybe you could also make just different strange meals with different debuffs (and maybe some occasional buffs).
Thanks in advance!
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: canshow on October 12, 2016, 06:11:59 AM
Quote from: jmababa on October 11, 2016, 09:22:21 AM
ships are hard to come by must increase ships
Indeed.

Are there publicly available stats for this story teller? Like min days between raids and etc.
And is there any 'hack' to increase major threat/raid frequency short of modding myself? I've seen a slightly narrower spread in raids since using this mod, but at late-game on extreme it is just too slow...having the game run for hours waiting for a raid is not exactly what I had imagined.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 12, 2016, 07:47:00 AM
Quote from: canshow on October 12, 2016, 06:11:59 AM
Indeed.

Are there publicly available stats for this story teller? [...]

It's one page back.

Quote from: xDahaka2012x on October 11, 2016, 05:27:43 PM
[...]But I want to say that having so many spawns from your mod is rather irritating - I get them in almost 4/5 raids. Fighting them is rather tedious than scary or hard, while I have other factions that I want to fight. Is there any way to reduce their spawn chance?

[We're] working on higher difficulty versions of the monsters that spawn later.
It is possible we can look into merging the factions, or creating a custom set of raid incidents.

Quote from: xDahaka2012x on October 11, 2016, 05:27:43 PM
[...]I suggest deleting ability to make ordinary meals out of strange meats[...]

I still haven't been able to reproduce this on my end, but I'm trying to eliminate it for other people.

Quote from: Nimrod on October 11, 2016, 01:39:29 PM
Seems like the mod is missing "abstract definitions" [...]
This here is VERY important information:
https://ludeon.com/forums/index.php?topic=19499.0 [...]

You saved my life. I didn't even know this was an issue and I completely missed the thread. Thanks so much! I updated the mod with an abstract definition that isn't using the game's abstract. Did it help?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Nimrod on October 12, 2016, 07:52:43 AM
Quote from: jecrell on October 12, 2016, 07:47:00 AM
You saved my life. I didn't even know this was an issue and I completely missed the thread. Thanks so much! I updated the mod with an abstract definition that isn't using the game's abstract. Did it help?

You are very welcome. I am glad I could be of some assistance. :)

Edit:
okay, I did a quick check of your Industrial Age Object Pack (loaded via Steam Workshop)
and I see you put in:   <ThingDef Name="EstateBuildingBase" Abstract="True">
that is good (even though not necessary, you could also use <ThingDef Name="BuildingBase" Abstract="True"> and use that as a parent.

As long as there is a Abstract="True" in it, the ThingDef will be ONLY used INSIDE your own mod.

I also see that you are still referencing to <ThingDef ParentName="ResourceBase"> and <ThingDef ParentName="BuildingBase"> in your Items_EstateThings.xml - this can (and probably does) make problems

We can discuss this in more detail in PM if you want.


Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 14, 2016, 03:44:44 AM
About revolver, at first i though oh just another pistol class weapon, now i think damn a sucide weapon.
The problem are, the weapon fires a burst, and the pawn don't move until the burst are complete, and the burst on a revolver takes very long.
They even shoot when the target is allready dead.

I suggest to reflect a real revolver a much faster burst, half that fast like a assault rifle, but a much longer cooldown for the reload phase.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jmababa on October 14, 2016, 07:37:42 AM
Quote from: Canute on October 14, 2016, 03:44:44 AM
About revolver, at first i though oh just another pistol class weapon, now i think damn a sucide weapon.
The problem are, the weapon fires a burst, and the pawn don't move until the burst are complete, and the burst on a revolver takes very long.
They even shoot when the target is allready dead.

I suggest to reflect a real revolver a much faster burst, half that fast like a assault rifle, but a much longer cooldown for the reload phase.

Install RT weapons put it above all of lovecraft mods you will get better revolver and a colt phython too. revolver there has faster burst rate but colt phyton has slower burst rate but when you hit headshot insta death and much more accurate than regular revolver
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 14, 2016, 08:05:04 AM
I don't need another weapon mod, the game got allready enough weapons IMO.
I just wanted the faction and the weapons are just a bonus. I used the revolver for my bad equiped tribes and wanted to give the feedback.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: KTVSUN on October 14, 2016, 08:25:59 PM
Hello and thank you for a great mod, being a fan of lovecraft i cant tell you how nicely surprised i was to see such an addition to my favorite game.

I started a new colony with your mod for the first time. I play on extreme permadeath and thus am not willing to do wierd experiments for nothing. I read that some meats have negative effects.

So my question is can i eat some of the meats or discard them all?

(for some reason your storyteller insists on dropping tons of meat on me through cargos.)

edit: oooh boy the creatures are considered animals and pass through the traps without activating them unless they are actively hunting a pawn. Just lost my grower to this. Building a wall now, will see if they try to go through it. I m suffering but i love it. it s refreshing =p

Thank you!

Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 15, 2016, 02:27:47 AM
Yes you can eat the meal, you need to made Strange meal out of them.
If you eat one you are geting sanity lost debuff, it is basicly the same like toxic effect.
The sanity lost effect give nice bonus for crafting, but improve the pain. So long you don't let them eat to much they will work harder.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: KTVSUN on October 15, 2016, 03:37:56 AM
Quote from: Canute on October 15, 2016, 02:27:47 AM
Yes you can eat the meal, you need to made Strange meal out of them.
If you eat one you are geting sanity lost debuff, it is basicly the same like toxic effect.
The sanity lost effect give nice bonus for crafting, but improve the pain. So long you don't let them eat to much they will work harder.

Thanks a lot
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: KTVSUN on October 15, 2016, 05:43:38 AM
It s been a few hours now. The start was intense, raids in rapid succession, like one ends and another starts, toxic fallout, flu etc.

But now it s been a looooong time without anything. Is it normal? I may have misunderstood, i thought this storyteller was intense in terms of events.

Not a critic, id just like to know.

Edit. i m on day 70 my last raid was on day 53 and before that 26. I lost one guy and refused 2 which were bad and still only have 5. Not much is happening. Not even a single trade ship. I get caravans though. And these wandering monsters, the one who behave like mobs.

Edit 2. Day 90. Screenshot of the history here: https://dl.dropboxusercontent.com/u/10144/boring.jpg (https://dl.dropboxusercontent.com/u/10144/boring.jpg)

I checked the xml for the storyteller and it looks good. My guess is one of my mod messes with the stroyteller. Maybe hospitality, i have gotten tons of visitors.


Thanks!

K
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 15, 2016, 09:11:23 AM
Yep, i notice too.
Many bad things happen at a short time, then you got a long time to recover and build nessesary things.
Hint, try to get someone who can move fast. This allow you to kite most of the monster around your people with guns.
But beware when someone start to laughing (just text), you will see :-)
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: KTVSUN on October 15, 2016, 09:17:50 AM
Quote from: Canute on October 15, 2016, 09:11:23 AM
Yep, i notice too.
Many bad things happen at a short time, then you got a long time to recover and build nessesary things.
Hint, try to get someone who can move fast. This allow you to kite most of the monster around your people with guns.
But beware when someone start to laughing (just text), you will see :-)

Thing is the one random monster coming to the map once in  a while was a threat at start. It isnt anymore. my issue is nothing happens. i feel like playing base building
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 15, 2016, 10:10:05 AM
Quote from: KTVSUN on October 15, 2016, 05:43:38 AM
It s been a few hours now. The start was intense, raids in rapid succession, like one ends and another starts, toxic fallout, flu etc.

But now it s been a looooong time without anything. Is it normal? I may have misunderstood, i thought this storyteller was intense in terms of events.

Not a critic, id just like to know.

Edit. i m on day 70 my last raid was on day 53 and before that 26. I lost one guy and refused 2 which were bad and still only have 5. Not much is happening. Not even a single trade ship. I get caravans though. And these wandering monsters, the one who behave like mobs.

Edit 2. Day 90. Screenshot of the history here: https://dl.dropboxusercontent.com/u/10144/boring.jpg (https://dl.dropboxusercontent.com/u/10144/boring.jpg)

I checked the xml for the storyteller and it looks good. My guess is one of my mod messes with the stroyteller. Maybe hospitality, i have gotten tons of visitors.


Thanks!

K

Definitely noted. I've read this several times and I honestly don't have a clue. Reason being: I need to heavily research the C# code, write a thorough plan of how to fix the storyteller for long-term games, write a new type of storyteller using C# code, and then have people playtest it for upwards of 10+ hours (and then fix - and test again -- oh my). I honestly have no idea how Tynan playtested all the different difficulties!

But yes, thank you for the feedback. I need whatever brutal and honest feedback I can get.

Does Cassandra Classic also suffer from an extreme dropoff at higher levels?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 15, 2016, 10:13:55 AM
Quote from: KTVSUN on October 14, 2016, 08:25:59 PM
Hello and thank you for a great mod, being a fan of lovecraft i cant tell you how nicely surprised i was to see such an addition to my favorite game.

I started a new colony with your mod for the first time. I play on extreme permadeath and thus am not willing to do wierd experiments for nothing. I read that some meats have negative effects.

So my question is can i eat some of the meats or discard them all?

(for some reason your storyteller insists on dropping tons of meat on me through cargos.)

edit: oooh boy the creatures are considered animals and pass through the traps without activating them unless they are actively hunting a pawn. Just lost my grower to this. Building a wall now, will see if they try to go through it. I m suffering but i love it. it s refreshing =p

Thank you!

This information might help. Did you know strange meat can be burned at a campfire if you want to get rid of it? Currently, there is no benefit to insanity (beyond some small buffs for minor insanity) until the cultist pack comes out. Also, be careful if your colonists feed strange meat to your animals. When doing obedience training, your colonists will LOVE to give strange meat to your pets.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: KTVSUN on October 15, 2016, 12:26:51 PM
First thank you for your quick reply.

I was about to go to bed and read ur post so i relaunched the game to make another screenshot.

I switched to cassandra intense at around day 75. And have been disapointed.

iunderstand there is an inherent issue with that kind of game. We start in a very bad situation, unless we use some mods to optimize our starting pawns. And the more we progress, the better we get, very fast, almost exponentially. This makes the start of the game hard and the more we progress the easier it gets.

https://dl.dropboxusercontent.com/u/10144/bedtime.jpg

But in this case this isnt the issue. I got hit hard at start, double raids the same day, toxic fallout, flu, etc. Then nothing. For several hours. Sure, a few storm and a manhunter pack but nothing to compare with what hit me at start. I was expecting to stay on the same pace. It felt like base building.

I dont know what s wrong i should have had sappers, raiders, infestation, illness etc.

I suspect there is a bad interaction somewhere with another mod or faction. Note that i always play in dev mode and havent noticed any issue related to spawning raids. I ve gotten tons of visitors through hospitality though. Maybe that s the problem, maybe i get visitors instead of negative events. I dont know.

Bed time, thank you =)

K

Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Nimrod on October 15, 2016, 12:32:02 PM
Quote from: Canute on October 14, 2016, 08:05:04 AM
I don't need another weapon mod, the game got allready enough weapons IMO.
I just wanted the faction and the weapons are just a bonus. I used the revolver for my bad equiped tribes and wanted to give the feedback.

I have to say I just saw the revolver in action, and yes, it behaves very badly. A 6 shot burst with long intervals between each shot is just not very good gameplay wise. Maybe you want to have a look at that one again.
You could make it single action like the pistol only with a little more damage and little longer cooldown between shots. :)

(not a problem for me, I just changed it myself though ;P )
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 15, 2016, 04:55:11 PM
QuoteI honestly have no idea how Tynan playtested all the different difficulties!
Isn't the difficulty just a modifier for the raid strenght ? Then he only need to test the 100% (rough).

Maybe an idea for an overhaul of your storyteller.
Do you know the Waver survival Storyteller (https://ludeon.com/forums/index.php?topic=10976.msg250948#msg250948) ?
Maybe you use that, every x days comes a fixed chuthulu raid.
And between the raids still smaller accidents can happen, and even smaller raids.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 16, 2016, 10:02:23 PM
Quote from: Canute on October 15, 2016, 04:55:11 PM
[...]Do you know the Waver survival Storyteller (https://ludeon.com/forums/index.php?topic=10976.msg250948#msg250948) ?[...]

I'll look into it! ^^
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 16, 2016, 10:08:21 PM
Update.

Neutral Factions V1.5.
Revolver has been modified (making it cool and using 6 rounds properly would take a couple days of coding -- can't afford the time atm) to make it more in line with a pistol in usage.
Overhauled some of the faction for the coastal fishing village and added a little more variety.

Cults WIP Notes:
I have created an entire deity system and blood magic system for the game. The deity system keeps track of deity names, descriptions, symbols, and tiered sacrifice-based spells. Thanks to my team, we've drawn up almost 2 dozen 'effects' that might occur during your sacrifice. There is the ideal result, which players can select, as well as plenty of unexpected consequences to provide interesting storytelling (the sacrifice may have failed, but at least Joe has a new tentacle arm growing out of his back to play with).
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: ReconCrow on October 17, 2016, 03:41:50 AM
Most raids being replaced by a monster which their meat is not very worthy compare to humanoid raid loot.
You should let the monster have 1 extra weapon slot per 2 tentacles so the loot maybe worthy.
Also, let those monster wear fedora + jacket and smoke cigarette like gentlemen.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 17, 2016, 04:17:42 AM
Quote from: ReconCrow on October 17, 2016, 03:41:50 AM
Most raids being replaced by a monster which their meat is not very worthy compare to humanoid raid loot.
Let your pawn cook strange simple meals (around 10 silver) out of it.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: ReconCrow on October 17, 2016, 04:44:01 AM
Quote from: Canute on October 17, 2016, 04:17:42 AM
Quote from: ReconCrow on October 17, 2016, 03:41:50 AM
Most raids being replaced by a monster which their meat is not very worthy compare to humanoid raid loot.
Let your pawn cook strange simple meals (around 10 silver) out of it.
I mean, I need the new weapon because just like KTVSUN say, 3/5 of the raid are monster and when the humanoid raid coming, my colonist lacking of good weapon to fight them off.
But I read that he probably reduce the monster raid rate and merged with the cult because the mod still in development anyway.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 17, 2016, 08:01:17 AM
Or maybe focus to build your own weapons ?
Assault rifles can be crafted once you got mashining research.
Or even Greatbows are good, when you got a jogger to kite them abit.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: ReconCrow on October 17, 2016, 08:09:55 AM
Quote from: Canute on October 17, 2016, 08:01:17 AM
Or maybe focus to build your own weapons ?
Assault rifles can be crafted once you got mashining research.
Or even Greatbows are good, when you got a jogger to kite them abit.
The problem is I want good one, since I kinda a weapon hoarder and great bow kinda meh for me and it took long time for machining.
But main problem is the monster event happen too much compare to other.
By 10 points it like this: 5/10 monster 2/10 robot related event 1/10 animal related event and only 2/10 raid.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 17, 2016, 11:45:08 AM
Quote from: ReconCrow on October 17, 2016, 08:09:55 AM
Quote from: Canute on October 17, 2016, 08:01:17 AM
Or maybe focus to build your own weapons ?
Assault rifles can be crafted once you got mashining research.
Or even Greatbows are good, when you got a jogger to kite them abit.
The problem is I want good one, since I kinda a weapon hoarder and great bow kinda meh for me and it took long time for machining.
But main problem is the monster event happen too much compare to other.
By 10 points it like this: 5/10 monster 2/10 robot related event 1/10 animal related event and only 2/10 raid.

I updated the mod (Cosmic Horrors 1.3f) to fix the attack frequency. Now it should be a good balance with the vanilla game's factions. Let me know how the change goes.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: MercuryDoll on October 19, 2016, 06:49:04 PM
Just had a Shoggoth raid of 3 and during the fight my game froze up after i killed the second. Plenty of mods installed so not sure if it was this one directly or if it was the turretmod, but i got these errors at the exact moment i killed a Shoggoth.

(https://a.pomf.cat/krkhin.png)

Aaand a second time this happened, this time with Deep Ones and Great Deep Ones. Again, error message on kill, with a crash following shortly after the second one. This time i got to see the debug message.

(https://a.pomf.cat/npifbj.png)
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: KTVSUN on October 19, 2016, 08:17:56 PM
Quote
I updated the mod (Cosmic Horrors 1.3f) to fix the attack frequency. Now it should be a good balance with the vanilla game's factions. Let me know how the change goes.

Looks much better to me. Thank you
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 20, 2016, 08:19:10 AM
Quote from: MercuryDoll on October 19, 2016, 06:49:04 PM
[Images removed]

I'm sorry I can't see the image files you linked. I want to fix this problem for you. Can you send the output_log.txt file?


Right, so now your images loaded. If I had to guess, it seems to be turret-mod related.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Hydromancerx on October 20, 2016, 09:26:44 PM
So one of my saves from the 16th no longer works. Of the mods that I have that have updated since then is the this Neutral Factions mod, Vegetable Garden, Cyclone Wire, [sd] Space Ship and RIMkea. I specifically get an error saying something about a missing "Race_Giant_Skin". Since this mod has textiles I thought maybe it could be the mod messing up my save. Note RIMkea might also be it. The other 3 I am doubting since they don't seem to deal with skins. Anyone else have this problem? Or know if this mod is the mod that removed Giant Skin?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: KTVSUN on October 20, 2016, 09:38:28 PM
Quote from: Hydromancerx on October 20, 2016, 09:26:44 PM
So one of my saves from the 16th no longer works. Of the mods that I have that have updated since then is the this Neutral Factions mod, Vegetable Garden, Cyclone Wire, [sd] Space Ship and RIMkea. I specifically get an error saying something about a missing "Race_Giant_Skin". Since this mod has textiles I thought maybe it could be the mod messing up my save. Note RIMkea might also be it. The other 3 I am doubting since they don't seem to deal with skins. Anyone else have this problem? Or know if this mod is the mod that removed Giant Skin?

I m pretty sure the giant race is added by the mod Talons faction
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Hydromancerx on October 20, 2016, 10:10:58 PM
I don't use Talon's mod. :/ I thought of that too. Note i also have never seen giant skin in the game so its an even bigger mystery. :(

EDIT: Good news! I edited the save file with Notepad ++ and deleted all references to giant leather and it loaded fine! Yay!
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: MercuryDoll on October 21, 2016, 12:16:45 AM
Quote from: jecrell on October 20, 2016, 08:19:10 AM
Quote from: MercuryDoll on October 19, 2016, 06:49:04 PM
[Images removed]

I'm sorry I can't see the image files you linked. I want to fix this problem for you. Can you send the output_log.txt file?


Right, so now your images loaded. If I had to guess, it seems to be turret-mod related.
Image host acting funky again, eh. And yeah, that's what i assumed first as well, that the turret acted funky. But in the second image the exception came from a different gun, the "wailer" is actually a pawn-held gun from Rimsenal. What i forgot to mention is that unlike the Star Vampires and Dark Young i believe that spawned earlier in my game, they did not leave corpses upon death. Which is my assumption where the error comes from (the bullet tried to hit something that didn't exist because the game couldn't spawn a corpse item?) Though after loading the game up today this did oddly not happen now, which is weird. But i also saved the game when they were already spawned at the edge of the map this time. Might be something funky with the engine loading mods perhaps.

But i have something else to report which i assume is mostlikely your mod itself, because it happens consistently and only with this type of monster: Star Vampires only spawn solo, which could be intended, but the game tries to spawn more and fails, spitting out a debug error. They also apparently still retain their aggressive AI when incapacitated, the debugger throwing another error and i noticed them still "watching for targets" while incapped.
Screenshots of the debug log http://imgur.com/a/vC4kS
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: TOWC on October 21, 2016, 08:10:56 AM
Can you please update cosmic horrors archive on google drive?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 21, 2016, 09:23:42 PM
Quote from: MercuryDoll on October 19, 2016, 06:49:04 PM
[...]
But i have something else to report which i assume is mostlikely your mod itself, because it happens consistently and only with this type of monster: Star Vampires only spawn solo, which could be intended, but the game tries to spawn more and fails, spitting out a debug error. They also apparently still retain their aggressive AI when incapacitated, the debugger throwing another error and i noticed them still "watching for targets" while incapped.
Screenshots of the debug log http://imgur.com/a/vC4kS

Thanks a lot. This is actually very useful to me. I'll definitely make some revisions when I have time.

Quote from: TOWC on October 21, 2016, 08:10:56 AM
Can you please update cosmic horrors archive on google drive?

Ooops. I thought I had done so. It's updated now.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 24, 2016, 12:50:54 PM
It's been a while guys, but I'm working on the sacrificial altar and creating the spells for the next pack. Here's some of what I've got so far...

New Textures:
Summonable Sunken Treasures Ships:
(http://i.share.pho.to/44f81755_o.png) (http://pho.to/AQQTC)
(http://i.share.pho.to/e8412f62_o.png) (http://pho.to/AQQTC)
(http://i.share.pho.to/e87e87f4_o.png) (http://pho.to/AQQTC)

Fertility Totem for Shub Niggurath (increases fertility in the soil when placed):
(http://i.share.pho.to/9b9df6e3_o.png) (http://pho.to/AQQTx)

So far four spells and five side effects are working.

The four spells are....
'Psionic Growth' - grants a pawn a psionic brain with a chance of injury and infection.
'Fertility Ritual' - summons black goats and a fertility totem to help feed your colony.
'Sunken Ship' - summons a broken ship from the sea to deconstruct for valuable resources.
'Forbidden Knowledge' - boosts research by around +50% for the current project.

The five current side effects are...
(Blight / Eclipse / Flashstorm) - already in the game.
Aurora Effect - creates a gradient aurora effect and gives a mood boost to colonists.
Rats in the Walls - randomly destroys floor tiles and spawns rats and filth.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Listen1 on October 25, 2016, 09:34:30 AM
Quote from: jecrell on October 24, 2016, 12:50:54 PM
Rats in the Walls - randomly destroys floor tiles and spawns rats and filth.

Delicious Rat Meat. Be sure to spawn them as aggressive.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Korn.Mil on October 26, 2016, 07:38:20 AM
Hello, thanks for such amazing mods! Currently i am using Horror Expansion Pack and i have a little trouble, when i have incident with Dark Young monster, i mean when this even starts and it says ''strange beasts have arrived'' dark young creature just stands in same position all the time! He doesnt moves at all, untill you attack them.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on October 26, 2016, 05:32:05 PM
Quote from: Korn.Mil on October 26, 2016, 07:38:20 AM
Hello, thanks for such amazing mods! Currently i am using Horror Expansion Pack and i have a little trouble, when i have incident with Dark Young monster, i mean when this even starts and it says ''strange beasts have arrived'' dark young creature just stands in same position all the time! He doesnt moves at all, untill you attack them.
Ohh, it will move once it get hungry ! :-)
And you can try to tame it, but beware of the mad mood when this pet run through your colony.

Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on October 27, 2016, 10:25:16 PM
Quote from: Korn.Mil on October 26, 2016, 07:38:20 AM
Hello, thanks for such amazing mods! Currently i am using Horror Expansion Pack and i have a little trouble, when i have incident with Dark Young monster, i mean when this even starts and it says ''strange beasts have arrived'' dark young creature just stands in same position all the time! He doesnt moves at all, untill you attack them.

A Dark Young is the spawn of Shub-Niggurath, and it's almost like a tree monster with goat parts, and as Canute stated, the standing behavior is intended! =)
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: canshow on October 29, 2016, 09:20:22 PM
Hi, started having trouble on a new save. The last 7 mods in the list below (plus your mod which is marked as uninstalled) were the new ones I added.

(http://puu.sh/s08jc/a5efacd065.png)
(http://puu.sh/s08k1/1a2e2446e1.png)


Started having some random issues... such as colonist pawn icons not showing up at the top of the screen and colonist getting 'seen star vampire' mood debuff when a star vampire was recently killed nearby (stopped recurring when game was reloaded). Can someone help find the problem here, if it is with my mod order, or a mod bug?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Commander Blackwatch on October 30, 2016, 09:40:25 AM
Industrial Age Object Pack V1.0d A15

Very Impressive Mod the Texture is so Great and the Gas Lamp its produce heat and requires Wax but its very impressive and Joy Furniture like Typewriter,Gramophone it gives joy i know that but Gramophone its takes more radius that's very helpful for me because i like making Large Room and make a colony great again and Refrigerator,Wood Stove Furnace are Useful and helpful the Refrigerator stores Raw food or Meals are very Useful if you don't have enough power or resources and the Wood Stove Furnace are useful its cheap to make this and helpful but wax is little useful for fueling the gas lamp and I hope you will add new Furniture for the next Update.

Average : 9.7/10
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Supay on November 02, 2016, 04:36:34 PM
Thank you for these mods, I really like them.  I am having some issues with the Cosmic Horrors Monster Pack though.  I am getting pretty much nothing but Dark Young spawning and they come really regularly and right in the first few days.  I just keep getting worn down by them as I can't manage such an impact on the colony over such a short time.  This is on different map climates on the Some Challenge setting of either Cassandra or Lovecraft storytellers.

Additionally, nearly every cargo pod drop consists of one of the strange meats, strange meals or strange kibble.  I get pretty much no other resources from them, which can be really harsh on the ice sheets.

Is there something I am doing wrong, or something I can do to adjust this please?  And is this an intended rate of spawns or does that sound more than expected?  Only, I really want to use the mod but I have had to turn it off for the time being as I am struggling so badly to keep the colony alive more than a season or two.  Thanks!
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on November 02, 2016, 04:55:58 PM
Yes, the challenge of the lovecraft storyteller is harder then normal.
But any of the horror creatures are mellee fighter, if you got a fast runner you can try to kite them around you people who shoot them.

And steel deathtraps around your entrance in diagonal pattern, can help to decimate them.

I didn't notice this with the cargo pods, but i didn't played with the current version.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on November 05, 2016, 03:56:19 AM
(https://cdn.discordapp.com/attachments/234622469816844288/244377010154110976/unknown.png)

Preview of the upcoming cults pack.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on November 06, 2016, 12:32:33 AM
Updated Industrial Age.
Now you can also use strange meats from the monster pack to make your wax.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Listen1 on November 06, 2016, 03:16:28 PM
Are they sacrifing a Zebra? Oh jesus, this feels wrong...

Meh, it's for a greater cause
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Moo on November 07, 2016, 03:59:14 PM
Quote from: Flying Rockbass on November 06, 2016, 03:16:28 PM
Are they sacrifing a Zebra? Oh jesus, this feels wrong...

Meh, it's for a greater cause

Well, it's a person named Zebra...
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on November 09, 2016, 11:47:12 PM
Updated
Cosmic Horrors Monster Pack now has a separate incident for its raids to give a more event representation of pawn variety.
This might also, PROBABLY, makes the mod compatible with the MARS mod. So, you could have cosmic horrors attacking your Mars colonists? Hahaha.

The cults mod is basically finished with a couple of bug fixing and a bit of polishing left to do. It should be less than a week away!
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: asquirrel on November 14, 2016, 08:14:37 PM
Holy mother.  That squiggly tentacle red vampire creature is freaking horrible.  First time, the thing spawned outside my base and went like 90mph towards my guys.  Took down one of my guys no problem and they were armed to the teeth.  Another one spawned INSIDE my base. I had to go hand to hand because it spawned in my walk-in freezer.  Talk about close quarter combat. 

That meat after you butcher it.  The description says if you eat it your colonists eyes will bleed and they will start hallucinating.  Can you just use the meat to make simple or level 2 meals?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on November 14, 2016, 11:36:56 PM
Quote from: asquirrel on November 14, 2016, 08:14:37 PM
Holy mother.  That squiggly tentacle red vampire creature is freaking horrible.  First time, the thing spawned outside my base and went like 90mph towards my guys.  Took down one of my guys no problem and they were armed to the teeth.  Another one spawned INSIDE my base. I had to go hand to hand because it spawned in my walk-in freezer.  Talk about close quarter combat. 

That meat after you butcher it.  The description says if you eat it your colonists eyes will bleed and they will start hallucinating.  Can you just use the meat to make simple or level 2 meals?
You can make 'strange meals' and then your colonists have chances of going insane, but -- if they're really hungry, you CAN eat it. You can also burn the meat at a campfire.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on November 14, 2016, 11:39:04 PM
The Sacrificial Altar now has some sweet GUI.
(http://i64.tinypic.com/2nquwe0.png)
(http://i63.tinypic.com/2pzz62w.png)
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: asquirrel on November 15, 2016, 12:19:00 AM
Holy god man.  I'm going to remove that meat from the freezer and just leave their rotting carcasses in the wasteland.  I don't want any of my people going insane.  They have enough problems as is. :D
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: Canute on November 15, 2016, 03:27:07 AM
Don't worry about it.
So long they don't only eat strange meals you can use the buff you got from the meal for your colony.
Once my cook made enough standard meals for the colony, i let him made strange simple meals out of the strange meat. And sell it to the vendors.
Rotting the carcasses are a bad idea, because the pawns allways get a bad mood buff when they see any of these creatures.

Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: mraadx on November 16, 2016, 02:30:05 AM
eyyy. do you have a wiki page on the monsters or the mod as a whole?
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on November 17, 2016, 10:20:07 AM
Quote from: mraadx on November 16, 2016, 02:30:05 AM
eyyy. do you have a wiki page on the monsters or the mod as a whole?

I can't maintain one since I'm so busy making new things, but if someone is interested in making one, I would love to see it happen.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: caesius on November 17, 2016, 02:02:27 PM
sometimes the horror creatures got auto tamed (vanilla auto neutral animal taming event)
what the...
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: asquirrel on November 17, 2016, 03:07:15 PM
Geesh man.  What do they eat?  Human flesh? :D
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on November 17, 2016, 07:36:49 PM
Quote from: caesius on November 17, 2016, 02:02:27 PM
sometimes the horror creatures got auto tamed (vanilla auto neutral animal taming event)
what the...

If it's the Dark Young, that's fine in my opinion. In the cult pack, we're planning on creating a trans-dimensional gateway in the form of a tree portal that spawns dark young for the player to control.

Currently, the Cosmic Horrors don't check for if you're the same faction if I recall, so they'll still be causing insanity effects.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: caesius on November 17, 2016, 10:59:32 PM
Quote from: jecrell on November 17, 2016, 07:36:49 PM
If it's the Dark Young, that's fine in my opinion. In the cult pack, we're planning on creating a trans-dimensional gateway in the form of a tree portal that spawns dark young for the player to control.

Currently, the Cosmic Horrors don't check for if you're the same faction if I recall, so they'll still be causing insanity effects.

oh, yes, it was dark young. and it also caused insanity effect too. good.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on December 01, 2016, 09:23:17 PM
The cults mod is coming...
Screenshot of the Day:
(http://i63.tinypic.com/347ejjr.jpg)

Teaser 1 - Forbidden Research Center
In-Game Description: A simplistic table covered in strange symbols, notes, and a tome of forbidden knowledge. Researchers work here to uncover forces beyond. Prolonged usage will result in sanity loss, yet the rewards will be worthwhile.

Concept Description: The forbidden research center (FRC) allows colonists to access the occult tech tree. Using the FRC results in increasing 'cult-mindedness' as well as applying sanity loss. Techs are very quick to research (max being 100 points) to accelerate a cult foundation for an early game.
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: mraadx on December 02, 2016, 10:50:57 PM
I just realized that the trench coat have better stats than parka but at a lower cost. maybe balance it a little bit. set the cold resistance to -30 or -20C
Title: Re: [A15] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: jecrell on December 03, 2016, 01:16:38 AM
Quote from: mraadx on December 02, 2016, 10:50:57 PM
I just realized that the trench coat have better stats than parka but at a lower cost. maybe balance it a little bit. set the cold resistance to -30 or -20C
Easily done. I'll put out an update. -20C sounds good to me.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 03, 2016, 07:21:34 AM
Teaser 2:
(http://i68.tinypic.com/2zqx63r.jpg)

Darya's Planetfall Diary:

Day 3.

I'm surprised we're still alive. Two days we've struggled out here in the mud. The beds are barely holding together. Guerra went missing for a time during the morning hours and came back clutching a loathsome-looking book. Chuck reports he saw Guerra "looking strange" and rapidly scribbling unearthly symbols into the same book under some black tree with signs cut into the wood. (How? It's a leatherbound tome? Where did she even get it? How can Guerra scribe.... so many inked pages? Did she bind them together? No. Can't be. How can she bind them together when we've barely enough resources to survive another night? Hard to believe. I don't even want to think about that tree right now). Guerra said she had a blackout that morning, and can't remember anything (convenient). Inside the pages are lots of diagrams for what seems like old occult symbols and strange illustrations of robed figures and monstrous looking creatures (can't make out the language though...).

Chuck and Guerra are pressuring me to build them a table so they can study the thing. I told them to forget about it, because we've got to work on getting some kind of food storage ready. ...Despite my opinion, Chuck went and set up a table anyway. I feel like they're making a big mistake to focus on such nonsense, and in the back of my mind, I feel something deeply eerie about the whole thing.

How did we get that book? What do those strange symbols mean? The more I think about it, the better off I feel we would be without it.


(http://i68.tinypic.com/sqp6qv.png)
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 04, 2016, 05:49:41 AM
Teaser 3:
(http://i68.tinypic.com/osz9t5.png)

Darya's Planetfall Diary:

Day 6.

I simply cannot believe Guerra! She just ruined our main dining table after I had set up a simple desk across from mine for her in the main hall. I worked so hard on that. I'm SEETHING right now. Ugh!!

We're going to have to eat our meals on these tiny tables, because Guerra insists she needs that table for her "research." I keep telling her it's a waste of time to put trust in old superstitions, but both Chuck and her are convinced the book can help us. Yeah, help us fuel a fire with pulpy fuel as far as I'm concerned.

Chuck made an attempt at hunting this morning, and he came back limping. Twisted his ankle. Useless, the both of them.

Other than that, we've had a newcomer join the colony, Tammy. She and Guerra are spending all their time with that book. There is something off about Guerra. (It's her eyes. Human eyes don't look like


(http://i63.tinypic.com/2eur0hf.png)

Day 7.

Gods... Guerra is dead, and I killed her.

She just went mad like some kind of animal. Tammy and Chuck don't trust me, and they're convinced I'm lying about the attack, and that I just wanted to kill her, because I was jealous of her "newfound special purpose." I'm having trouble keeping my heart steady. Every time they cast their gaze in my direction, I feel like alien eyes are probing me.


(http://i65.tinypic.com/2r6mwwj.png)
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on December 04, 2016, 08:14:57 AM
You are sure you doing the right job ?
Don't you think you should be a storywriter ? :-)

Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 06, 2016, 06:28:49 AM
Darya's Planetfall Diary

Day 10.


(http://i64.tinypic.com/4zvwhc.png)

It feels good to be alone.

We spent days together, carving out a hallway into the mountain. The only reason, I believe I'm still alive, is that I feigned interest in their book. When they showed me what was inside, it shook me to my very core.

The horrible thing is that... I feel they're right. Have I gone mad?


Day 16.

(http://i64.tinypic.com/2bb6oi.png)

FOOLS! We have started something grand here. Have they no sense? They WASTED that blood. We are chosen for great things, and the blood of beasts... their sacrifice... it can power our rituals.

The way must be opened, so that we may return to the seas of Father Dagon and Mother Hydra. I saw it in my dreams. The eyes of the Deep Ones upon us, watching us. The grand cities beneath the waves. Great Cthulhu on high. I SAW them I tell you! The horrible truth is that I am NOT mad. I now know reality clearer than others. WE know it. The new order has been growing with followers. We're SO close now. Riches, immortality, something more than the struggle for survival. All we need to do is follow the book. It tells us what to do.

I realize I haven't written my journal in ages, but you must know that we are not alone on this RimWorld. It is plagued by raiders, thieves, and tribals. These raiders, especially, are worthless monsters that pillage and kill whoever they like. Tammy's death was proof of that. Their blood will make us powerful. After the rituals of human sacrifice are understood, the way will be opened.

We have built the altar.
We must fashion the ritual attire.
We must research the proper rituals for human sacrifice.

Then we will be ready.

Long live the order.
Praise be to Father Dagon.


(http://i67.tinypic.com/28jdv7r.png)
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Listen1 on December 07, 2016, 04:44:51 AM
Gasp, I get out of the forum for a few days and... wow, just wow.

Keep up the good work! I want to offer the lazy, lustful and enraged to the great one. They are  well worth sacrifices.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Jareix Craivix on December 07, 2016, 09:01:33 PM
Quote from: Listen1 on December 07, 2016, 04:44:51 AM
Gasp, I get out of the forum for a few days and... wow, just wow.

Keep up the good work! I want to offer the lazy, lustful and enraged to the great one. They are  well worth sacrifices.
Which great one? They're all pretty great... (Not azathoth level, but hey. Beggars can't be choosers...)

(http://i.imgur.com/Bs7ObY0.png)
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 07, 2016, 11:32:57 PM
Teaser 5:
Random cultist attire showcase.

Cthulhu - Mask
(https://cdn.discordapp.com/attachments/234622469816844288/246939447629709312/unknown.png)

Nyarlathotep - Hood
(https://cdn.discordapp.com/attachments/234622469816844288/247749232004562945/unknown.png)

Dagon - Mitre Cap
(https://cdn.discordapp.com/attachments/234622469816844288/255296961819705344/unknown.png)

Shub Niggurath - Black Goat Mask
(https://cdn.discordapp.com/attachments/234622469816844288/256049182232674305/unknown.png)

Cultist Hood, Robes, and Kris (sacrificial serpentine dagger)
(https://cdn.discordapp.com/attachments/234622469816844288/246933552996810754/unknown.png)
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Listen1 on December 08, 2016, 06:55:46 AM
That poor fox dosen't know where is getting itself...

¯\_(ツ)_/¯
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 08, 2016, 10:25:30 AM
High Priestess Darya's Diary

Day ??

One of those barbarians got a shot at me! ME. My EYE is GONE! I can only see half as well and studying is INFURIATING. Today is the first day of a great many, praise be to the old ones, as I can take that barbarian's life on the altar and be bathed in the glorious rewards of our true masters.

This is it. This is our time. The Keepers of the Way shall be the first to see it opened. Lord Dagon of the depths, I pray you take our sacrifice and burn the worthless soul with your righteous might.


(https://images.discordapp.net/.eJwFwdENhSAMAMBdGIAWqArO4QIECZqoJbR-mbf7u_vMOy6zmkO1ywqwn1J47FaUR27VNuZ21dxPsYVvyKq5HHd9VMAHh0tIiTxFnzAggZ9m8gtSdDEgTi7OsNUsdSTbn2Z-fwFiIl0.2ufD4SgN--cY11EnuSnH3BiYFCI)

Following Day

Ia! Ia! Blood for Father Dagon! Blood for the Old Ones! We must cut the weeds of this world and reap the rewards of the freed soil. Let all raiders see the power of our magic! A massive ship with well-preserved resources came through the mists.


(https://images.discordapp.net/.eJwFwdENhCAMANBdGICWUhSc4xYgSNBEhdDel7nd773XfOdlNnOoDtkA9lNKn7sV7TO3alvv7ap5nGJLvyGr5nLc9VEB8g5XnxITR0rokYHCwrQiL5GDC54iwqdmqdOhHU8zvz8jCCKH.WmBwsbQ5lczmv4NZCpB_AK9Ozac)

Even though we recovered a great many resources, members from the order frequently remind me that I nearly destroyed the ritual's chances by grabbing a quick snack mid-way through proceedings. Dagon had the wisdom to shrink our food stores for my transgressions, and I admit full responsibility for my foolishness.

(https://images.discordapp.net/.eJwFwdsNhCAQAMBeKIB9gI-1jmuAIEETFcLufV2ud2d-7jsut7nDrOsGsJ-a29i9WhupFl9bq1dJ_VSf2w3JLOXjLo8pcCBcgkjkuLJgwAg8zZEXjIISaBaaGD4laRlEvj_V_V8jQiKL.0HEZ2CykqSJV-nyDYdByNgs1NoE)

3 Days Later

Our second sacrifice was also a grand success. This time, Father Dagon has sent forth his own spawn to guard our order.


(https://images.discordapp.net/.eJwFwVEOgyAMANC7cAAKpY7Vc-wCBAmaqCW0-zK7-9573HeebnW72dAVYDu0yty8mszSm-8i_WxlHOqrXFDMSt2vdpsCphhyYiakN3JIgQCXF2EOC3GKOcfECJ9WtM2Iftzd_f4jaiKO.LGjLQusjnRpACqGLhTRpHQRfJyI)

The following day

No sooner had we established our superiority in the region with our powerful blood magic, had the raiders decided to throw themselves at us. The Deep Ones took care of them like knives slice through butter. More sacrifices are queuing before the altar.

(https://images.discordapp.net/.eJwNyFEOgyAMANC7cACKBWV4jl2gwQZN1BLafS27-3yf7-s-43Sr2826rgDboVXG5tVkUGPfRNrJ1A_1VS4gM6r7xbcpYJxCjqUkTC8sIYYEOC8Jc5iXp_OjILyZlMcUfb-b-_0BJQciow.eDsxMyT1Qtt028hHe8nSMbzEB3Y)


We are the Keepers of the Way.
None shall stand at the gates before us.
We will be the first to see them.
The Old Ones must be awakened.


(https://images.discordapp.net/.eJwFwcENwyAMAMBdGAAbYyhkji6ACCKRkoCw-6q6e---5rMus5lDdcoGsJ9Sx9qt6FilN9vH6Fcr8xRbxw1FtdTjbo8KkHf48jkzcaKMHhkoRPbeOUoYU8AQEd6tSFuO7Xy6-f0BImIihA.cY0DJaC3gZTqxPDIV7Is41ZQQv0)
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: caesius on December 08, 2016, 10:53:51 AM
OH MY GOD....All hail Cthulhu !
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Dante King on December 08, 2016, 12:08:41 PM
I love this, so much.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Malinov on December 08, 2016, 03:51:22 PM
Damn this looks awesome, real great work with the art and the new features look intriguing! I gotta ask though, will the mod be save compatible? Was planning to start a tribal playthrough and slowly convert my pawns once the mod came out, but I'll wait with it then if a new game is needed.  :D
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Jareix Craivix on December 08, 2016, 09:32:18 PM
Quote from: caesius on December 08, 2016, 10:53:51 AM
OH MY GOD....All hail Cthulhu !
why is it always Cthulhu? What about Shub-Niggurath! Hell, I'll bet Ubbo-Sathla wouldn't mind some praise...
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 08, 2016, 09:41:37 PM
Quote from: Malinov on December 08, 2016, 03:51:22 PM
Damn this looks awesome, real great work with the art and the new features look intriguing! I gotta ask though, will the mod be save compatible? Was planning to start a tribal playthrough and slowly convert my pawns once the mod came out, but I'll wait with it then if a new game is needed.  :D

I'm not sure. Why not pop by our Discord channel (https://discord.gg/ePKnqwR) and download the playtest version (under #announcements) and just see if it breaks your game if you try to load it? I doubt it would mess up your existing games, but I've only playtested from fresh starts. I think I can safely release to the public, possibly by tonight for me (12 hours from now).
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Malinov on December 09, 2016, 04:49:02 AM
Ah thank you, I loaded it into an existing game and there didn't seem to be any problems whatsoever.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Admirer on December 09, 2016, 11:16:36 AM
Please, for the love of God just stop this teasing...I...I don't know much more I can take. I NEED this mod. i will blow if you release it now....i hope this font is tiny enough.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 09, 2016, 12:17:57 PM
Quote from: Admirer on December 09, 2016, 11:16:36 AM
Please, for the love of God just stop this teasing...I...I don't know much more I can take. I NEED this mod. i will blow if you release it now....i hope this font is tiny enough.

http://steamcommunity.com/sharedfiles/filedetails/?id=815039373

IT IS DONE
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Admirer on December 09, 2016, 04:24:36 PM
ALRIGHT, HELL YES....SO HOW WE DOIN THIS? DO WE HAVE DINNER FIRST OR WHAT?
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Nanao-kun on December 10, 2016, 12:54:17 AM
I'm not entirely sure if the Cults thing is causing this, but I can't seem to interact with the cultist that joined my colony in certain ways, i.e. any right click options (such as arrest, no context menu appears), or treating them when injured. I don't remember if they could do it before I got her a psionic brain though. Attempting to interact with her gives a "Object reference not set to an instance of an object" (below is snipped from the output log) error in the ingame debug log. She's also the preacher of the cult.

NullReferenceException: Object reference not set to an instance of an object
  at ImTheWorkerNow.ITWN.PostMenuOption (System.Collections.Generic.List`1 list, Verse.Pawn pawn, Verse.Thing target, System.String title, System.Action action, MenuOptionPriority priority, System.Action mouseoverGuiAction, Verse.Thing revalidateClickTarget, Single extraPartWidth, System.Func`2 extraPartOnGUI, Verse.WorkTypeDef workType) [0x00000] in <filename unknown>:0
  at ImTheWorkerNow.FloatMenuMakerMap_Detour.AddUndraftedOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AchtungMod.FloatMenuMakerMap_Patch.FloatMenuMakerMap_ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AchtungMod.Controller.MouseDown (Vector3 pos) [0x00000] in <filename unknown>:0
  at AchtungMod.Controller.HandleEvents () [0x00000] in <filename unknown>:0
  at AchtungMod.MainTabsRoot_Patch.MainTabsRoot_HandleLowPriorityShortcuts () [0x00000] in <filename unknown>:0
  at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 10, 2016, 03:08:26 AM
Quote from: Nanao-kun on December 10, 2016, 12:54:17 AM
I'm not entirely sure if the Cults thing is causing this, but I can't seem to interact with the cultist that joined my colony in certain ways, i.e. any right click options (such as arrest, no context menu appears), or treating them when injured. I don't remember if they could do it before I got her a psionic brain though. Attempting to interact with her gives a "Object reference not set to an instance of an object" (below is snipped from the output log) error in the ingame debug log. She's also the preacher of the cult.

NullReferenceException: Object reference not set to an instance of an object
  at ImTheWorkerNow.ITWN.PostMenuOption (System.Collections.Generic.List`1 list, Verse.Pawn pawn, Verse.Thing target, System.String title, System.Action action, MenuOptionPriority priority, System.Action mouseoverGuiAction, Verse.Thing revalidateClickTarget, Single extraPartWidth, System.Func`2 extraPartOnGUI, Verse.WorkTypeDef workType) [0x00000] in <filename unknown>:0
  at ImTheWorkerNow.FloatMenuMakerMap_Detour.AddUndraftedOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AchtungMod.FloatMenuMakerMap_Patch.FloatMenuMakerMap_ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at AchtungMod.Controller.MouseDown (Vector3 pos) [0x00000] in <filename unknown>:0
  at AchtungMod.Controller.HandleEvents () [0x00000] in <filename unknown>:0
  at AchtungMod.MainTabsRoot_Patch.MainTabsRoot_HandleLowPriorityShortcuts () [0x00000] in <filename unknown>:0
  at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0


Sorry my good man.
(http://i64.tinypic.com/33e4ck3.jpg)
I cannot replicate this problem.

Based on your configuration, if I had a guess. It seems to be both AchtungMod and ImTheWorkerNow are having a conflict.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 10, 2016, 06:25:22 AM
So just as a quick update.

Cosmic Horrors 1.3 i is updated on the forums.
This update causes good cohesion with the Cults mod by ensuring that cosmic horrors that are on your side don't give you mood debuffs when they're nearby.

Happy Culting.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Admirer on December 10, 2016, 08:51:20 AM
Thanks so much for the mod!
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Nanao-kun on December 10, 2016, 12:50:33 PM
Quote from: jecrell on December 10, 2016, 03:08:26 AM
Sorry my good man.
(http://i64.tinypic.com/33e4ck3.jpg)
I cannot replicate this problem.

Based on your configuration, if I had a guess. It seems to be both AchtungMod and ImTheWorkerNow are having a conflict.

Alright, thanks for the response. Just found it odd because it works for all of my other colonists, just not the cultist that joined when she heard of my cult.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 11, 2016, 12:36:19 AM
Quote from: Nanao-kun on December 10, 2016, 12:50:33 PM
Quote from: jecrell on December 10, 2016, 03:08:26 AM
Sorry my good man.
***img removed for quoting***
I cannot replicate this problem.

Based on your configuration, if I had a guess. It seems to be both AchtungMod and ImTheWorkerNow are having a conflict.

Alright, thanks for the response. Just found it odd because it works for all of my other colonists, just not the cultist that joined when she heard of my cult.

It's quite odd, but as it's a mix of a few mods, I'm not sure what is to be done or how to go about fixing the issue. My apologies.

Quote from: Admirer on December 10, 2016, 08:51:20 AM
Thanks so much for the mod!

You're absolutely welcome.
If anyone's curious, also, the source code for each mod is included in the download.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 11, 2016, 12:41:18 AM
Updated:

Cults 1.0b, Cults 1.0c:
*Changed MP3s to OGGs to make them compatible with Mac OSX and Linux machines.
*Fixed issue with using plant abstract bases and ALL PLANTS having interaction spots (*facepalm*)
*Covered a null reference in transmogrify pets.

Cosmic Horrors 1.3j:
*Fixed issue with old locations leaving memories when no cosmic horror was present.

Industrial Age 1.0g:
*Changed the wood stove graphics.
*Made fridges only use 50 units of power.
*Changed all MP3 sounds to OGG (this might help Mac OSX/Linux users)
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 11, 2016, 01:54:31 AM
Updated

Cults 1.0d
*Fixed a bug in animal sacrifice code.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 11, 2016, 03:26:38 AM
Updated:

Cults V1.0e
*Lowered social fight chance (bloodlusted pawns were getting into far too many fights)
*Ensured that new cultists joining upon hearing of a new cult-founding have adequate social skills to prove as surrogate preachers if necessary.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Admirer on December 11, 2016, 03:51:54 AM
So i'm just wondering how long it takes for a cult to begin. I've already researched all the occult options. The repeatable has been completed a great number of times, and yet my colonists are sadly not praising any of the Elder Gods.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 11, 2016, 04:07:09 AM
Quote from: Admirer on December 11, 2016, 03:51:54 AM
So i'm just wondering how long it takes for a cult to begin. I've already researched all the occult options. The repeatable has been completed a great number of times, and yet my colonists are sadly not praising any of the Elder Gods.

That doesn't sound very clear to me, but here's the basics.

Once you have a forbidden knowledge center (FKC), check the colonist's "needs".
Under "needs" you an see cult-mindedness.
When they use the FKC, their cult-mindedness rises.
If they are researching successful cults, it rises faster.
If one of your colonists pass the "cult-minded" threshold of 75%, they become cultists and found a cult.
In the research tab, research the strange symbols.
Then, after that is complete, probe for deities.
Research an altar. Then, build the altar.
When the altar exists, you will be able to have all your functions as a cult: worship, offerings, animal sacrifice, and human sacrifice.
All these can be discovered through further research in the research tab.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: is_pro_skub on December 11, 2016, 04:49:59 AM
What if you deconstruct your forbidden knowledge centre? I want to move mine but can't reinstall it.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 11, 2016, 05:34:31 AM
Quote from: is_pro_skub on December 11, 2016, 04:49:59 AM
What if you deconstruct your forbidden knowledge centre? I want to move mine but can't reinstall it.

Deconstructing it, at least on my end, gives you the grimoire of the occult and a small amount of the resources.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Admirer on December 11, 2016, 09:21:40 AM

[/quote]

That doesn't sound very clear to me, but here's the basics.

Once you have a forbidden knowledge center (FKC), check the colonist's "needs".
Under "needs" you an see cult-mindedness.
When they use the FKC, their cult-mindedness rises.
If they are researching successful cults, it rises faster.
If one of your colonists pass the "cult-minded" threshold of 75%, they become cultists and found a cult.
In the research tab, research the strange symbols.
Then, after that is complete, probe for deities.
Research an altar. Then, build the altar.
When the altar exists, you will be able to have all your functions as a cult: worship, offerings, animal sacrifice, and human sacrifice.
All these can be discovered through further research in the research tab.
[/quote]
Sorry, that was written right as I woke up. It bugged me for the whole night, and groggy me thought that was a well crafted statement. Well, I updated the mods so I deleted my saves as well, guess this means my input might be wrong, but i recall one character being 80%. I'll play the game again, and give you something more concrete, I might be wrong.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Admirer on December 11, 2016, 12:14:24 PM
Alright, so the problem seems to be that no matter how many times i research "study successful cults" my colonist doesnt go above 69% cult-mindedness. If it matters, all my colonists are psychically deaf.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Grishnerf on December 11, 2016, 12:28:21 PM
just wanted to hop in and say: AWESOME MOD
really all the Details, very well made. im impressed.
had a good laugh after my cult was founded the first day a cultist joined only to get beaten up in his sleep by my other colonists thast dont like the cult.

only 1 Problem i encountered now. 1 of my starting pawns is against the cult and i dont want to lose him and the Problem is he CANNOT do Research, so how can i raise her cult meter up?
for all other colonists it has worked. only 1 is missing for the cult :d
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Jareix Craivix on December 11, 2016, 12:32:11 PM
Quote from: Grishnerf on December 11, 2016, 12:28:21 PM
just wanted to hop in and say: AWESOME MOD
really all the Details, very well made. im impressed.
had a good laugh after my cult was founded the first day a cultist joined only to get beaten up in his sleep by my other colonists thast dont like the cult.

only 1 Problem i encountered now. 1 of my starting pawns is against the cult and i dont want to lose him and the Problem is he CANNOT do Research, so how can i raise her cult meter up?
for all other colonists it has worked. only 1 is missing for the cult :d
Arrest them and sacrafice them to a god of your choosing.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Grishnerf on December 11, 2016, 12:46:30 PM
he is my lvl 18 crafter and best medic, i wont sacrifice him.  :(
didnt know having Research-skill was a Thing for this mod.

but it is okey, everytime my other colonists wanna murder him in his sleep, ill drag them apart.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: DoctorPlague on December 11, 2016, 07:11:22 PM
Hi, i've been having  aproblem with the mod, i download it, drop it in to the mods folder, start playing and it's everything fine, but when i load a save all rocks become invisible! Maybe i'm simply forgetting something, but These are the only mods i'm using and they seem to be the cause, can you help me pls? 3:
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Listen1 on December 13, 2016, 05:39:14 AM
Quote from: Grishnerf on December 11, 2016, 12:46:30 PM
he is my lvl 18 crafter and best medic, i wont sacrifice him.  :(

You speak like you have a choice.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 14, 2016, 07:03:19 AM
Quote from: DoctorPlague on December 11, 2016, 07:11:22 PM
Hi, i've been having  aproblem with the mod, i download it, drop it in to the mods folder, start playing and it's everything fine, but when i load a save all rocks become invisible! Maybe i'm simply forgetting something, but These are the only mods i'm using and they seem to be the cause, can you help me pls? 3:

What do you mean by "rocks" exactly?
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 14, 2016, 07:05:39 AM
Cults 1.0g Updated:

*Swapped Psionic Growth spell with Orbital Insanity Wave
*Nerfed Psionic Growth to +20% consciousness
*Changed psionic growth description to mention the added psionic melee attack
*Added multipliers to animal and human sacrifices to increase their values.
*Further divided offering values
*Increased overall tier thresholds for deities


Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChaosWraith on December 14, 2016, 10:43:11 AM
Had some Star Vampire Meat drop from a cargo pod and no matter what settings I changed on my stockpile I could not have it hauled. Says "no empty place configured to store it"
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on December 14, 2016, 11:58:01 AM
- you should find it next to meat and vegetables.  Strange meat is the topic.
- Maybe try the mod "StorageSearch".
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChaosWraith on December 14, 2016, 12:44:25 PM
Quote from: Canute on December 14, 2016, 11:58:01 AM
- you should find it next to meat and vegetables.  Strange meat is the topic.
- Maybe try the mod "StorageSearch".

It's already enabled, it's still not able to be hauled. Had some MiGo meat also drop, it also cannot be hauled.

[attachment deleted by admin due to age]
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 15, 2016, 07:51:44 PM
Update:
Factions 1.7 for A16 is now available.


[Link] (https://www.patreon.com/posts/factions-1-7-for-7505398)

Next for updating for A16 is the cosmic horrors mod.
The code is updated for Cosmic Horrors, but the XML needs some work.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: DoctorPlague on December 16, 2016, 05:00:06 AM
Quote from: jecrell on December 14, 2016, 07:03:19 AM
Quote from: DoctorPlague on December 11, 2016, 07:11:22 PM
Hi, i've been having  aproblem with the mod, i download it, drop it in to the mods folder, start playing and it's everything fine, but when i load a save all rocks become invisible! Maybe i'm simply forgetting something, but These are the only mods i'm using and they seem to be the cause, can you help me pls? 3:

What do you mean by "rocks" exactly?
literally that, every zone made of rock or mineral become an "unexplored area" and become incorporeal and it remains like that even if i walk over it with a pawn.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 16, 2016, 09:37:50 AM
Quote from: DoctorPlague on December 16, 2016, 05:00:06 AM
Quote from: jecrell on December 14, 2016, 07:03:19 AM
Quote from: DoctorPlague on December 11, 2016, 07:11:22 PM
Hi, i've been having  aproblem with the mod, i download it, drop it in to the mods folder, start playing and it's everything fine, but when i load a save all rocks become invisible! Maybe i'm simply forgetting something, but These are the only mods i'm using and they seem to be the cause, can you help me pls? 3:

What do you mean by "rocks" exactly?
literally that, every zone made of rock or mineral become an "unexplored area" and become incorporeal and it remains like that even if i walk over it with a pawn.

I need screenshots and an output_log.txt file from your RimWorld game directory, stat!
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 16, 2016, 10:52:39 AM
Update:
Cosmic Horrors 1.4 for A16 is now available.


[Link] (https://www.patreon.com/posts/7515676)

Next for updating for A16 is the Industrial Age mod.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Arigas on December 16, 2016, 05:04:30 PM
Is there a way to deal with the "Observed Deep One" debuff? And as someone who knows nothing of this universe of literature, how can I tell which horrors would be friendly to my colonists? Should I just have them worship all of them? :P
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 17, 2016, 08:03:34 AM
Quote from: Arigas on December 16, 2016, 05:04:30 PM
Is there a way to deal with the "Observed Deep One" debuff? And as someone who knows nothing of this universe of literature, how can I tell which horrors would be friendly to my colonists? Should I just have them worship all of them? :P

I've not included any "safe" cosmic horrors in the mod. They are all out to harm your colony in some way. The only way to avoid the debuff is to avoid seeing one or to have psychopathic or bloodlust traits.
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 17, 2016, 08:17:23 AM
Update:
Industrial Age 1.1 for A16 is now available (Preview edition).


[Link] (https://www.patreon.com/posts/7515546)

Let's spice up our new A16 worlds with some early 20th century flavor, shall we?
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 18, 2016, 08:54:29 AM
Update:
Industrial Age 1.1 for A16 is now available.


[Link] (https://www.patreon.com/posts/industrial-age-1-7522402)

Okay guys! Radio is available now. Fantastic.
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 21, 2016, 09:41:53 AM
A16 Status Update:

Cults mod is working, but the spells are not all working properly.

**Spells**:

**Cthulhu**
Orbital Insanity Wave :: Needs Fixing (Item numbers need to be lowered a great deal)
Aspect of Cthulhu :: Working
Psionic Growth :: Working
Terrestrial Insanity Wave :: Working

**Dagon**
Sunken Ship :: Working
Treasures of the Deep :: Working
Defend the Brood :: Needs Fixing (I don't like the insectoids that spawn in non-Cosmic Horror edition)
Bounty of the Sea :: Needs fixing (Too many pawns)

**Shub Niggurath**
Fertility Ritual :: Needs Fixing (God mode log spam)
Mother of Goats :: Needs Fixing (PassToWorld error)
Womb Between Worlds :: Needs Fixing (Isn't spawning properly)

**Nyarlathotep**
Starry Wisdom :: Working
Forbidden Knowledge :: Working
Chaos Theory :: Needs fixing (Disabled skills need to be enabled)
Dark Emissary :: Working

**Side Effects**:
-Double The Fun :: Working
-Ecstatic Frenzy :: Working
-Aurora :: Needs Fix (wrong info -- Borealis and Australis might be reversed)
-Rats in the Walls :: Needs fix (PassToWorld error)

-All Game Ending Spells :: Working
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Kaaven on December 21, 2016, 10:18:07 AM
Hey Mate!
I tried out using only the Industrial Items with the new A16, since they are really great even on their own, with no Cthulhu stuff (thats for the second play-through :)

However, as I run the game I get an error "Failed to find Verse.PawnKindDef named DarkYoung" and that there are 79 references to that...

Is that a serious issue, which may cause problems down the line?

EDIT: Also, could you maybe make it possible to uninstall/reinstall the Gas Lamp (the free-standing one)?
Title: Re: [A15] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 22, 2016, 10:01:37 AM
Update:
Industrial Age 1.1a for A16 is now available.


[Link] (https://www.patreon.com/posts/7556185)

Fixed Dark Young reference error.
Added nice autoplay button for the radio.
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 22, 2016, 10:09:18 AM
Quote from: Kaaven on December 21, 2016, 10:18:07 AM
Hey Mate!
I tried out using only the Industrial Items with the new A16, since they are really great even on their own, with no Cthulhu stuff (thats for the second play-through :)

However, as I run the game I get an error "Failed to find Verse.PawnKindDef named DarkYoung" and that there are 79 references to that...

Is that a serious issue, which may cause problems down the line?

EDIT: Also, could you maybe make it possible to uninstall/reinstall the Gas Lamp (the free-standing one)?

I just pushed an update for you.
Give it a try, my good man!
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 22, 2016, 11:15:26 AM
CULTS A16

Grab it here:
https://www.patreon.com/posts/7556636

Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: infern03 on December 22, 2016, 11:27:32 AM
O_O Thank You. Love all your mods, especially cults. now where to begin my conquest.
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Nanao-kun on December 22, 2016, 10:41:49 PM
My colonist doesn't seem to be able to write the Book needed for cults.

Exception in SetupToils (pawn=Macey, job=WriteTheBook A=Thing_Human1085): System.NullReferenceException: Object reference not set to an instance of an object
  at CultOfCthulhu.JobDriver_WriteTheBook+<MakeNewToils>d__5.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
CultOfCthulhu.MapComponent_LocalCultTracker:CanDoJob(JobDef, Pawn, Thing)
CultOfCthulhu.MapComponent_LocalCultTracker:CultSeedCheck()
CultOfCthulhu.MapComponent_LocalCultTracker:MapComponentTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Kaaven on December 23, 2016, 12:15:06 AM
Quote from: jecrell on December 22, 2016, 10:09:18 AM
I just pushed an update for you.
Give it a try, my good man!

Works like a charm. Thanks and keep up the good work :D
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 23, 2016, 09:49:26 AM
Quote from: Nanao-kun on December 22, 2016, 10:41:49 PM
My colonist doesn't seem to be able to write the Book needed for cults.

Exception in SetupToils (pawn=Macey, job=WriteTheBook A=Thing_Human1085): System.NullReferenceException: Object reference not set to an instance of an object
  at CultOfCthulhu.JobDriver_WriteTheBook+<MakeNewToils>d__5.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
CultOfCthulhu.MapComponent_LocalCultTracker:CanDoJob(JobDef, Pawn, Thing)
CultOfCthulhu.MapComponent_LocalCultTracker:CultSeedCheck()
CultOfCthulhu.MapComponent_LocalCultTracker:MapComponentTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Updated!
It was an easy fix.
Let me know if anything else happens.
Title: Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Nanao-kun on December 23, 2016, 10:34:45 PM
Quote from: jecrell on December 23, 2016, 09:49:26 AM
Updated!
It was an easy fix.
Let me know if anything else happens.

That fixed it, thanks.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 24, 2016, 12:05:30 PM
Straitjackets 1.0 A16
Now available!

https://ludeon.com/forums/index.php?topic=26078.msg264000#msg264000
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Alradaev on December 25, 2016, 03:28:23 AM
Hey. I have a question, are you going to add any features with the a16 mechanics? Like, some areas in the world are more connected to specific deities and reaching there would give some benefits?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 25, 2016, 06:11:22 AM
Quote from: Alradaev on December 25, 2016, 03:28:23 AM
Hey. I have a question, are you going to add any features with the a16 mechanics? Like, some areas in the world are more connected to specific deities and reaching there would give some benefits?

Welcome.

Every day someone asks me "What's next?"
Currently, I have plans to tackle the massive #todolist on the Discord. https://discord.gg/ePKnqwR
Included in there is something for me to research, which is what overland possibilities exist if any.

To answer your question more succinctly: Gods, yes!
I want to investigate and control A16's world mechanics and use them for accursed biome generation, opposing cults, caravan encounters, and countless other pursuits.

If someone throws me enough bones I want to sit down and program:
Cosmic Horror LAIRS

Can you imagine it?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hmcd on December 25, 2016, 06:42:55 AM
Great mod, but can you adapt your weapons for Combat Realism mod? Three of them.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 25, 2016, 08:52:11 AM
Quote from: Hmcd on December 25, 2016, 06:42:55 AM
Great mod, but can you adapt your weapons for Combat Realism mod? Three of them.

I'm not sure how, but I'll look into it after I've made all adjustments to the cults mod.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 27, 2016, 01:15:58 PM
Cults 1.1c Update Released!

New:

+ Right click "Investigate" option for monolith/tree if there are no grimoires or forbidden research centers available.
Fixes:

+Probe deities non-repeatable bug fixed
+ Aspect of Cthulhu no longer affects prisoners
+ Pauses on inquisition if player has pause on urgent boxes enabled in settings
+ Altars didn't need to be cleared for worship bug fixed
+ Making offerings is now prioritized
+ Treasure chest bug fixed and no longer minified
+ Minified Obelisk
+ Mountain base rats in the walls issue should be fixed
+ Worship interactions rebalanced
+ 0 mood thoughts hidden
+ Quality removed from grimoire
+ Various grammar/spelling corrections (Thanks Drynyn!)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: That Homeless Guy on December 28, 2016, 02:14:54 AM
So I have a badass soldier who was my starting colonist and laid the foundation for the colony to survive. He also happens to be the founder of the cult as well as the colony Leader and Cook. Despite being the leader he is also enemy #1 from both offending other people beliefs (Or lack thereof) and from the group beat downs. The literally decide to take actions into their own hands against a NON PRACTICING cult leader and immediately all gang up when the negative moodlet expires. (I guess this is so they can all keep feeling bad for beating him up?) He has been forced to accidentally kill 3 colonists over these beatings and is also now blind in one eye because it was destroyed during a beat down.

He has so far recruited an extra Psycho and is working on recruiting another. He will be leaving with them and bringing the Grimmore all the muffalo and all the silver with him to create a new tribe. Considering the two psycho's pretty much carry the whole colony I can't see this going well for them. Just gotta recruit that prisoner and then they will be left fight for themselves against the raiders.

This is not how I imagined it.

May I suggest changing the whole group beatdown as soon as the negative beat up preacher moodlet is removed? I'm not against group beatdowns don't get me wrong but it's straight up predictable to once every 7 days on the dot and even if I recruit and unrecruit everyone before they get their hands on him preventing the fight they still get the moodlet. Also considering this dude is the victim of curiosity getting the better of him and does not even research or practice the cult (yet) it seems a little broken. I mean this man homes and feeds them and he may talk a bit of smack but he doesn't deserve a weekly scheduled beatdown from the ENTIRE colony at once. (Well not for being a cult founder anyway, Maybe the chopping up bodies from time to time bit he deserves a smack every now and again).

Update : He just won a 2 on one fight with two best friends. Now I'm pretty sure the survivor is going to want to avenge his besties death. I honestly am on his side even more now. All of his kills have been self defense. No my fault he can kill a man with his bare hands. I almost want him to just arrest everyone bar his psycho buddies and then harvest their organs at this point.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: VonMourn on December 28, 2016, 03:42:53 PM
Just wanted to say I am enjoying the content in these various mods. My colony just got attacked by a Star Vampire. They are terrifying.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: cesarjunior233 on December 28, 2016, 06:52:59 PM
My game is having song bugs , no music , problably came from your mod , can you fix ?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Katarumi on December 29, 2016, 04:04:22 PM
@ That Homeless Guy: I had something similar happen. Back before the cult had even started worshipping, these two thugs got it in their head they were going to beat one of the cultists. They huddled up together next to his bed, waited for him to lie down, and then beat him to death. I'm not super far in yet, but the non-cultists seem like more of a threat to the cultists right now. Funnily enough, now that worship has started, there's been a lot less dissent despite still having some people below threshold on cult-mindedness. Maybe there's more fights before they get set up?

Then again, the thugs that killed the random cultist all had...'accidents' (my doing, not the cult's), over the next season, so that might've had something to do with it too.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: cesarjunior233 on December 29, 2016, 07:25:13 PM
Can you add the chaos gods of warhammer 40k ?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 29, 2016, 08:23:48 PM
Quote from: cesarjunior233 on December 29, 2016, 07:25:13 PM
Can you add the chaos gods of warhammer 40k ?

Anyone can add Chaos.

In your Cults directory.
Go to -> Defs\ThingDefs_CosmicEntities.xml

Copy and paste one of the deities, rename the label and choose what spells you like.

You can do this for any deity you want.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on December 30, 2016, 12:16:09 AM
Please update to alpha 16 the Items only mod you have on steam.

Call of Cthulhu - Factions - Items Only
http://steamcommunity.com/sharedfiles/filedetails/?id=770220326&searchtext=
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on December 30, 2016, 12:47:05 AM
Quote from: Hydromancerx on December 30, 2016, 12:16:09 AM
Please update to alpha 16 the Items only mod you have on steam.

Call of Cthulhu - Factions - Items Only
http://steamcommunity.com/sharedfiles/filedetails/?id=770220326&searchtext=

As per request, I have carried out the update my good man.
Give it a try. ^^
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on December 30, 2016, 01:12:35 AM
Thank you!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on December 30, 2016, 06:19:32 AM
Hey jecrell,
what kind of scenario you would suggest for your mods.
I don't think high-tech weapon&defence  would fit into the atmosphare of the mods.
Same like mechanoids since the horror crits are the main threat.
You should create a scenario and patches to disable things that don't fit in.

- I think serveral object should be moveable like the Candelabra,Chandelier,Refrigerator,Stove.
- And it would be nice if you can made them flickable. Like the stoves i just would use as heater on solarflares.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Draxis on December 30, 2016, 08:15:11 AM
I'm inclined to agree with this. I ran into the problem of needing to keep food fresh, but three components for a single fridge is tough to stomach. You also can't store other stuff in fridges this way so I ended up having to use a cooler and eventually creating a sun lamp room to store food. I guess you could do pemmican, but that doesn't feel very Victorian England like. Maybe the solution is to increase the stack size on the fridges? Also, 3 components for the street lamps also feels pretty punitive.

I saw someone combine this with the medieval pack which was an interesting idea. I may give that a try later. Also, if you get the robe changing room idea to work, that'd be great! I can't get robes to work with the outfit manager so it'd be very helpful to swap automatically as needed. Keep up the great work!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: cesarjunior233 on December 30, 2016, 11:15:00 AM
Add chaos gods and their demons , like , bloodletters , daemonettes , plaguebearers and other minor demons and major demons .
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: leestriter on December 30, 2016, 02:01:41 PM
Quote from: jecrell on December 29, 2016, 08:23:48 PM
Quote from: cesarjunior233 on December 29, 2016, 07:25:13 PM
Can you add the chaos gods of warhammer 40k ?

Anyone can add Chaos.

In your Cults directory.
Go to -> Defs\ThingDefs_CosmicEntities.xml

Copy and paste one of the deities, rename the label and choose what spells you like.

You can do this for any deity you want.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Katarumi on December 30, 2016, 09:20:59 PM
QuoteAlso, 3 components for the street lamps also feels pretty punitive.

I think the big thing is that the street lamps don't require power. For that, the three component cost seems reasonable.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Draxis on December 30, 2016, 09:52:58 PM
I get that and that makes it somewhat worth it, but a power generator usually costs a few and a battery is another two. You could run a dozen standing lamps off a solar panel normally. Also, you still need power generator to run your fridges which make it a bit of a moot point.

My main point is that there doesn't seem to be a reason to use it if we already need a ton of power. Maybe increase the size of the fridges to 75 and allow food? My vision is to combine this with the coal mod, BlackFuel and a quarry mod so that you're burning coal for power and outside lights are either the gas lamps or the braziers from the medieval mod. Just some food for thought and a few suggestions from me. Great work and I'm excited to see how this develops!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: misakstefl on January 01, 2017, 12:35:35 PM
Hey I need help.
For some reason I can't get cults to work. I researched everything, but nothing is happening. When I try to make an event through dev menu, it just writes error. Something with Cthullu tree. Not sure if I should send whole error here or somewhere else.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 02, 2017, 10:41:35 PM
Quote from: misakstefl on January 01, 2017, 12:35:35 PM
Hey I need help.
For some reason I can't get cults to work. I researched everything, but nothing is happening. When I try to make an event through dev menu, it just writes error. Something with Cthullu tree. Not sure if I should send whole error here or somewhere else.

I'm sorry friend. You'll have to explain clearly for me.
What exactly is not working? You said "I can't get cults to work" and yet you said "I researched everything", so clearly something is working.
Now, run me through what you expect to happen and what is not happening. Be clear for me so I can help.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 02, 2017, 10:46:18 PM
Quote from: Draxis on December 30, 2016, 09:52:58 PM
I get that and that makes it somewhat worth it, but a power generator usually costs a few and a battery is another two. You could run a dozen standing lamps off a solar panel normally. Also, you still need power generator to run your fridges which make it a bit of a moot point.

My main point is that there doesn't seem to be a reason to use it if we already need a ton of power. Maybe increase the size of the fridges to 75 and allow food? My vision is to combine this with the coal mod, BlackFuel and a quarry mod so that you're burning coal for power and outside lights are either the gas lamps or the braziers from the medieval mod. Just some food for thought and a few suggestions from me. Great work and I'm excited to see how this develops!

Oh well it's not too hard. Is there already a steam-power mod of some kind? Any kind of steam powered furnace using coal? I can make a patch.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: misakstefl on January 03, 2017, 10:23:04 AM
Quote from: jecrell on January 02, 2017, 10:41:35 PM
Quote from: misakstefl on January 01, 2017, 12:35:35 PM
Hey I need help.
For some reason I can't get cults to work. I researched everything, but nothing is happening. When I try to make an event through dev menu, it just writes error. Something with Cthullu tree. Not sure if I should send whole error here or somewhere else.

I'm sorry friend. You'll have to explain clearly for me.
What exactly is not working? You said "I can't get cults to work" and yet you said "I researched everything", so clearly something is working.
Now, run me through what you expect to happen and what is not happening. Be clear for me so I can help.

I sent you PM, don't want to spam it here with error report.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Draxis on January 03, 2017, 07:44:18 PM
Quote from: jecrell on January 02, 2017, 10:46:18 PM

Oh well it's not too hard. Is there already a steam-power mod of some kind? Any kind of steam powered furnace using coal? I can make a patch.

Sorry for the incoming wall of text, but spent some time thinking and figured I'd share. My idea was to put together a list of things I thought could be altered or updated to help create a unique time period feel. This would be more of an overhaul I guess. Here is the link to the coal mod( https://ludeon.com/forums/index.php?topic=26492.0)


Keep up all the good work and I just wanted to share my thought and hope it's helpful!


Graphics Updates (New sprites for existing things)
-New windmill
-Capacitor
-Sun lamp (maybe something like the Dwemer sphere from Blackreach in skyrim)
-Heater (replace with a radiator?)
-Medical bed

Big Changes to Existing:
-Remove solar power - keeping with the times, we can only use combustion generators, windmills and maybe geothermals (perhaps show this as a steam engine?)
-Remove time inappropriate factions, items and weapons - no crafting of anything beyond a WWI time frame. Electricity is fine, but automatic weapons and energy weapons are not. Basically no automatic firearms other than emplaced guns

New Additions
-Machine gun (Maybe a Maxim gun? The idea here is that you're not going to be building anything more complicated than revolvers, repeaters or bolt actions so these are your heavy hitters)
-Wooden barriers / barbed wire - since we won't have many automatic weapons, this would even the odds defensively (from Medieval mod or Combat realism)
-Braziers - outdoor power which doesn't require wax, but takes wood or coal (from the Medieval Mod)
-Changing cabinet for cult
-Gas powered wall sconces / chandelier - simply an electric version of the wax-powered ones in your industrial pack so that we can make the transition
-Coal and quarries - the idea here is that you can mine this and use it to power things instead of burning wood. It'll be the main power source aside from windmills and geo/steam power. Introducing a quarry would let the player mine a steady source of it so that they can survive on biomes without the ability to grow wood or if there are no mountains. (BlackFuel is the coal mod: https://ludeon.com/forums/index.php?topic=26492.0  For the quarry: https://ludeon.com/forums/index.php?topic=13400.0)
-Better food storage - right now we have to use pemmican to store food if we don't have power. To make this work a bit better, perhaps add new food items which store longer? The Medieval Mod had a meat smoker which could provide inspiration. Another idea is a new food time called "Hardtack" which was what old militaries used while on campaign. It could be made from only vegetables, but could give a negative moodlet to counter? Maybe have a "preserved meal" which is a combination of smoked meat and hardtack which wouldn't cause the debuff? (https://en.wikipedia.org/wiki/Hardtack)
-Good religion - perhaps a more benevolent version of the cult which has no sacrificing of humans, but also only provides protective spells such as calling for rain, increasing heal rates, preventing / curing disease etc. Could also provide a buff against cosmic monsters
-Change tribals to villagers armed with pitchforks and improvised tools
-Bear traps - feels like it would fit well in the time
-Gas overhaul - As an alternative to electricity, you could try to take some of the code from the Redist heat mod in terms of how they did pipes and say that it's carrying gas. This could then drive gas-powered items in the base. Not quite sure if I like this idea since it could get complicated, but just wanted to share
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 04, 2017, 07:28:45 AM
Will the Cults Mod work without the Monster Mod?

Also how's this compare to the Ancestral Spirits mod (https://ludeon.com/forums/index.php?topic=27186.0)? I am looking for a mod where I can have my pawns worship and do human sacrifice. However I am not really a fan of the Lovecraft monsters. I am looking towards more of an Aztec-like human sacrifice or some Tiki tribal stuff. Can cults be used in this way or should I look into the Ancestral Worship mod?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: cesarjunior233 on January 05, 2017, 11:22:46 AM
Cosmic Horrors mod is bugging the comms terminal/console
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 07, 2017, 02:16:47 AM
Quote from: cesarjunior233 on January 05, 2017, 11:22:46 AM
Cosmic Horrors mod is bugging the comms terminal/console

... How?

Please keep in mind that cosmic horrors does nothing with the comms or consoles.

So.
What mods are you running?
Are you running a single colony?
What is the error message?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 07, 2017, 02:18:10 AM
Quote from: Hydromancerx on January 04, 2017, 07:28:45 AM
Will the Cults Mod work without the Monster Mod?

Also how's this compare to the Ancestral Spirits mod (https://ludeon.com/forums/index.php?topic=27186.0)? I am looking for a mod where I can have my pawns worship and do human sacrifice. However I am not really a fan of the Lovecraft monsters. I am looking towards more of an Aztec-like human sacrifice or some Tiki tribal stuff. Can cults be used in this way or should I look into the Ancestral Worship mod?

You can use cults without the monsters.
All mods are independent, and like legos, they can work together if you put them together.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 07, 2017, 05:18:05 AM
When I try to load the mod with Cults it says ...

Couldn't relax research project coordinates apart after 200 passes.

When i disable the mod the error goes away.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: mrsebseb on January 07, 2017, 06:22:07 AM
I was playing with Cults, and packed up all my colonists to go raiding. Shortly there after I got spammed by this error so much i couldn't stop the debug log from Auto-Opening:
System.NullReferenceException: Object reference not set to an instance of an object
  at CultOfCthulhu.MapComponent_LocalCultTracker.CanDoJob (Verse.JobDef job, Verse.Pawn pawn, Verse.Thing target) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_LocalCultTracker.CultSeedCheck () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_LocalCultTracker.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 4


It ultimately crashed (after repeating 36 519 times).
Figured it might be the kind of thing I should report.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 07, 2017, 12:16:20 PM
I got a request,
could you please give the monsters the tag "strange" so they appear in an extra subcategorie like insects.
That would be very useful for selecting them at stockpiles/bills(butcher).

Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on January 07, 2017, 09:05:39 PM
Wow great mods. I like them. Just one question. Because a few ppl in my coloni are plotting against my cult they keep attacking only one colonist. I know this is because they dont want to be in the cult but can i make them somehow not attack the same colonist? And also if the cult meter thing is the lowest possible how can i make them love my cult more and make them join?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: DrStalker on January 08, 2017, 08:12:45 AM
Quote from: JABBA2000 on January 07, 2017, 09:05:39 PM
And also if the cult meter thing is the lowest possible how can i make them love my cult more and make them join?

Assuming they can research make them your researcher and have them research "study successful cults" until they see the truth.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on January 08, 2017, 11:22:55 AM

Assuming they can research make them your researcher and have them research "study successful cults" until they see the truth.
[/quote]

Hmm i cant see this in my research screen. Where should i look to find it? Has it been added to the mod in the past few days?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 08, 2017, 01:52:53 PM
No,
did you have the forbidden knowledge center build ?
Then you should have these repeatable research for 100 points.
If you don't see it, maybe use the Oldstyle research window (https://ludeon.com/forums/index.php?topic=28609.0).
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on January 08, 2017, 02:08:33 PM
Oh i havnt build the forbidden knowledge center yet. I wanted to build it but i was like nahh let me get everyone in the cult first.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: DrStalker on January 08, 2017, 07:48:09 PM
Quote from: JABBA2000 on January 08, 2017, 02:08:33 PM
Oh i havnt build the forbidden knowledge center yet. I wanted to build it but i was like nahh let me get everyone in the cult first.

There are no brakes on the cult train, if anyone has issues arrange for an unfortunate accident.  I like "I told him to go punch a bear" myself.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on January 08, 2017, 07:51:53 PM
cool i dealing with a few mods now after i get it sorted the second thing i do will be make the altar (the first thing i will do is attack the mechanoid space ship part).
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: DrStalker on January 09, 2017, 07:23:59 AM
Is there any way to designate a new preacher?  I've got a bunch of cultists that can make sacrifices fine but I can;t change the preacher for worship.  I'd like it to be the more social cultist with a scarred throat; her talking might be slightly reduced, but I think the rasping voice adds to the atmosphere.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 09, 2017, 07:42:19 AM
At the altar, you got 1-2 tabs Worship and Sacrifice.
At Worship you can set how often there will be a seren and who worship it.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on January 09, 2017, 10:40:31 AM
Can i ask how do i cure sanity from my animals. I cure it for humans on the typewriting table but my dog has sanity loss and i dont know how to cure it.

EDIT: I just restricted the dog in the arie where the radio plays and it became sain again.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: A NaCl N Battery on January 10, 2017, 12:49:07 AM
Is there any advice on how to deal with the star vampires? My turrets and colonists lock on when they are invisible and fire, but it doesn't take any damage.

So far whenever it shows up, I resort to just going into debug and destroying the thing. Since it can kill a power armored colonist before they can even move away from it. I want to have a chance at fighting it, without it resulting in me automatically losing a colonist.

I don't mind if they die in fights, but it just feels like the vampire is an instant colonist loss whenever it shows up, not like there is a chance to win against it. Unless i'm missing some tactic.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Nanao-kun on January 10, 2017, 01:11:31 AM
Quote from: A NaCl N Battery on January 10, 2017, 12:49:07 AM
Is there any advice on how to deal with the star vampires? My turrets and colonists lock on when they are invisible and fire, but it doesn't take any damage.

So far whenever it shows up, I resort to just going into debug and destroying the thing. Since it can kill a power armored colonist before they can even move away from it. I want to have a chance at fighting it, without it resulting in me automatically losing a colonist.

I don't mind if they die in fights, but it just feels like the vampire is an instant colonist loss whenever it shows up, not like there is a chance to win against it. Unless i'm missing some tactic.

I've found that it becomes visible if you're within two tiles of it, meaning if you're behind a wall and door, you can decloak it from the other side of the door it's attacking and then get ready to kill it. If a pawn is way out in the open though, not much you can do.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: nachtfalter on January 10, 2017, 10:59:14 AM
Wow this project really keeps getting more and more detailed.
Major respect.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Madpizzaboy on January 10, 2017, 12:02:14 PM
Quote from: Nanao-kun on January 10, 2017, 01:11:31 AM
Quote from: A NaCl N Battery on January 10, 2017, 12:49:07 AM
Is there any advice on how to deal with the star vampires? My turrets and colonists lock on when they are invisible and fire, but it doesn't take any damage.

So far whenever it shows up, I resort to just going into debug and destroying the thing. Since it can kill a power armored colonist before they can even move away from it. I want to have a chance at fighting it, without it resulting in me automatically losing a colonist.

I don't mind if they die in fights, but it just feels like the vampire is an instant colonist loss whenever it shows up, not like there is a chance to win against it. Unless i'm missing some tactic.

I've found that it becomes visible if you're within two tiles of it, meaning if you're behind a wall and door, you can decloak it from the other side of the door it's attacking and then get ready to kill it. If a pawn is way out in the open though, not much you can do.
thanks for the tips , so when the "event" occur draft all of your pawn to get inside the base and wait with a shotgun or a grenade is the way to kill it
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: A NaCl N Battery on January 10, 2017, 02:52:49 PM
Quote from: Nanao-kun on January 10, 2017, 01:11:31 AM
Quote from: A NaCl N Battery on January 10, 2017, 12:49:07 AM
Is there any advice on how to deal with the star vampires? My turrets and colonists lock on when they are invisible and fire, but it doesn't take any damage.

So far whenever it shows up, I resort to just going into debug and destroying the thing. Since it can kill a power armored colonist before they can even move away from it. I want to have a chance at fighting it, without it resulting in me automatically losing a colonist.

I don't mind if they die in fights, but it just feels like the vampire is an instant colonist loss whenever it shows up, not like there is a chance to win against it. Unless i'm missing some tactic.

I've found that it becomes visible if you're within two tiles of it, meaning if you're behind a wall and door, you can decloak it from the other side of the door it's attacking and then get ready to kill it. If a pawn is way out in the open though, not much you can do.

Thanks for the help, no more debug for me!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on January 10, 2017, 10:34:58 PM
Good im not the only one who is killing them with debug.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 11, 2017, 03:21:26 AM
Me either, my mellee pawn stand next to the door entrance to my main room. All the range pawn stay 10-15 tiles away. Star vampire is mosttimes dead before he can reach the ranged.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 13, 2017, 05:22:32 AM
Hey jecrell,
about the cult spells.
Stary wisdom (from Nya...) work on the executioner, but most other spells picks a random pawn. Would be nice if the other spells would work on the executioners too, maybe a 10% chance that the god is funny and granted the gift to someone all all other.

Chuthula tentacle on legs with manipulation boni, i see a pawn lying on his back and craft with 4 tentacle :-) Maybe reduce the manipulation boni by 5% and give 5% movement ?
To bad we can't reimplant these tentacle, didn't work at last with EPOE installed.

How does the Psionic attack from the brain work. I don't notice any different with or without weapon.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on January 13, 2017, 06:21:09 PM
It works when your pawns are unarmed. It's a crush attack that can also increase brain pressure (decreasing consciousness and eventually killing foes)

Also gives a plus to manipulation
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 14, 2017, 05:28:24 AM
Quote from: Canute on January 13, 2017, 05:22:32 AM
Hey jecrell,
about the cult spells.
Stary wisdom (from Nya...) work on the executioner, but most other spells picks a random pawn. Would be nice if the other spells would work on the executioners too, maybe a 10% chance that the god is funny and granted the gift to someone all all other.

Chuthula tentacle on legs with manipulation boni, i see a pawn lying on his back and craft with 4 tentacle :-) Maybe reduce the manipulation boni by 5% and give 5% movement ?
To bad we can't reimplant these tentacle, didn't work at last with EPOE installed.

How does the Psionic attack from the brain work. I don't notice any different with or without weapon.

I've got to consider some mechanics with uninstalling and reinstalling tentacles. It's something you're interested in? ^^
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 14, 2017, 05:29:46 AM
Weekly Update
The Agency's New Emblem & More

(https://cdn3.patreon.com/1/patreon.posts/12769071321827892880.png?v=R5UrTaw18o4E2nJwVGCud6V_7HSx3zrhdnfqLeRT14g%3D)

Read all about what's being worked on here:
https://www.patreon.com/posts/7767497
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 14, 2017, 12:08:28 PM
Didn't saw this on the last few pages, but could you made the mellee weapons at last smeltable ?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Lobstercraft on January 16, 2017, 04:45:59 AM
ty for this great mod
I can't turn the sound of the strange tree on again after i muted it
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: faltonico on January 16, 2017, 05:25:21 PM
Hello there!
Are the Star Vampires supposed to be invulnerable when not revealed? I had 2 turrets frantically shooting at it while it was bashing my door, and i saw its blood to come out, but its health remained the same. It was really scary xD
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Techgenius on January 16, 2017, 06:23:18 PM
Can we "convert" factions into our religion, perhaps have splinter cults appear? religion differences war? like good orthodox and catholic misbehavin'?

This mod is awesome, gotta keep experimenting with my prisioners... for reasons...
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Darciaaa on January 18, 2017, 08:13:52 AM
Hello there,

I got an issue with the strange kibble.
To change the flavor of my game, I decided to change the flavor of my colonist's meal with the amazing Nutrient paste dispenser. But, for some reason they prefer to rush the strange kibble and eat it. You can imagine what happened, they started to hit their friends, hide under their bed, wander, etc.  Is that intended, like a voice whispers to them "eat your animal food, it will be wonderful"?
Because when I pump up my chest and yell them manually to leave the strange kibble alone and do not even move it, they eventually go for the nutrient paste meals.

I think strange kibble should be patch so colonists eat it only if there is nothing else to eat, just like the usual kibble works.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: forestfey on January 18, 2017, 12:23:16 PM
hm... have you ever considered to add the song Boogie Man https://www.youtube.com/watch?v=LlcP6Q-siJQ (https://www.youtube.com/watch?v=LlcP6Q-siJQ) to the gramophone and/or radio? It would be hilarious to see pawns being chased by Horrors while this is playing...

Thank you for all this amazing work! =)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Rocket_Raccoon on January 18, 2017, 02:08:30 PM
Great mod!
Like especially the religious part  :)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 19, 2017, 08:29:14 AM
How do you make new spells? I want to make a "Thrumbo Cult" and i figured out how to make a new cult but not how to add new spells. How can I summon Thrumbos instead of say black goats or whatever monster?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 19, 2017, 09:40:47 PM
I tried to make my own deity but it messed up all the mod lists. What did I do wrong? Note it uses the deer antler hat from another mod and some base game events.

<ThingDef Class="CultOfCthulhu.CosmicEntityDef">
<defName>Entity_Gaia</defName>
    <thingClass>CultOfCthulhu.CosmicEntity</thingClass>
<label>Gaia</label>
<version>5</version>
<description>The Goddess of the Earth.</description>
    <symbol>Mote/Symbols/Gaia</symbol>
<tier1SpellDefs>
<li>SpellFertility</li>
<li>SelfTame</li>
</tier1SpellDefs>
<tier2SpellDefs>
<li>ThrumboPasses</li>
</tier2SpellDefs>
<tier3SpellDefs>
<li>SpellPsionicGrowth</li>
</tier3SpellDefs>
<finalSpellDef>PsychicSoothe</finalSpellDef>
<favoredApparel>
<li>Apparel_DeerHood</li>
</favoredApparel>
</ThingDef>
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 20, 2017, 09:06:01 AM
Quote from: Hydromancerx on January 19, 2017, 09:40:47 PM
I tried to make my own deity but it messed up all the mod lists. What did I do wrong? Note it uses the deer antler hat from another mod and some base game events.

<ThingDef Class="CultOfCthulhu.CosmicEntityDef">
<defName>Entity_Gaia</defName>
    <thingClass>CultOfCthulhu.CosmicEntity</thingClass>
<label>Gaia</label>
<version>5</version>
<description>The Goddess of the Earth.</description>
    <symbol>Mote/Symbols/Gaia</symbol>
<tier1SpellDefs>
<li>SpellFertility</li>
<li>SelfTame</li>
</tier1SpellDefs>
<tier2SpellDefs>
<li>ThrumboPasses</li>
</tier2SpellDefs>
<tier3SpellDefs>
<li>SpellPsionicGrowth</li>
</tier3SpellDefs>
<finalSpellDef>PsychicSoothe</finalSpellDef>
<favoredApparel>
<li>Apparel_DeerHood</li>
</favoredApparel>
</ThingDef>


SpellDefs are custom IncidentDefs that have special checkers that say it's okay to call them or not. So when you use non-call of cthulhu spells in your spell lists, it simply won't work.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Karasu-Tengu (烏天狗) on January 20, 2017, 03:42:37 PM
Hydro: get IlSpy:
http://ilspy.net/ (http://ilspy.net/)
open "CultOfCthulhu.dll" with it and poke around (see screenshot)
(https://s30.postimg.org/w0nu8q23l/ilspycthulhu.jpg)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 20, 2017, 10:20:49 PM
Quote from: jecrell on January 20, 2017, 09:06:01 AM
Quote from: Hydromancerx on January 19, 2017, 09:40:47 PM
I tried to make my own deity but it messed up all the mod lists. What did I do wrong? Note it uses the deer antler hat from another mod and some base game events.

<ThingDef Class="CultOfCthulhu.CosmicEntityDef">
<defName>Entity_Gaia</defName>
    <thingClass>CultOfCthulhu.CosmicEntity</thingClass>
<label>Gaia</label>
<version>5</version>
<description>The Goddess of the Earth.</description>
    <symbol>Mote/Symbols/Gaia</symbol>
<tier1SpellDefs>
<li>SpellFertility</li>
<li>SelfTame</li>
</tier1SpellDefs>
<tier2SpellDefs>
<li>ThrumboPasses</li>
</tier2SpellDefs>
<tier3SpellDefs>
<li>SpellPsionicGrowth</li>
</tier3SpellDefs>
<finalSpellDef>PsychicSoothe</finalSpellDef>
<favoredApparel>
<li>Apparel_DeerHood</li>
</favoredApparel>
</ThingDef>


SpellDefs are custom IncidentDefs that have special checkers that say it's okay to call them or not. So when you use non-call of cthulhu spells in your spell lists, it simply won't work.

Ah ok. Thanks for the feedback!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 20, 2017, 10:55:42 PM
Quote from: Karasu-Tengu (烏天狗) on January 20, 2017, 03:42:37 PM
Hydro: get IlSpy:
http://ilspy.net/ (http://ilspy.net/)
open "CultOfCthulhu.dll" with it and poke around (see screenshot)

Unnecessary! I have the source code included in the Patreon links (no donation required to download).
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 21, 2017, 12:34:11 AM
You should add more spells to choose from for custom deities. In fact if there was an in game way to make your own custom deity that would be even cooler! Like a set of generic icons for the motes, choose the clothing and then pick spells for the deity. it would probably be hard to program but it would be super cool.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 21, 2017, 01:21:18 AM
@jecrell

Ok i was able to make a new Deity using existing spells. However it never showed up in the research list. How do I add it to that? All I can do is replace the fields in one of the default deities.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 21, 2017, 06:18:00 AM
Quote from: Hydromancerx on January 21, 2017, 01:21:18 AM
@jecrell

Ok i was able to make a new Deity using existing spells. However it never showed up in the research list. How do I add it to that? All I can do is replace the fields in one of the default deities.

I have a "version" set up so that if you update your deity and give it a higher "version" number it will update the lists in-game. You'll have to search for deities again at the research table for your new deity, I would imagine, after adding to the version number in XML.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 21, 2017, 06:28:43 AM
I changed it to this ...

<version>6</version>

But nothing happened. Am I stuck with my current saved game?

Says that "Probe occult deities" tech has already been researched.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Hydromancerx on January 22, 2017, 05:07:45 AM
If you cannot make an in game god maker can you at least add a more generic god? Like the random number god or something not specifically lovecraft?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on January 22, 2017, 05:14:30 AM
I think that what you're looking for is the Ancestral Spirits mod. This one is specifically lovecraftian :p
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: SNKcell on January 22, 2017, 07:56:27 AM
I really like all the mods but I just can´t deal with the OP monsters that you have in the horros mod

You need to built specific defenses for each one and that kinda takes out the fun of building a good base

but I have to agree that all the mods are pretty awesome
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 22, 2017, 08:53:26 AM
Quote from: SNKcell on January 22, 2017, 07:56:27 AM
I really like all the mods but I just can´t deal with the OP monsters that you have in the horros mod

You need to built specific defenses for each one and that kinda takes out the fun of building a good base

Hmm, maybe you should change your strategy against them.
Yes some monster are annoying, and VERY dangerous at mellee.
But most of them are not very fast and/or very stupid.
MiMo's are the only ones with range attack. Put some hvy armored mellee fighter with perso. shields behind sandbags or 1x1 walls, while range fighter wait 3-4 field behind them.
Strange beast are fast but stupid. Check what target the beast attack, and try to position that pawn behind your other pawns. And let the mellee attack to if they are fast enough.
All other are very slow, use your fastest pawn to intercept them, so they got focused on him, then run around your range pawn to let them shoot them down.
Star Vampire, once you hear him coming, position your mellee next to a entrance and all the ranges behind. He becomes visible and get damage once it pass the mellee.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Darciaaa on January 24, 2017, 08:39:56 PM
Quote from: Canute on January 22, 2017, 08:53:26 AM
Star Vampire, once you hear him coming, position your mellee next to a entrance and all the ranges behind. He becomes visible and get damage once it pass the mellee.

Hmm, I dunno if this is a bug but, in my actual run, Star Vampires are a joke. They love to rush my mortars outside of my base so, when I hear it coming, I get everyone inside my base, wait to hear some combat noise, grab and lead everyone close to my mortars to see that villain and they are free to shoot it down since AI doesn't want to change focus before it destroyed the prior target (unless I do an happy accident going in melee).
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on January 27, 2017, 04:52:51 AM
Quote from: Hydromancerx on January 21, 2017, 06:28:43 AM
I changed it to this ...

<version>6</version>

But nothing happened. Am I stuck with my current saved game?

Says that "Probe occult deities" tech has already been researched.

I apologize. You're absolutely right and this was my fault entirely Hydro. I "assumed" it was possible, but you're the first person to give it a good try and let me know the results. I'm fiddling with this right now as I'm adding a new deity to the official release, and I did NOT put in a section of code for assimilating new deities in the current saves.

Also, yes it could be possible to create deities for the mod in a generic fashion as a mini-mod. I'll probably need to allow for custom chanting sounds as well, because I'm sure there are people who do not want the spooky chant.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: forestfey on January 27, 2017, 07:16:41 AM
no, for the sake of diversity I would also welcome the possibility to exchange them for 1) tibetan throat-singing mantras, 2) passed-on native american songs like "Fly like an Eagle" or "Mother River" or similar, 3) or canticles of the different abramic creeds. Just to name a few...
A lot of incredible art has been created over the course of history for these dubious purposes... It would be a waste to NOT have this opportunity? ;)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Huntakilla on January 28, 2017, 07:44:04 PM
I've already put an obscene amount of hours into this game, but then it started getting a bit stagnant for me, but since I installed these mods I'm having so much fun again. Thank you for making this. I appreciate it!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on January 29, 2017, 11:06:00 AM
Love the mod! Maybe you can add yog sothoth in a future update.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Kryas on January 30, 2017, 10:05:45 PM
Is there a way I can disable the study successful cults research project midgame? I need it gone so I can increase my tech level using a new mod.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on January 31, 2017, 02:20:33 AM
Did you try to deconst the thing with the book ?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 01, 2017, 08:52:37 AM
Quote from: JABBA2000 on January 29, 2017, 11:06:00 AM
Love the mod! Maybe you can add yog sothoth in a future update.

Yog-Sothoth is quite a popular cult figure, eh?
What kind of spells would Yog-Sothoth have?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 01, 2017, 08:57:25 AM
(https://cdn3.patreon.com/1/patreon.posts/10722303651737783994.png?v=BCLiQpRBhHGDjeFOZR5CJzFCe9Oo962ZoTA-wbpR3tY%3D)

Cults 1.2 Updated

NEW DEITY: Hastur the Unspeakable.

Hastur grants your cultists the ability to brainwash their colleagues, summon flying beasts, provide much-needed relief for a season, and even grants an Oathtaker a form of immortality that restores them after death.

Happy culting.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Techgenius on February 01, 2017, 01:41:47 PM
Oh my. How many deities are there? how many types of unspeakable power and knowledge can one hope to acquire? Have you got many, many more plans to expand on the deities jecrell?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: PotatoeTater on February 01, 2017, 02:35:32 PM
Quote from: jecrell on February 01, 2017, 08:57:25 AM
(https://cdn3.patreon.com/1/patreon.posts/10722303651737783994.png?v=BCLiQpRBhHGDjeFOZR5CJzFCe9Oo962ZoTA-wbpR3tY%3D)

Cults 1.2 Updated

NEW DEITY: Hastur the Unspeakable.

Hastur grants your cultists the ability to brainwash their colleagues, summon flying beasts, provide much-needed relief for a season, and even grants an Oathtaker a form of immortality that restores them after death.

Happy culting.

Another amazing update, I can't wait to research and try to earn his favor.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Crimson_R on February 01, 2017, 06:17:57 PM
Hey, great mod but I have a small question. How would one go about modifying the amount of attention you get from gods when you're offering food ? If it's even possible to modify that.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: forestfey on February 01, 2017, 07:15:41 PM
Quote from: Techgenius on February 01, 2017, 01:41:47 PM
Oh my. How many deities are there? how many types of unspeakable power and knowledge can one hope to acquire?

ATROCIOUSLY MANY! (https://en.wikipedia.org/wiki/Cthulhu_Mythos_deities) So there's a LOT of potential for future expansions... =)

*rubbing hands tentacles eagerly* ...can't wait until I finally get to build an altar again and impose my reverence, oh Unspeakable One...
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Techgenius on February 03, 2017, 11:17:50 AM
:OOOOOOOOOO

Bless you forestfey

Many, many indeed... I wonder what types of powers we'll be granted in the future, what we have currently is incredible, maybe they could mash as these gods together? like the bride of cthulhu, and allies of cthulhu, adding their powers when preaching to the "Sect of Ctulhu", or something like that...

That said, I believe priests should look apart to their filthy cultist drones, their robes should look good, have traits from the God their serve, like priests of dagon having a robe matching the hood, or the black goat priests having black fur robes apart from the leather or cloth they made, just addorment to the accoutrements, there ya go, Priesthood Adorned Accoutrements reserach! granting priests power and buffs when they in favor with their chosen deity
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Techgenius on February 03, 2017, 11:51:46 AM
By the by, how or where can I edit how common black goats are? as much I like them, I'd like them to be more restricted to cultist-like factions or only the player faction
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: KaiserThurston on February 04, 2017, 08:53:11 PM
You could add a "Cthulhu awakens" event that could work like the "planet killer weapon", but in stages, and with each stage of the event, more and more Star Spawn of Cthulhu raids happen, along with more nasty events, and in the end:
A) A raid with a invincible Cthulhu happens.
or
B) The default planet killer weapon effect.

The triggers to this event could be affected by the cultists mod in some way.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: WinterFlare on February 14, 2017, 06:30:18 PM
I just wanted to give my feedback on what I've experienced with the Cosmic Horror events and raids so far, ranking from the least dangerous to the most dangerous.


Star-Spawn of Cthulhu, N/A: I've only been attacked by these once, so I honestly can't say much about them. Only two spawned, and 2 improvised turrets and a few colonists beat them.

Chthonian, fairly slow moving, only spawns alone in the pit, and doesn't attack/become maddened if it's out of range. Can be easily taken out with concentrated fire from 2-3 individuals. I've even killed them with 2-3 great bows, while 1-2 people have tanked the damage. I'm very much more afraid of mechanoid ships.

Star Vampires, I've only seen spawn one at a time. The amount of time it gives me to prepare allows me to pull most of my colonists into a single group and take it out in 1-2 concentrated fire bursts.

Dark Young: These seem to come in two forms, a "Strange Creature" event, and a "Manhunter Pack" event. In the Strange Creature event, I've only seen a single one spawn, and if taken care of immediately poses no threat at all. It only becomes a threat if you leave it alone and get caught off guard. The manhunter pack is fairly dangerous if you try to take it head-on, but they'll starve to death in a few days if you leave them alone, assuming your colonists don't have mental breaks and accidentally kill themselves (and possibly others, if you have low health doors.)

I would honestly prefer if they spawned in a pack of 2-3 during the "Strange Creature" event, and if attacked it would enrage all nearby Dark Youngs. In this way, you would have to wait for them to separate before taking care of them, which could lead you to forget about it making them much more dangerous.

Shoggoths move slowly and are very vulnerable to concentrated fire. They seem easy to prepare for, but I've only had a single one spawn at a time.

Mi-Go are fairly dangerous without personal shields, and can drive a colony to the brink of madness very quickly. Without personal shields, they are a very dangerous foe. Their high damage and high numbers require tactical movement to avoid death.

Deep Ones seem to be the most dangerous and unreasonable cosmic horror in the pack. They're fast, they have very high damage, fairly high armor, and tons of health. They spawn in large groups, light things on fire, and kill everything in sight. Concentrated fire will not work, because they take out melee units without power armor in 1-3 hits. They also tear turrets to shreds.

At one point I started a tribal colony on Randy Random, and was raided 3 times by Deep One's before the end of the first year. The first raid only spawned one of them, the second raid the same, the third raid (when I made Pemmican) spawned 3 of them and I stood absolutely no chance. Maybe I'm just trying to deal with them wrong, but without cheesing them, I can't seem to ever fight them off.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Trigon on February 14, 2017, 06:57:04 PM
Man, waiting for "The Colour out of Space" event. That was one of my favorite short stories.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 18, 2017, 10:06:27 AM
(https://cdn3.patreon.com/1/patreon.posts/8030307498919539826.PNG?v=BNOX1g1H3NELLtuO5xhq8XLBfiSocZtw54BxyRyIjWc%3D)

Cosmic Horrors 1.5.3 Updated

Options have been added to Cosmic Horrors!
Changes in 1.5.3

Now you can adjust how long until your first raid encounter.
Deep Ones have been slightly debuffed.
Chthonians now become aggressive and chase after your colonists when fired upon from far off range.
Dark Young can now spawn in groups.
Mood debuffs have been limited to a stack of 1 for observing cosmic horrors.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 18, 2017, 10:15:04 AM
Quote from: WinterFlare on February 14, 2017, 06:30:18 PM
I just wanted to give my feedback on what I've experienced with the Cosmic Horror events and raids so far, ranking from the least dangerous to the most dangerous.
First and foremost, thank you for the feedback. =3

QuoteStar-Spawn of Cthulhu, N/A: I've only been attacked by these once, so I honestly can't say much about them. Only two spawned, and 2 improvised turrets and a few colonists beat them.

Agreed. These need to be updated with something special. I'm thinking of giving them their canonical ability to warp.

QuoteChthonian, fairly slow moving, only spawns alone in the pit, and doesn't attack/become maddened if it's out of range. Can be easily taken out with concentrated fire from 2-3 individuals. I've even killed them with 2-3 great bows, while 1-2 people have tanked the damage. I'm very much more afraid of mechanoid ships.
As per your suggestion, I increased their speed and made it so they would aggro attackers even at a long range.

QuoteStar Vampires, I've only seen spawn one at a time. The amount of time it gives me to prepare allows me to pull most of my colonists into a single group and take it out in 1-2 concentrated fire bursts.
I was worried about this! I lowered their warning time for the latest tweak for you.

QuoteDark Young: These seem to come in two forms, a "Strange Creature" event, and a "Manhunter Pack" event. In the Strange Creature event, I've only seen a single one spawn, and if taken care of immediately poses no threat at all. It only becomes a threat if you leave it alone and get caught off guard. The manhunter pack is fairly dangerous if you try to take it head-on, but they'll starve to death in a few days if you leave them alone, assuming your colonists don't have mental breaks and accidentally kill themselves (and possibly others, if you have low health doors.)
I would honestly prefer if they spawned in a pack of 2-3 during the "Strange Creature" event, and if attacked it would enrage all nearby Dark Youngs. In this way, you would have to wait for them to separate before taking care of them, which could lead you to forget about it making them much more dangerous.

I increased the minimum number to at least two spawning at once. Let me know if it's too much.

QuoteShoggoths move slowly and are very vulnerable to concentrated fire. They seem easy to prepare for, but I've only had a single one spawn at a time.
I'm not entirely sure how to increase their threat at this time.

QuoteMi-Go are fairly dangerous without personal shields, and can drive a colony to the brink of madness very quickly. Without personal shields, they are a very dangerous foe. Their high damage and high numbers require tactical movement to avoid death.
I'm glad they provide a challenge.

QuoteDeep Ones seem to be the most dangerous and unreasonable cosmic horror in the pack. They're fast, they have very high damage, fairly high armor, and tons of health. They spawn in large groups, light things on fire, and kill everything in sight. Concentrated fire will not work, because they take out melee units without power armor in 1-3 hits. They also tear turrets to shreds.

At one point I started a tribal colony on Randy Random, and was raided 3 times by Deep One's before the end of the first year. The first raid only spawned one of them, the second raid the same, the third raid (when I made Pemmican) spawned 3 of them and I stood absolutely no chance. Maybe I'm just trying to deal with them wrong, but without cheesing them, I can't seem to ever fight them off.

I've halved the armor of a standard deep one. Hopefully that should prevent them from completley tearing through your colonies. Sadly, I can't currently find a way to easily make it so they don't start fires. I'll keep looking into the issue though and I'll try and fix them for good in the coming weeks.

This is wonderful feedback. Thanks again.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 18, 2017, 10:23:44 AM

(https://cdn3.patreon.com/1/patreon.posts/15773628852183961487.png?v=Sn-i_9bpyUHW0F2vNn18tWJO8ofPZjGg9UzjG3p95rE%3D)
Straitjackets V1.1 Updated

Video preview of Straitjackets update. (https://youtu.be/52ibm-6XKOE)

New in this update:
Right click to restrain colonists in straitjackets.
Straitjackets cannot be removed normally, and they require another colonist to remove them by right clicking on them and using "Remove straitjacket" from the menu.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: sefer on February 21, 2017, 09:51:24 PM
Thank you so much for uploading 1.5.8 to cosmic horrors on patreon. Now I can survive early game.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Crypt1cN1nja on February 24, 2017, 04:01:22 AM
Hi! The mod looks awesome, playing a cult was fun, but I wanted to ask/suggest something. I had encountered Inquisitors (My own colonists who turned against the cult), and wanted to really expand on that idea.

Can we get the option to form an Order of Inquisitors rather than a Cult? Can Inquisitors be added as a faction (or is the Agency already like this?)

I really would love to see an expansion on the premise that being a cult or an order of inquisitors costs you allies and enemies, and makes specific types of raids more common (Being a cult means being hunted, being an order means horrors unleashed on you). I would love to do a playthrough where I raid and destroy cult colonies, with an ending where my faction becomes a 40k-esque Ordo Hereticus.

HERESY!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ReconCrow on February 24, 2017, 05:51:39 AM
(http://i.imgur.com/NTVPLjv.png)
Approved.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 26, 2017, 12:42:14 PM
Quote from: Crypt1cN1nja on February 24, 2017, 04:01:22 AM
Hi! The mod looks awesome, playing a cult was fun, but I wanted to ask/suggest something. I had encountered Inquisitors (My own colonists who turned against the cult), and wanted to really expand on that idea.

Can we get the option to form an Order of Inquisitors rather than a Cult? Can Inquisitors be added as a faction (or is the Agency already like this?)

I really would love to see an expansion on the premise that being a cult or an order of inquisitors costs you allies and enemies, and makes specific types of raids more common (Being a cult means being hunted, being an order means horrors unleashed on you). I would love to do a playthrough where I raid and destroy cult colonies, with an ending where my faction becomes a 40k-esque Ordo Hereticus.

HERESY!

We have a Detectives expansion in the works. Inquisitions would be good fun as well. I'll probably get around to it sometime. =3
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 26, 2017, 12:45:51 PM
(https://cdn3.patreon.com/1/patreon.posts/xmitISWLNonjWVKgorG6kAealYd0vKXxP6X9QohdtkrRLC2KM5YoLqNielNDBNqw.gif?w=620&v=fZdzwFG_UcyJycCR-TYltwNzknh9XFHR3AcR5HGwwxQ%3D)

Factions 1.8 Released
Major features:

Minor updates:

https://www.patreon.com/posts/8240391/
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: EasyCo on February 26, 2017, 06:30:10 PM
My colony is full of cultists, and recently I managed to recruit an Agency member I'd taken prisoner. The only problem is that now every time she sees anything cult related, I get that warning message showing that the cult was discovered, and I also get an error message saying that the game tried to get the relation between my faction and my faction. Apparently the person I recruited is still registered to trigger that message whenever she sees something cult related, despite no longer being part of the Agency. And just to be clear, her cult-mindedness is not below the threshold or anything like that.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on February 26, 2017, 06:46:04 PM
Quote from: EasyCo on February 26, 2017, 06:30:10 PM
My colony is full of cultists, and recently I managed to recruit an Agency member I'd taken prisoner. The only problem is that now every time she sees anything cult related, I get that warning message showing that the cult was discovered, and I also get an error message saying that the game tried to get the relation between my faction and my faction. Apparently the person I recruited is still registered to trigger that message whenever she sees something cult related, despite no longer being part of the Agency. And just to be clear, her cult-mindedness is not below the threshold or anything like that.
memo: sacrifice captured agents

Duly noted!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Nanao-kun on February 26, 2017, 10:19:38 PM
Quote from: EasyCo on February 26, 2017, 06:30:10 PM
My colony is full of cultists, and recently I managed to recruit an Agency member I'd taken prisoner. The only problem is that now every time she sees anything cult related, I get that warning message showing that the cult was discovered, and I also get an error message saying that the game tried to get the relation between my faction and my faction. Apparently the person I recruited is still registered to trigger that message whenever she sees something cult related, despite no longer being part of the Agency. And just to be clear, her cult-mindedness is not below the threshold or anything like that.

I've found that after they've been inducted into the cult, exiting the game and back fixes it.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 27, 2017, 09:22:32 AM
Factions 1.8.5 Bug fix update:

I've tested this on my end, and recruited agency people should no longer cause problems with faction discovery.
Also, the cult discovery description was fixed.

Thanks for your patience all.
https://www.patreon.com/posts/8240391
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 27, 2017, 09:42:04 AM
Cosmic Horrors updated to 1.5.9.
Small bugfix for spoiler-related null exception regarding Chthonians.
https://www.patreon.com/posts/8150563
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 27, 2017, 12:27:08 PM
Cults updated to 1.2.5

-Fixed error when resurrecting corpses from graves/sarcophogi.

https://www.patreon.com/posts/call-of-cthulhu-7946193
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on February 27, 2017, 03:08:36 PM
No download links
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 27, 2017, 08:09:46 PM
Quote from: ChairmanPoo on February 27, 2017, 03:08:36 PM
No download links

I found the attachment for cosmic horrors didn't upload. But they should all be there now.

(http://i68.tinypic.com/wwf0hw.png)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: lonlas on February 28, 2017, 08:49:05 AM
I think there's a bug when using the byakhee with the Cults mod.. My colonists load themselves into the byakhee but when I try to launch the group the game doesn't recognize that they're all loaded in and it reads ''Loading in progress.''. I cancel it and my colonists have locked themselves into a wandering state. When I try to load the previously loaded colonists into the byakhee the game can't find them in the ''loading-tab''.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 28, 2017, 01:06:40 PM
Quote from: lonlas on February 28, 2017, 08:49:05 AM
I think there's a bug when using the byakhee with the Cults mod.. My colonists load themselves into the byakhee but when I try to launch the group the game doesn't recognize that they're all loaded in and it reads ''Loading in progress.''. I cancel it and my colonists have locked themselves into a wandering state. When I try to load the previously loaded colonists into the byakhee the game can't find them in the ''loading-tab''.

Yes. The Byakhee are quite the hard cookie for solving the code issues. Thankfully, you're just in time for a new Cults update.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on February 28, 2017, 01:10:57 PM
Cults 1.2.6 Update:
* Byakhee (partially) fixed. They can now be loaded and launched.
Known issues: 1) Byakhee change the faction of prisoners when arriving into colonists. 2) Byakhee can be ridden by livestock.
*Changed size of windows and buttons to allow for East Asian language translations.

https://www.patreon.com/posts/7946193
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: BeginnerBob on February 28, 2017, 02:45:07 PM
Nerf the Orbital Insanity Wave. Most of the time a pilot or two will crash down as well, and we can just sacrifice those two again to do the Insanity wave over and over again. This potentially means that we have an unlimited amount of free resources.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: cat2002 on March 01, 2017, 12:31:52 AM
BUG
Sacrificing an animal will cause prisoners to get the "Other prisoner was sacrificed" debuff.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 02, 2017, 12:14:43 PM
(https://cdn3.patreon.com/1/patreon.posts/3296805869442819594.PNG?v=tJ9SYHE1aO8bOXYyCQE9ScopeidVrIo6FWBDnyNLvWs%3D)

Cults updated to 1.2.7


New in this update:

Changes in this update:

https://www.patreon.com/posts/8296838
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 03, 2017, 12:34:15 PM

Factions updated to 1.8.6

Changes in this update:

https://www.patreon.com/posts/8240391
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 03, 2017, 07:25:43 PM
Question: Do statues do anything beyond aesthetics? Eg enhace prayer-gathering?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Ankhar on March 04, 2017, 02:04:34 AM
Quote from: jecrell on March 03, 2017, 12:34:15 PM

Factions updated to 1.8.6

Changes in this update:

  • Number of Agency bases lowered.
  • Number of coastal fishing towns (slightly) lowered, and greatly reduced chances of them appearing on sea ice.

https://www.patreon.com/posts/8240391

Thank you for keeping updating!
Love your mod, its really awesome.
I made my cult full of psionic cannibals and happy af xD
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on March 04, 2017, 02:15:11 AM
Quote from: Ankhar on March 04, 2017, 02:04:34 AM
I made my cult full of psionic cannibals and happy af xD
Your poor deity, what kind of sacrifices does he get when your people eat all the potential sacrfices ! :-)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: raras on March 04, 2017, 08:49:09 AM
guys, any idea on how do to disable the event notification - "break averted: Berserk" from this mod?  cz its been flooding my screen. it will be much helpful cz i have 50 sacrifices ...... prisoners roaming my jail.

-the event notification comes from the Straitjackets 1.1 btw

[attachment deleted by admin due to age]
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Demiosis on March 09, 2017, 08:38:12 PM
List of Bugs/incoherences that I've found until now:

-Straitjacket does not stop a pyromaniac from setting things on fire.
-Shoggoth having meat and leather (Actual Shoggoths are masses of corrosive protoplasmic jelly that can morph shapes at will)
-Rhombohedral Energy Weapons(They should be unusable until you've researched a high tier tech on the Forbidden knowledge center)
-MiGo Faction should be Yuggoth
-Dark Young and Shoggoth not being 100% immune to any diseases.
-Creature of the mythos sleeping at night (should be the other way around or 50/50 day and night)
*Also Sleeping related: Im not 100% sure on this one but I don't think Shoggoth actually need to sleep at all. They are after all slave creations from the Elder Things(before rebellion) and were used ceaselessly to power various machinery, guard areas, cleaning rooms or as a trash compactor/destroyer.

If i find other stuff I'll let you know..


Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: faltonico on March 09, 2017, 09:00:58 PM
Hello there Jecrell!
Would you please add a bill to burn strange meat at the electric crematorium? I only see it in the campfires.
Thanks a lot in advance!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 10, 2017, 12:23:12 PM
Quote from: ChairmanPoo on March 03, 2017, 07:25:43 PM
Question: Do statues do anything beyond aesthetics? Eg enhace prayer-gathering?

Sorry for the late response, I've been taking care of my wife since she threw out her back!

It's planned to use statues in the next update for sacrifice success rates alongside temple impressiveness and cultist attire. I have a new design set up to use a system like so.

Sacrifice Success Check:
Tensided die + Success Modifier vs Spell Difficulty.

*rolls d10*
5.

Some of my colonists have cult attire. +1
I have a statue of the deity for the spell +2.

Tier 1 difficulty. 4.

5 + 3 vs 4. Spell success.

This is all currently being designed, so if you have other ideas let me know.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 10, 2017, 12:32:54 PM
Quote from: Demiosis on March 09, 2017, 08:38:12 PM
List of Bugs/incoherences that I've found until now:

-Straitjacket does not stop a pyromaniac from setting things on fire.
-Shoggoth having meat and leather (Actual Shoggoths are masses of corrosive protoplasmic jelly that can morph shapes at will)
-Rhombohedral Energy Weapons(They should be unusable until you've researched a high tier tech on the Forbidden knowledge center)
-MiGo Faction should be Yuggoth
-Dark Young and Shoggoth not being 100% immune to any diseases.
-Creature of the mythos sleeping at night (should be the other way around or 50/50 day and night)
*Also Sleeping related: Im not 100% sure on this one but I don't think Shoggoth actually need to sleep at all. They are after all slave creations from the Elder Things(before rebellion) and were used ceaselessly to power various machinery, guard areas, cleaning rooms or as a trash compactor/destroyer.

If i find other stuff I'll let you know..

Thank you. Let me address some concerns.

As far as how to address Shoggoths in RimWorld, I have had ideas since last September of redoing them as proper ooze. To redo them as proper ooze requires making a new class of entity for RimWorld, a sort of "liquid" entity. It would be very difficulty but very cool. I apologize for the "meat" and "leather," but they were fun ideas at the time.

As far as sleeping goes and all mythos creatures, I DESIGNED Dark Young to not rest, but then RimWorld would throw red errors everywhere when the Dark Young were tamed. So I readded their ability to rest. That is the same for most of the creatures I had in RimWorld. Removing their rest conditions, etc, caused actual game issues.

How are you getting Rhombohedral Energy Weapons?! They should be destroyed when the MiGo die? They are also unsellable and unbuyable. You shouldn't be getting those AT ALL.

Can you explain the circumstances for how Straitjackets are not preventing pyromaniacs from burning things? Do they have the straitjackets on before or after going full burninator?

One more thing. The MiGo are an interstellar empire, and Yuggoth was their outpost in the Sol system, so I don't think it makes sense for them to use Yuggoth, which is synonymous with the Pluto region of space in our own solar system. The RimWorlds should get their own similar nearby outpost and not Yuggoth.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 10, 2017, 12:38:36 PM
Quote from: faltonico on March 09, 2017, 09:00:58 PM
Hello there Jecrell!
Would you please add a bill to burn strange meat at the electric crematorium? I only see it in the campfires.
Thanks a lot in advance!
Sure!
I've already made the edits. It will be in the next update.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 10, 2017, 12:41:43 PM

Industrial Age updated to 1.1.7

Changes in this update:

https://www.patreon.com/posts/7829868
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 10, 2017, 02:21:54 PM

Cosmic Horrors updated to 1.5.10

Changes in this update:

https://www.patreon.com/posts/8150563
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: faltonico on March 10, 2017, 02:25:16 PM
You are awesome!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Demiosis on March 10, 2017, 02:41:59 PM
To answer your question about the energy weapon , i had an actual raid of MiGo drones but they didn't had any ranged weapons and I found that odd so I've decided to check if they actually had any in the DEV mode (made another test colony) so I spawned some with the tool and these stay there and are usable by the colonist. Also, just tried to spawn a caster then kill it and it does indeed despawn when defeated so im at fault there sorry ^^'.

Straitjacket story: Colonist goes into pyro mode (from 90% mood no break chances at all to pyro so there's no way I could tell he was about to break, like the alcool/drug binge which aren't predictable at all)
Ask other colonist to put straitjacket to affected colonist.
Suceeded to put it on.
He still proceeded to try to burn my base so I had to babysit him with another drafted pawn.

MiGo Homeworld:
D20 Call of Cthulhu rulebook: in their description: come from Yuggoth and their full name are : MiGo The fungi from yuggoth.
Call of Ctulhu rulebook V5.6: in this description : with a main colony or base on yuggoth (Pluto) full name there again: MiGo The fungi from yuggoth.
Another Reference: http://kinginyellow.wikia.com/wiki/Yuggoth
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 10, 2017, 03:23:03 PM
Quote from: Demiosis on March 10, 2017, 02:41:59 PM


MiGo Homeworld:
(snip)

I disagree. I think Jecrell is in the right here: In the original body of Lovecraft's work, Yuggoth is just an outpost, not the homeworld of the Mi-Go.

From "The Whisperer in Darkness", by HP Lovecraft

QuoteThe blasphemies which appeared on earth, it was hinted, came from the dark planet Yuggoth, at the rim of the solar system; but this was itself merely the populous outpost of a frightful interstellar race whose ultimate source must lie far outside even the Einsteinian space-time continuum or greatest known cosmos.

QuoteTheir main immediate abode is (...) the object mystically hinted at as "Yuggoth" in certain ancient and forbidden writings; But Yuggoth, of course, is only the stepping-stone. The main body of the beings inhabits strangely organized abysses wholly beyond the utmost reach of any human imagination. 

Quote
To visit Yuggoth would drive any weak man mad—yet I am going there. The black rivers of pitch that flow under those mysterious cyclopean bridges—things built by some elder race extinct and forgotten before the beings came to Yuggoth from the ultimate voids—ought to be enough to make any man a Dante or Poe if he can keep sane long enough to tell what he has seen.

------------------------------------

As for the Dark Young: Suggestion: Make them sleepless and untameable? The summon dark young spell could be changed with an object which, once targeted at a character, spawned several manhunter Dark Young on map who proceeded to pounce the target. Could prove interesting as a siege weapon.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Demiosis on March 10, 2017, 04:06:25 PM
http://www.hplovecraft.com/writings/texts/fiction/wid.aspx

*I don't think they are talking ONLY about the MiGo here. Also, Yuggoth is probably the resting place of a Gate to summon even dreader things*
It seemed plain to us, also, that there were ancient and elaborate alliances between the hidden outer creatures and certain members of the human race. How extensive these alliances were, and how their state today might compare with their state in earlier ages, we had no means of guessing; yet at best there was room for a limitless amount of horrified speculation. There seemed to be an awful, immemorial linkage in several definite stages betwixt man and nameless infinity. The blasphemies which appeared on earth, it was hinted, came from the dark planet Yuggoth, at the rim of the solar system; but this was itself merely the populous outpost of a frightful interstellar race whose ultimate source must lie far outside even the Einsteinian space-time continuum or greatest known cosmos.

*this version differ slighty from yours where did you got your text?*
Their main immediate abode is a still undiscovered and almost lightless planet at the very edge of our solar system—beyond Neptune, and the ninth in distance from the sun. It is, as we have inferred, the object mystically hinted at as "Yuggoth" in certain ancient and forbidden writings; and it will soon be the scene of a strange focussing of thought upon our world in an effort to facilitate mental rapport.


*The ultimate void most likely refer to their race being non-existent at this moment then created by another cosmic entity that's now long dead.*
To visit Yuggoth would drive any weak man mad—yet I am going there. The black rivers of pitch that flow under those mysterious cyclopean bridges—things built by some elder race extinct and forgotten before the beings came to Yuggoth from the ultimate voids—ought to be enough to make any man a Dante or Poe if he can keep sane long enough to tell what he has seen.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 10, 2017, 05:02:20 PM
Wikimedia commons. I abridged the paragraph though, hence the (...)

I think the text very clearly and specifically refers to the Mi-Go and not to other, unnamed creatures (which don't really appear in-story).

https://en.m.wikisource.org/wiki/The_Whisperer_in_Darkness/full


Pd: also hinted at in "At the mountains of madness"

Quote
It was curious to note from the pictured battles that both the Cthulhu spawn and the Mi-Go seem to have been composed of matter more widely different from that which we know than was the substance of the Old Ones. They were able to undergo transformations and reintegrations impossible for their adversaries, and seem therefore to have originally come from even remoter gulfs of the cosmic space
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Caminha on March 10, 2017, 06:17:45 PM
Is it possible to sacrifice pawns for favor only?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 10, 2017, 07:36:39 PM
You auto-gain favor when sacrificig.  I dont think yyou can do human sacrifice withotu spells tho
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Dragoon on March 11, 2017, 07:46:58 AM
This mod is awesome, I love seeing it get more and more epic.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: gehennianviceroy on March 11, 2017, 08:16:26 AM
I just wanted to say, this mod has consumed me. I absolutely love it.

I've played since I first saw your thread and my colony since has been nothing but for the glory of Dagon.

Checking back in today, I see we have updates! Definitely going to be squeezing some time in before work.

Keep it up!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 12, 2017, 08:53:28 AM
Quote from: Caminha on March 10, 2017, 06:17:45 PM
Is it possible to sacrifice pawns for favor only?

It will be. =)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 12, 2017, 08:54:17 AM
(http://images.akamai.steamusercontent.com/ugc/85971431431062071/58556F21F675162A9913D50D8170ABFDACB90BA0/)
The Elder Things RELEASED!

Description
In this mod, The Elder Things will be added to your game as a playable race. They have custom skeletal structures, sounds, a custom faction, and a custom scenario. The Elder Things are a mixture of plantlike and amphibian biology. They had an advanced society that predated humanity, but they were destroyed when their slaves rebelled. The survivors still require other races to perform their labors for them.

Preview Image (http://images.akamai.steamusercontent.com/ugc/85971431431077840/B5578D852B3A72BE97898B5F743C647CB6BAD4DC/)

Features
New Playable Alien Race - Elder Things added to your game.
Download
Patreon (https://www.patreon.com/posts/8412041)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=882126182)

Planned Update:
*Biogenesis features and the ability to create Shoggoth slaves.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: henk on March 12, 2017, 09:40:07 AM
How do you make an offering? I selected the correct diety and amount but when I select the make an offering button, it gave me a message "Failed to find any offering". Do I have to setup a stockpile next to it or something?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 12, 2017, 11:28:09 AM
Quote from: henk on March 12, 2017, 09:40:07 AM
How do you make an offering? I selected the correct diety and amount but when I select the make an offering button, it gave me a message "Failed to find any offering". Do I have to setup a stockpile next to it or something?

It uses nutrition value and not the number of something.
So you might need to lower your offering amount to be able to make the offering.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 12, 2017, 12:53:02 PM
OH YES
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 12, 2017, 06:45:08 PM
Bugs:
- Elder Thing energy weapons research is avaiable to humans

Possible Bug: The comms console stopped working when you right-click. It starts working again after disabling the Elder Things mod.


And I get these messages in the debug console:
Quote
Exception filling window for Verse.FloatMenuMap: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn) <0x00812>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x04ab5>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch1 (UnityEngine.Vector3,Verse.Pawn) <0x00163>
at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect) <0x000da>
at HugsLib.GuiInject.WindowDetour/<>c__DisplayClass1.<_WindowOnGUI>b__0 (int) <0x009e9>

Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

QuoteObject reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn) <0x00812>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch1 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x04ab5>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch1 (UnityEngine.Vector3,Verse.Pawn) <0x00163>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x0011c>
at AchtungMod.Controller.HandleEvents () <0x00155>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00015>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch1 (object) <0x00010>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00101>
at Verse.Root.OnGUI () <0x000b9>
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 13, 2017, 10:57:55 AM
@ChairmanPoo:

Fixed!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 13, 2017, 10:59:15 AM
Elder Things Faction 1.0.2 Update:

Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Dragev on March 13, 2017, 04:46:51 PM
I am absolutely loving this mod!  ;D Been a fan of the ol' gentleman from Providence for many years now and seeing his creations unleashed on my poor colonists or tribesmen is great!!  ;D

Just one thing, though; one of my guys managed to break the Grimoire (he's an idiot..) when he failed to build the altar (..a MASSIVE idiot), and now I can't build it any more. Is there any recipe, or any other way out of this?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 13, 2017, 05:16:08 PM
If you still have the monolith or the tree you can send someone to investigate it in order to get another grimoire.

PD:

I'm not sure whether this is intended behavior or not, but I'm getting Elder Thing caravans whose traders are unable to trade or, indeed, communicate, with my human (New Arrivals) colonists.

Also: Elder Thing lasgun research is still avaiable for humans.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 14, 2017, 05:15:52 PM
Correction: While you cannot trade with Elder things, they CAN interact with human colonists.

Indeed we could say that some people go native.

(http://lookpic.com/O/i2/1446/t76kGuv0.png)


For the record, Brewer was human. But she had the background of an Elder Thing. I'm guessing she was adopted and never told of her parentage  :P

Tifarara Yi was straight out prsudaded to stay after a visit
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: vitorss on March 15, 2017, 12:39:54 PM
am I doing something wrong or is there a way to tweak the social debuffs? my whole colony hates my preacher cause of the "executed prisioner" debuff even though they're all cult minded.

Also, the sentimental sacrifices on Thoughts_Worship aren't triggering here, getting the vanilla buffs instead
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 15, 2017, 02:00:44 PM
Psychology recognizes sacrifices as executions. It makes executioners less likeable.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: vitorss on March 15, 2017, 02:21:06 PM
Makes sense, I guess I have to live with unlikeable executioners. Still the other buffs aren't kicking, no idea why
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Sam Gray on March 16, 2017, 06:24:40 AM
Quote from: ChairmanPoo on March 14, 2017, 05:15:52 PM
Correction: While you cannot trade with Elder things, they CAN interact with human colonists.

Indeed we could say that some people go native.

(http://lookpic.com/O/i2/1446/t76kGuv0.png)


For the record, Brewer was human. But she had the background of an Elder Thing. I'm guessing she was adopted and never told of her parentage  :P

Tifarara Yi was straight out prsudaded to stay after a visit

Had the same thing happen to my colony, an Elder Thing wanderer with human appearance.
I checked and Hospitality mod was causing it...maybe a fix later on?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 16, 2017, 09:51:55 AM
The Elder Things V1.0.3 Update:
(https://images.discordapp.net/.eJwVyMENwyAMAMBdGAADEdRkG0QQiZrYCDvqo-rubX-ne5t7nmY1u-qQFWA7pPLcrCjP0pvtzP1sZRxiK19QVEvdr0YqELJDH33AsLj09-NXPmNyS8QcYvQJHdz0JH6RHdTN5wsHpCLj.P2rCV5SJKxYJlohroxsjM1c-_nY)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 16, 2017, 09:52:54 AM
Quote from: CyanSam on March 16, 2017, 06:24:40 AM
Had the same thing happen to my colony, an Elder Thing wanderer with human appearance.
I checked and Hospitality mod was causing it...maybe a fix later on?
How strange. I'll look into it.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 16, 2017, 01:18:39 PM
(http://images.akamai.steamusercontent.com/ugc/85972156530900397/074DFA2076BB2B1D9EB471C697DB5007BF919A51/)

CULTS 1.2.8

Changes in this update:

New Sacrifice Calculation:
100 sided die roll + success modifiers vs. spell difficulty.

Success Modifiers:
Congregation quality. Wielding a cultist weapon +5. (Some robes +10 / Perfectly robed and hooded +15).
Statues nearby. (At least one statue of normal quality or higher +10 / Statue of the deity +10).
Temple quality. (Somewhat impressive temple +10 / Impressive + 20 / Outdoor temple for deities that favor outdoor settings +20).
Map conditions. (+20 for Stars are Right. -50 for Stars are Wrong).

Spell Difficulty: Tier 1 = 40, Tier 2 = 50, Tier 3 = 70, Final Tier = 90.

https://www.patreon.com/posts/8461856
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 16, 2017, 04:40:15 PM
This is really cool. Is it save compatible?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 16, 2017, 09:32:40 PM
Quote from: ChairmanPoo on March 16, 2017, 04:40:15 PM
This is really cool. Is it save compatible?

It should be fine. There shouldn't be any noticeable problems. If there are, hit me with a stick. I'll get to fixing it.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: henk on March 17, 2017, 02:45:07 AM
Hi, I believe I found a bug or unintended effect for sacrificing a summoned Byakhee which instantly maxed out the attention of Hastur and other Deities.  Also, I believe it's a bit too anti-climatic to instantly win by casting the final spell so I suggests a few 'final' stages for the spell where Agents will pour into stop you.

Cthulhu: A final ritual has to be constructed before he can be awakened. It's like a Wonder victory except the ritual circle and materials required are absolutely massive.

Shub-Niggurath: Her materialization is not instant and will occur over the next few days. She will constantly mutate the map, turning trees and wildlife hostile. You will have to survive both the Agents and the horribly mutating map to complete the ritual.

Hastur: Over the course of the next few days, sleeping colonists will be whisked away at random and the remaining colonists will have to keep the ritual going admist dwindling members until the last colonist has been transfered.

Dagon: He will spawn an appointed meeting place along the coast line where you will have to journey across facing constant ambushes from the Agency. When you arrive, there is one final blockade which you have to work together with the Deep Ones to break before you can join them under the waves.

Nyarlathotep: The simplest but also the hardest; Nyarlathotep will spawn a series of his Avatars which you will have to defeat to prove your worth. It manifests as a single super squad with super powerful individuals that use Siege, sniping and tunneling tactics to destroy your colonists.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Ruisuki on March 17, 2017, 04:28:07 AM
Never read the novels but in the mod are you essentially playing as the bad guys? Cant imagine anyone partnering up with the deep ones being well, uh, well-intentioned.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Dragev on March 17, 2017, 10:52:46 AM
Quote from: Ruisuki on March 17, 2017, 04:28:07 AM
Never read the novels but in the mod are you essentially playing as the bad guys? Cant imagine anyone partnering up with the deep ones being well, uh, well-intentioned.
Weeelll...depends on  where you stand, of course  ;)
To quote Jonathan L. Howard about the waking of Great Cthulhu 'if you've been good little boys and girls and worshipped him properly, he might not kill you first. Isn't that splendid?.
So yeah, they aren't the nicest (I recommend reading the novels to see how much of an understatement that was)

By the way, is this there anything in this mod that could have caused one of my pawns to suddenly be dead with his head cut off? No other sign of a struggle? With a caravan of slightly creepy Innsmouth guys standing not far away?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Ruisuki on March 17, 2017, 11:10:46 AM
Must be the deep ones....I mentioned them so the innsmouth caravan took your guys head off.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Dragev on March 17, 2017, 11:14:20 AM
My mistake. It was my incompetent doctor who managed to cut his head off while trying to put on an eyepatch... ???
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 17, 2017, 10:09:42 PM
Quote from: Ruisuki on March 17, 2017, 04:28:07 AM
Never read the novels but in the mod are you essentially playing as the bad guys? Cant imagine anyone partnering up with the deep ones being well, uh, well-intentioned.

"Good guys" and "bad guys" are irrelevant. The inevitable truth of cosmic horror is that humanity and its beliefs are insignificant. Eventually, the greater "beings" may simply wink all of us out of existence, or we may discover the truth of the universe that causes us all to lose ourselves to madness.

But yes, ripping people's hearts out to get divine gifts of tentacles probably isn't the most ethical lifestyle.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: EnricoDandolo on March 18, 2017, 12:39:08 AM
Not sure if anyone has mentioned this but.
Orbital Insanity Wave seems a bit broken.
You get free resources.
In my experience with it, the pilot of the ship has nearly always crashed down with it (FREE PRISONER.)
And the prisoner doesn't need medical care to be sacrificed.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 18, 2017, 09:52:25 AM
Cults 1.2.9 Update Released:
-Minor fix for preachers to gain cult mindedness from their own sermons.
https://www.patreon.com/posts/8461856

Elder Things 1.0.5 Update Released:
-Minor update to prevent bionic wing replacement issues
https://www.patreon.com/posts/8412041

Factions 1.8.8 Update Released:
-Raincoat insulation values modified
https://www.patreon.com/posts/8240391
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 18, 2017, 08:42:48 PM
Quote from: EnricoDandolo on March 18, 2017, 12:39:08 AM
Not sure if anyone has mentioned this but.
Orbital Insanity Wave seems a bit broken.
You get free resources.
In my experience with it, the pilot of the ship has nearly always crashed down with it (FREE PRISONER.)
And the prisoner doesn't need medical care to be sacrificed.

What version are you playing for Cults? In my current version, there is no code for someone to spawn with the crashed ship part.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 18, 2017, 09:34:44 PM
Cults 1.2.9 Update Released:
-Mechanoids should no longer receive sanity loss in Cults.
https://www.patreon.com/posts/8461856

Cosmic Horrors 1.5.15 Update Released:
-Mechanoids should no longer receive sanity loss in Cosmic Horrors.
https://www.patreon.com/posts/8150563

Factions 1.8.9 Update Released:
-Sound volume reduced for faction weapons.
https://www.patreon.com/posts/8240391
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Robloxsina66 on March 18, 2017, 11:50:45 PM
the elder things is causing error-
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JABBA2000 on March 19, 2017, 01:38:00 PM
Quote from: jecrell on February 01, 2017, 08:52:37 AM
Quote from: JABBA2000 on January 29, 2017, 11:06:00 AM
Love the mod! Maybe you can add yog sothoth in a future update.

Yog-Sothoth is quite a popular cult figure, eh?
What kind of spells would Yog-Sothoth have?

I really dont know lol. He knows all and sees all (if i remember correctly) so he can have a boost to all types of work and maybe research. There can be one where he summons stuff to help you temporarily like wolflike creatures (were they his) and other creepy stuff. Also one where he gives you a boost to the sight and hearing and all that for 20/30%. He can restore/buff the health of the colonists.

Note: I havnt read many of the books and in my playthrough i have only seen cthulhu's spells so i dont know if any of them are already there.

Also can you give me any tips for updating this mod and adding the new things that you have made. I know its a late reply lol.

EDIT: I also thought of another one. I dont know if its possible but make raiders flee by sacrificing a man or/and make a raid spawn or more likely to spawn.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Tgr on March 19, 2017, 04:10:35 PM
bug report: conflicts with hospitality if the agency discovers a grimoire. the agency investigators are automatically imprisoned rather than attack.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Cynsity702 on March 21, 2017, 12:18:45 AM
I'm getting this error and i believe Hospitality and Cutls maybe clashing? Or the factions mod you have?

http://txt.do/dtg3d



Basically, i had some guests from The Agency show up, 3 pawns. Each one somehow turned into a prisoner and i got the prompt, "(Pawn name) is escaping", one by one they all exited the map and then i had a bad standind with the faction for being in a cult. Is that supposed to happen? I am going to send this same message to Hospitality author.



Here is a better log with a few more items you can look at that ticked: http://textuploader.com/dtg8d
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Tgr on March 21, 2017, 01:40:26 AM
This is the same bug I reported early. To avoid just don't let the Agency discover your cult things...
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 23, 2017, 10:04:17 PM
Quote from: Cynsity702 on March 21, 2017, 12:18:45 AM
I'm getting this error and i believe Hospitality and Cutls maybe clashing? Or the factions mod you have?

http://txt.do/dtg3d



Basically, i had some guests from The Agency show up, 3 pawns. Each one somehow turned into a prisoner and i got the prompt, "(Pawn name) is escaping", one by one they all exited the map and then i had a bad standind with the faction for being in a cult. Is that supposed to happen? I am going to send this same message to Hospitality author.



Here is a better log with a few more items you can look at that ticked: http://textuploader.com/dtg8d

Quote from: TREH on March 21, 2017, 01:40:26 AM
This is the same bug I reported early. To avoid just don't let the Agency discover your cult things...

I'm looking into it -- should be fixed before the weekend.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Mordobb on March 24, 2017, 11:50:02 AM
Hi what are you settings when you play. Mods to avoid ect. Maybe tweaks.
My colony received a poison ship with a centipede in... this was far more scary than any horror train because i just couldn t get rid of it weaponry not good enought. The colony eventually succumbed, even with friendlies trying to help.
Is that an hazard of the mods and should be taken as "ho well, next colony" ? Or is there a way to cancel
such so advanced ennemies.

Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 24, 2017, 12:20:13 PM
That has nothing to do with this mod. Poison ships with centipede defenders are vanilla
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on March 24, 2017, 12:32:06 PM
You can disable the events "ship parts crash (psychic/poison) at the scenario editor.
But it is still possible for mechanoid raids.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 24, 2017, 05:16:41 PM
Some suggestions:

- Becoming a Cult vs becoming Agency-aligned
- When you get a grimoire, you could get the option to build a counter-arcane station. Should allow you to craft various utility arcane items (mostly for defense against horrors and the like), and form an inquisition to purgue cultist thought from your faction. If discovered by fishermen they'll become hostile though. On the other hand, the Agency should be more prone to help you.
- As an addenum, if you're a Cult faction and get outed by the Agency, fishermen should be more prone to help you.

A new resource: vim

This should be an universally craftable arcane resource. Basically you draw blood either from colonists or prisoners. Would be used for various occult purposes, possibly in relation to different gods.
Eg:
- Draw marks in the floor which some brands of incoming Horror raiders wont cross provided you have good relations with their patron (AKA: Dagon piety for Deep Ones, Cthulhu piety for starspawn, etc...)
- Some particular spells and effects (maybe some reanimation spell for either one of the existing deities or a new one, which allows you to resurrect dead pawns as your servants?)


Deity Tweak: Shub Nigguranth
-Replace forbidden knowledge spell with something more fertility-thematic, maybe? I was thinking a healing spell that heals afflictions and the like


New Deity: Yog Sothoth
"The Key and the Gate"
Tier 1: Forbidden knowledge "Yog Sothoth sees all, and knows all"
Tier 2: Imperfect Reanimation (Turn a dead body into a menial labor zombie, basically able to haul, mine, and perform other basic tasks. Does not eat but will progressively reanimate. Permanent morale buff as they're mindless slave thralls)
Tier 4: Manifest Other Self. "The caster communes with Yog Sothoth and discards his current form in favor of that of one of his other incarnations through the whole of space-time" (Removes the caster and gives you instead a new, high quality colonist, which is not necessarily human. Elder Things should be elligible, but ideally there should be a number of other potential alien bodies to act as a basis.)

Tier 4: Perfect Reanimation "Do not call up that which ye cannot put downe" (Resurrects a dead, properly-preserved colonist with all their former skills. Random chance of the pawn's body being posessed by an horror from outside -much carnage should follow if the latter-)

Tier 5 (endgame): Rite of the Silver Key (https://en.wikisource.org/wiki/Through_the_Gates_of_the_Silver_Key/full#Chapter_Four)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 25, 2017, 04:53:34 AM
Quote from: ChairmanPoo on March 24, 2017, 05:16:41 PM
Some suggestions:

- Becoming a Cult vs becoming Agency-aligned
- When you get a grimoire, you could get the option to build a counter-arcane station. Should allow you to craft various utility arcane items (mostly for defense against horrors and the like), and form an inquisition to purgue cultist thought from your faction. If discovered by fishermen they'll become hostile though. On the other hand, the Agency should be more prone to help you.
- As an addenum, if you're a Cult faction and get outed by the Agency, fishermen should be more prone to help you.

A new resource: vim

This should be an universally craftable arcane resource. Basically you draw blood either from colonists or prisoners. Would be used for various occult purposes, possibly in relation to different gods.
Eg:
- Draw marks in the floor which some brands of incoming Horror raiders wont cross provided you have good relations with their patron (AKA: Dagon piety for Deep Ones, Cthulhu piety for starspawn, etc...)
- Some particular spells and effects (maybe some reanimation spell for either one of the existing deities or a new one, which allows you to resurrect dead pawns as your servants?)


Deity Tweak: Shub Nigguranth
-Replace forbidden knowledge spell with something more fertility-thematic, maybe? I was thinking a healing spell that heals afflictions and the like


New Deity: Yog Sothoth
"The Key and the Gate"
Tier 1: Forbidden knowledge "Yog Sothoth sees all, and knows all"
Tier 2: Imperfect Reanimation (Turn a dead body into a menial labor zombie, basically able to haul, mine, and perform other basic tasks. Does not eat but will progressively reanimate. Permanent morale buff as they're mindless slave thralls)
Tier 4: Manifest Other Self. "The caster communes with Yog Sothoth and discards his current form in favor of that of one of his other incarnations through the whole of space-time" (Removes the caster and gives you instead a new, high quality colonist, which is not necessarily human. Elder Things should be elligible, but ideally there should be a number of other potential alien bodies to act as a basis.)

Tier 4: Perfect Reanimation "Do not call up that which ye cannot put downe" (Resurrects a dead, properly-preserved colonist with all their former skills. Random chance of the pawn's body being posessed by an horror from outside -much carnage should follow if the latter-)

Tier 5 (endgame): Rite of the Silver Key (https://en.wikisource.org/wiki/Through_the_Gates_of_the_Silver_Key/full#Chapter_Four)

I had a thought for Yog-Sothoth teleporting your colonist to another world -- creating an alternate map wherein you can travel through to another space and have a chance to grab a lot of grand items in a potentially dangerous zone. It would be so fun to do that.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 25, 2017, 04:55:40 AM
(https://cdn3.patreon.com/1/patreon.posts/1558418967465804975.png?v=WAD73bFILqeim5dJILqIImEZIZuNfCQko7ONAlZ61lI%3D)

Cults updated to 1.3

New in this update:
Changes in this update:

https://www.patreon.com/posts/8561140
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Tgr on March 25, 2017, 01:10:51 PM
Is there a way to purge the cult?

Getting rid of all pawns with cult mindedness that rose above the threshold functionally eliminates it but how would you go about ending it totally, or getting the Agency off your back?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 26, 2017, 08:47:08 AM
CULTS 1.3.1

Fixes in this update:
https://www.patreon.com/posts/8561140
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on March 26, 2017, 09:54:13 AM
Quote from: jecrell on March 26, 2017, 08:47:08 AM
CULTS 1.3.2


Changes in this update:

  • Psionic brain is now a psionic lobe that acts as an implant on brains.
  • Study Successful Cults research is now greatly expanded in points required to complete.

Fixes in this update:

  • Fixed yellow text errors related to the obelisk.
https://www.patreon.com/posts/8561140
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Ruisuki on March 26, 2017, 11:39:50 AM
are the pews on this image(and others below it) from modular tables as the recommend section suggests?: (http://images.akamai.steamusercontent.com/ugc/101725789660352120/8AA2CF95CAC6804D95FCD6EDB4D6F2583F11AF07/)

I see some people suggesting More furniture for it but to my knowledge MF doesnt add pews?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: ChairmanPoo on March 26, 2017, 02:07:59 PM
No, Cults includes pews by default
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Ruisuki on March 27, 2017, 10:51:06 AM
Quote from: ChairmanPoo on March 26, 2017, 02:07:59 PM
No, Cults includes pews by default
On the front page the Op says: Recommended mods
   Modular tables (for proper temple pews)
   Cosmic Horrors (for summoning actual monsters)
   Industrial Age (for great lighting)

Putting the modular stools one row below/above seems to combine them however, instead of looking like separate pews. So is the original post wrong and this mod includes pews? I cant get the same image with that mod?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: vitorss on March 27, 2017, 04:42:36 PM
Don't know if it's intended, but can't the byakhee launch items?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: faltonico on March 29, 2017, 02:27:26 AM
I guess it is hurt:
(https://www.mediafire.com/convkey/b236/9fax8d4fko4q6f74g.jpg) (http://www.mediafire.com/view/9fax8d4fko4q6f7/Cthonian_%26_perodine.png)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Tgr on March 29, 2017, 02:32:53 AM
Quote from: Ruisuki on March 27, 2017, 10:51:06 AM
Quote from: ChairmanPoo on March 26, 2017, 02:07:59 PM
No, Cults includes pews by default
On the front page the Op says: Recommended mods
   Modular tables (for proper temple pews)
   Cosmic Horrors (for summoning actual monsters)
   Industrial Age (for great lighting)

Putting the modular stools one row below/above seems to combine them however, instead of looking like separate pews. So is the original post wrong and this mod includes pews? I cant get the same image with that mod?

you have to leave a tile between the rows
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Ruisuki on March 29, 2017, 04:38:18 AM
Quote from: TREH on March 29, 2017, 02:32:53 AM
Quote from: Ruisuki on March 27, 2017, 10:51:06 AM
Quote from: ChairmanPoo on March 26, 2017, 02:07:59 PM
No, Cults includes pews by default
On the front page the Op says: Recommended mods
   Modular tables (for proper temple pews)
   Cosmic Horrors (for summoning actual monsters)
   Industrial Age (for great lighting)

Putting the modular stools one row below/above seems to combine them however, instead of looking like separate pews. So is the original post wrong and this mod includes pews? I cant get the same image with that mod?

you have to leave a tile between the rows
oh nooooo! Its cool though, that cult mod looks sweet
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: CutiesDeathCab on March 29, 2017, 09:43:11 PM
Hello, I am asking for permission to place your mod into a database I am working on for RimWorld mod Listings. I plan on keeping it updated with the help of some others. The post will contain the following
[Version, Title, Author, Direct Topic Link, Direct Download Link (From the topic)]
Either PM me, Or reply to this message. Thank you. :)
P.S: The Database will have its own topic once I have a decent amount in the database.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Colonist51 on March 31, 2017, 01:51:44 PM
Very cool mod, using it in my current game. However there is a problem, I'm already two years in and still not getting any bandit raids with this mod installed. I have got a couple of "raids" by strange beasts, but not bandits. No sieges either. I'm not sure if this mod is the culprit, but since this is the only incident mod I'm using then I guess it is. It also should be noted that I'm using the Randy Random storyteller, although I never before had two years with no raids/sieges even with Randy.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Canute on March 31, 2017, 03:24:15 PM
1. you should try the lovecraft storyteller ! :-)

2. but since alot more Raid accidents got added from the strange beats, it is possible that regular factions got less chance to appear.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: Moo on April 02, 2017, 08:12:08 PM
How do I stop the Agency from flipping out when they visit my base? I locked my temple away so there's no way they could have seen it. I got visited by a small trade group of four and one by one they just randomly dropped their stuff and turned into prisoners.

::edit:: well, possibly they saw Snuggles, my pet Chthonian larva :-/
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: bartcheeks on April 03, 2017, 07:02:53 AM
Is it normal to get a crazy amount of raids from this mod?
I got raided from day 2 onwards, luckily I used the rich explorer start so he had a charge rifle lol, so defending was easy.
But so far it's been on average 1 raid a day, it's crazy.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: JustALittleCrazyTalk on April 04, 2017, 01:34:25 AM
I tried the Elder things scenario and just got naked humans? I pulled all mods except Humanoid Alien Races, Horrors, and Elder things (in that order) and no change.

Edit: Never mind this happens with multiple races, asking on Humanoid Alien Races thread.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on April 06, 2017, 10:52:06 AM
Quote from: CutiesDeathCab on March 29, 2017, 09:43:11 PM
Hello, I am asking for permission to place your mod into a database I am working on for RimWorld mod Listings. I plan on keeping it updated with the help of some others. The post will contain the following
[Version, Title, Author, Direct Topic Link, Direct Download Link (From the topic)]
Either PM me, Or reply to this message. Thank you. :)
P.S: The Database will have its own topic once I have a decent amount in the database.

Certainly~
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
Post by: jecrell on April 06, 2017, 11:51:13 AM
CULTS 1.3.3


Changes in this update:

https://www.patreon.com/posts/8561140
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: GideonHidolka on April 06, 2017, 09:38:30 PM
Noticed a bug in Industrial items. You can build wax powered lighting, without researching wax powered lighting.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: MechanoidHiveMind on April 07, 2017, 04:10:44 PM
have you thought of adding a " reanimator " event like a Zombie apocalypse or some other sorts
I got the idea from reading a story form Herbert West-Reanimator
It would be a good Challenge for late or mid game because why not :P
of course you could make the zombies faster than the average human(because of late game when all the frigin' colonists are bionic monsters) and make the stuff Infectious (very)

About the scenario: how about a human that just walks into the map (no notification) and just starts running as soon as it sees the first target, the poor fellow (target) doesn't know what's going on and then just BAM!! It kills him ( unless he's Bruce Lee ) and then you have 2 of them on your colony
the two of them become hostile and start attacking the colony....

Hope there is not much work on your hands atm but when you got the time please consider this...
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Dragoon on April 07, 2017, 11:17:57 PM
Quote from: MechanoidHiveMind on April 07, 2017, 04:10:44 PM
About the scenario: how about a human that just walks into the map (no notification) and just starts running as soon as it sees the first target, the poor fellow (target) doesn't know what's going on and then just BAM!! It kills him ( unless he's Bruce Lee ) and then you have 2 of them on your colony
the two of them become hostile and start attacking the colony....
Quote from: MechanoidHiveMind on April 07, 2017, 04:10:44 PM

About the scenario: how about a human that just walks into the map (no notification)

That's absolutely Awful. First off no notification, great. Why don't we just have them drop onto our colonists while they sleep? Make sure to turn off all the notifications we don't want to know when our colonist is attacked, so we just lose the whole base  8). Cause that's fun, right?

They move very fast(or at least faster than colonist that have no debuff), so you can't outrun them, super infectious. Body part removal en masse YAY! And based on your bruce lee comment I'm guessing they are amazing in melee at the same time (awesome with no way to know ones here). And greatest of joy, due to that let's have it where if you don't remove a limb you have more of these aggressive, fast and super infectious buggers really really quickly!  ;D And I'm guessing the infection spreads really quickly as well correct? After all a slow painful death doesn't sound right.

I'm sorry if I'm aggressive in my post, but it's things like this that cause loading way back, unnecessary deaths, and just causes an annoyance rather than adding anything interesting, or adding to the story.

I love the idea of a zombie Apocolypse, I really do, but this is a bad way to handle it. I remember when that zombie mod was in its early days and they just poured in and you could not melee them because they would bite the torso and you would have to load back or just roll with losing a colonist. It was, even more, enjoyment when you had, the virus go airborne and the dead raider would rise up in battle if you did not cut up/burn their bodies quick enough. Gotta love 80 tribal corpses popping up (not even sarcasm), who here doesn't remember that?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Benis on April 11, 2017, 09:43:01 PM
So I've found that with both the Hospitality mod and Elder Things mod active, if you sell slaves to visiting Elder Things you'll get a bug where when it's time for them to leave, the 'visitors are leaving' message is spammed about x10 per second and the Elder Things/slaves just mill about in continued visitor behavior. I tried deconstructing every door between them and the outside and no dice. Went to click Hospitality's 'send away' option to no effect on the Elder Things, then on a sold slave, which opened a blank, semi-transparent dialogue window that froze the game. This has happened to me twice, and only when I've sold a slave to visiting Elder Things.
Not sure if this is something which could be addressed on your end, and it can be avoided by just not selling slaves to the Elder Things (sucks, it's fitting and quite convenient) but I thought I'd let you know.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on April 16, 2017, 05:49:35 AM
I can understand what the sacrifice "Aspect of Cthulu" has no effect on Elder things, even when i think a deity tentacle is more powerful then an elder thing ones.
But at last it could restore a missing tentacle, or i just was unlucky with just 3 trys.

Laser gun research, you should add the prerequirement of Machining, since you need that table to build the gun.
Or at last Microelectronic basic.

And it is possible to create a animal corpse subcategory for cosmic horror creatures ?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: JT on April 17, 2017, 01:43:30 PM
So my tribals were cozily resting in their bed when I decided to start browsing the terrain to see what sorts of animals I could tame and/or to look out for predators, when I discovered that the ancient one that had meandered into our lands a season ago had met a most unfortunate and anticlimactic end...

(https://www.dropbox.com/s/q6jeo5m0w0oec1y/Alpaca%20Tribe%20Cthulhuan%20Anticlimax.jpg?dl=1)

In short, it may be ideal to give them immunity to infection -- the easiest way would be to give them a free healthdiff upon spawning with immuneTo tags (just like PenoxycylineHigh), but without any declination in severity. =)

[attachment deleted by admin due to age]
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: ChairmanPoo on April 17, 2017, 02:55:30 PM
Meh, they tend to die a lot anyway. Continuous, severe hunger means that sooner or later they eat all normal wildlife and start hunting more dangerous things... including other predators. So it's a matter of time they'll receive a deadly wound.

Maybe a better way would be to make them as tough as you say but not eating per se... more like the Cthonian event. They pop in and demand a sacrifice. If you won't provide it they won't burst into your base per se, but anything human outside is dead meat.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on April 19, 2017, 08:58:11 AM
2. feedback about the Elder thing.
- Very positiv it is the 1. race mod i saw escape pods with other races, but i think Orassans can happen this too but didn't played them lately. Never got one with Apini's.

- I think all these tentacle should be renamed to identify them at the opterations bill. Just First leg tentacle, Second leg tentacle, or just 1. Leg tentacle...
You never know on which one you need to install something.

- ET bionics isn't craftable, i think when they can build a laser gun, they can craft bionics too.

- They need a few appeareal. ok i can understood it is hard to give them a full protection with all these tentacles. But some belt accesours with personal shield and/or telekinetic enhancer (+movespeed), body tunic with little protection and pretty look (social impact) and a hightech bioengeneered fullbody skinsuit (half the protection of a power armor).

None ET thing,
I would like to have a recipe with a noncoloured obelisk too.
And maybe some small/mini obelisk too, with half light radius.
They are excelent light sources ! :-)
And i think you should add 100(total) silver to add to the recipe for the glyphes you see on them.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Autocthon on April 19, 2017, 11:54:49 AM
I've tried to install the Elder Things add on a few times now and I get the error message stating that I'm using the wrong version, at which point all of my mods get disabled. I'm downloading the Elder Things version from Patreon and I'm using the latest version of Rimworld. I've checked this topic to see if anyone had this issue as well and as far as I can tell I'm the only one, so does anyone know what could cause that to happen?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on April 19, 2017, 12:14:11 PM
Did you download and install the latest Alien Framework too ?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Benis on April 19, 2017, 06:38:40 PM
Quote from: JT on April 17, 2017, 01:43:30 PM
So my tribals were cozily resting in their bed when I decided to start browsing the terrain to see what sorts of animals I could tame and/or to look out for predators, when I discovered that the ancient one that had meandered into our lands a season ago had met a most unfortunate and anticlimactic end...

In short, it may be ideal to give them immunity to infection -- the easiest way would be to give them a free healthdiff upon spawning with immuneTo tags (just like PenoxycylineHigh), but without any declination in severity. =)

I'll +1 infection immunity since it seems a silly thing for an extremely durable, redundant and toxicity-immune eldritch creature to succumb to (though I love my free barkskin from those young dark who succumb to the power of boar and tortoise).
Food poisoning immunity too, if it can be done, as it's just as silly logically. That -50% consciousness debuff is ridiculous, I always raise the hunting party.

Quote from: ChairmanPoo on April 17, 2017, 02:55:30 PM
Meh, they tend to die a lot anyway. Continuous, severe hunger means that sooner or later they eat all normal wildlife and start hunting more dangerous things... including other predators. So it's a matter of time they'll receive a deadly wound.

Maybe a better way would be to make them as tough as you say but not eating per se... more like the Cthonian event. They pop in and demand a sacrifice. If you won't provide it they won't burst into your base per se, but anything human outside is dead meat.

I disagree with making them a copy of the cthonian event. I really enjoy how dark young are just ramped-up, insanity-inducing predators you can even tame who'll drain the map of wildlife and cost you an animal or colonist if you forget to keep an eye on them (or follow a caravan to your base trying to snack on its trade animals; this has happened three times to me and is always a good time).
Out of at least 30 or 40 dark young, I've only seen one die in a straight-up fight with another animal (grizzly bear). Prior to that, I'd watched them kill wolves, bears, rhinos, elephants just fine. Of every dark young who appears on the map, I'd say maybe 25-30% of them end up dying of infection on temperate forest, probably less on other biomes. The rest just keep eating until they encounter me some way or another.
What I'd like to see is a stronger dark young variant like the deep ones' great deep one, appearing in later game and just as much as a step up danger-wise, and with endgame leather of the same magnitude as cthonian leather as your reward for surviving it.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Autocthon on April 19, 2017, 10:47:16 PM
Quote from: Canute on April 19, 2017, 12:14:11 PM
Did you download and install the latest Alien Framework too ?

Well Damn, I was wondering if I needed Alien Framework too, but as I couldn't find anything in the Elder Things description stating it was needed  I never bothered. Thanks, that solves that headache.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on April 21, 2017, 02:59:08 AM
Cults + Elder things
QuoteBetter apparel means greater worship results and higher success rates for your sacrifices.
Since Elder things can't equip cult apparel, is there any other way to increase the success rate ? Maybe with scuptures ?

Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Decoherent on April 22, 2017, 12:06:11 AM
Hey folks, I have a stupid question, so let me lead by first saying that the art in these mods is amazing. The Mi-Go and Star Vampires in particular freak me the hell out. That said, is there any info on how to use all of these mechanics in-game? (since I'd rather not read all 28 pages) I have a colony happily humming along, researched ~all the techs, have an alter, it's got buttons, but they don't do anything. I've even been keeping prisoners in strait-jackets waiting for something awesome, but besides the occasional sinkholes, they're just going to waste!
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on April 22, 2017, 01:53:56 AM
Not sure about a wiki page/entry but its normaly pretty simple.

At the altar you got 2 tabs, Worship and Sacrifice.
Worship is to setup 2 daily sermons, this is a low but steady influence gain to a deity.

Sacrifice offering and animal are the same, you give items/animal to get influence to a deity.
Sacrifice Human you can use once the deity is "watching" you. This is the special thing with the spell/effect.
Each deity got his own unique spells, all spells got a little description what they do.
Not to speak that you need to upgrade the altar to stage/level 3, but when you did all research about cults you should have done that too.


Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: sidfu on April 22, 2017, 08:00:52 AM
can u put a manual downlaod for the a16 versions also. no idea why u have direct version for a15 but not a18.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Decoherent on April 23, 2017, 05:27:38 PM
Quote from: Canute on April 22, 2017, 01:53:56 AM
Not sure about a wiki page/entry but its normaly pretty simple.

At the altar you got 2 tabs, Worship and Sacrifice.
Worship is to setup 2 daily sermons, this is a low but steady influence gain to a deity.

Sacrifice offering and animal are the same, you give items/animal to get influence to a deity.
Sacrifice Human you can use once the deity is "watching" you. This is the special thing with the spell/effect.
Each deity got his own unique spells, all spells got a little description what they do.
Not to speak that you need to upgrade the altar to stage/level 3, but when you did all research about cults you should have done that too.
Thanks :) I don't know how I missed the buttons at the top of the window. This is pretty fun, the race is always on to see if raiders can be sacrificed before they bleed out! Is the Lovecraft storyteller heavily biased towards human raids? I feel like I'm getting just constant waves, in an arctic climate where you usually don't get many. It's fine, just a little surprising.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: jecrell on April 23, 2017, 09:45:36 PM
Quote from: sidfu on April 22, 2017, 08:00:52 AM
can u put a manual downlaod for the a16 versions also. no idea why u have direct version for a15 but not a18.

Quite simply, I want traffic redirected to my Patreon, so if anyone would like to donate to the projects I make for improved maintenance, etc, they can go through there.

Quote from: Decoherent on April 23, 2017, 05:27:38 PM
Quote from: Canute on April 22, 2017, 01:53:56 AM
Not sure about a wiki page/entry but its normaly pretty simple.

At the altar you got 2 tabs, Worship and Sacrifice.
Worship is to setup 2 daily sermons, this is a low but steady influence gain to a deity.

Sacrifice offering and animal are the same, you give items/animal to get influence to a deity.
Sacrifice Human you can use once the deity is "watching" you. This is the special thing with the spell/effect.
Each deity got his own unique spells, all spells got a little description what they do.
Not to speak that you need to upgrade the altar to stage/level 3, but when you did all research about cults you should have done that too.
Thanks :) I don't know how I missed the buttons at the top of the window. This is pretty fun, the race is always on to see if raiders can be sacrificed before they bleed out! Is the Lovecraft storyteller heavily biased towards human raids? I feel like I'm getting just constant waves, in an arctic climate where you usually don't get many. It's fine, just a little surprising.

In its current version, the Lovecraft storyteller functions as a hyperactive Cassandra. It's very simplistic and I do want to do a proper rewrite of it. When I wrote it in September, I made it very simple and in only XML.

Quote from: JT on April 17, 2017, 01:43:30 PM
So my tribals were cozily resting in their bed when I decided to start browsing the terrain to see what sorts of animals I could tame and/or to look out for predators, when I discovered that the ancient one that had meandered into our lands a season ago had met a most unfortunate and anticlimactic end...

In short, it may be ideal to give them immunity to infection -- the easiest way would be to give them a free healthdiff upon spawning with immuneTo tags (just like PenoxycylineHigh), but without any declination in severity. =)

Oooh~~ I'll look into if I can squeeze it into the next update or the following one.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Autocthon on April 24, 2017, 09:27:34 AM
Jecrell, could you possibly add the creature from the Dunwich Horror? You know the big barn sized one. Maybe make it a special event like how you find mechanoids sealed up in rooms in the vanilla game. Also, how about the 6 foot tall albino Penguins from At the Mountains of Madness for arctic biomes.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: your dad on April 29, 2017, 05:34:14 PM
Is there any way to get a new grimoire of the occult? Mine was burned down on my research bench, and re-investigating  the monolith doesn't do anything
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: bob112 on April 29, 2017, 10:01:07 PM
Quote from: your dad on April 29, 2017, 05:34:14 PM
Is there any way to get a new grimoire of the occult? Mine was burned down on my research bench, and re-investigating  the monolith doesn't do anything
Either hope you get lucky and get a new one via cargo pods dropping or spawn one in via dev mode
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on April 30, 2017, 01:56:24 AM
Excotic goods trader can sell them too.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Autocthon on April 30, 2017, 02:41:03 AM
Quote from: your dad on April 29, 2017, 05:34:14 PM
Is there any way to get a new grimoire of the occult? Mine was burned down on my research bench, and re-investigating  the monolith doesn't do anything

I built some writing desks and my pawns wrote 5 or 6 Grimoires so far.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: ChairmanPoo on April 30, 2017, 04:36:40 AM
Reinvestigating the monolith should work. It adds the "completed investigation" debuff and once that's in your pawn will write a grimoire sooner or later.


I find it odd that there haven't been any updates in a while btw...
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: XenGrimm on April 30, 2017, 03:49:52 PM
we're working on getting the Star Wars mod up to snuff for the May 4th release.

After that - expect moar cultiness.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: ChaosChronicler on April 30, 2017, 06:22:30 PM
Quote from: XenGrimm on April 30, 2017, 03:49:52 PM
we're working on getting the Star Wars mod up to snuff for the May 4th release.

After that - expect moar cultiness.
You guys should take your time with that. Can't wait for it to come out. Pairing that with the Call of Cthulhu mods should be awesome.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on May 01, 2017, 03:34:30 AM
Cult of Sith Lords ? :-)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: trashpunk on May 01, 2017, 08:43:59 AM
Hey man, thanks for such a great bunch of mods. Used the cults and industrial age mods for a while now for cults and stuff. On my current play through I've just unlocked the sacrificial alters and upgraded them, set up all the sacrifices and offerings, but every time I try to sacrifice an animal I get a message saying 'Executioner unavailable' and offerings I get 'Offerer is not performing task at hand' And they abort, can only seem to hold sermons correctly.

Any help much appreciated.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on May 01, 2017, 10:34:04 AM
Sorry, i didn't offer animals at last (only humans), but maybe you need a sacrifal kris (craftable at the smith with all the other mellee weapons).
Just try to spawn a kris with the dev. tool, equip it and try if it works. Then just load a safegame from before and craft a kris.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: trashpunk on May 01, 2017, 11:10:29 AM
Quote from: Canute on May 01, 2017, 10:34:04 AM
Sorry, i didn't offer animals at last (only humans), but maybe you need a sacrifal kris (craftable at the smith with all the other mellee weapons).
Just try to spawn a kris with the dev. tool, equip it and try if it works. Then just load a safegame from before and craft a kris.

I tried with a prisoner but he died before i could haha. I have a cult Kris also, still the same message.
Hmmm.

Edit: I tried it with a prisoner, same error.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on May 01, 2017, 01:52:27 PM
Ok, i think someone else is trying to interact with the sacrifice target. Then the target becomes unavailable.
Use a colonist to strip the prisoner and look if someone else is trying to chat/feed/doctor the one.
This happen to me alot after a sermon when i sacrifice some prisoner.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: ChairmanPoo on May 01, 2017, 04:16:39 PM
Probably yes, because I'm pretty sure you dont actually need athames
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: mltdwn on May 03, 2017, 10:59:10 PM
First I love this mod, the ONLY problem I have with it is, due to Rimworld's balancing, it is nearly impossible to successfully play anywhere near a pure victorian game.  I wanted to challenge myself to play purely in a victorian setting and only use the victorian gear, but with the speed of rot, effects of heat, etc. you pretty much have to use things like air conditioners and the like to preserve your food.  Refridgerators help but they store so little that when you get several colonists you have to have entire walls lined with them it seems like.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: jecrell on May 04, 2017, 12:04:05 AM
Quote from: mltdwn on May 03, 2017, 10:59:10 PM
First I love this mod, the ONLY problem I have with it is, due to Rimworld's balancing, it is nearly impossible to successfully play anywhere near a pure victorian game.  I wanted to challenge myself to play purely in a victorian setting and only use the victorian gear, but with the speed of rot, effects of heat, etc. you pretty much have to use things like air conditioners and the like to preserve your food.  Refridgerators help but they store so little that when you get several colonists you have to have entire walls lined with them it seems like.

Then I have no choice but to do something similar to quantum storage and allow multiple items to stack in a refrigerator to help you out.

I'll start updating for A17 tonight.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on May 04, 2017, 01:59:52 AM
Instad of the HiTech-Quantum storages you can use Skully's extended storage.

But a special scenario (with mod if needed) to disallow anything what shouldn't fit in that scenario. That include mechanoids,power armor and others.
But i fear that will be nearly a total conversion.
I thought about to disallow the "Electricity" research, but that would made the game extrem difficult and need other mods (nopower communication) so it need to be more a modpack.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: mltdwn on May 04, 2017, 02:39:30 PM
Quote from: Canute on May 04, 2017, 01:59:52 AM
Instad of the HiTech-Quantum storages you can use Skully's extended storage.

But a special scenario (with mod if needed) to disallow anything what shouldn't fit in that scenario. That include mechanoids,power armor and others.
But i fear that will be nearly a total conversion.
I thought about to disallow the "Electricity" research, but that would made the game extrem difficult and need other mods (nopower communication) so it need to be more a modpack.

Don't know that you need to get rid of the "Electricity" research.  While it is true it wasn't widely used until the 2nd industrial revolution Edison and Tesla were doing tons of things with it in the 1880s and onwards.  Edison had invented and was marketing/pushing the incandescent light bulb by 1880, and the British were doing it before him with the Arc lamp all the way back in 1835.  Maybe "electricity" and related projects should have a higher wealth value?

Though has anyone figured out a way to reliably make wax without having to wipe the entire map out of creatures while essentially living on a Vegan diet?  keep in mind I've only played about 10-12 hours with the mods and more in a relaxed sense so I haven't exactly put a lot of thought into it myself.  Just thought someone else may have come up with it first. 

Oh and Je I both love and hate the difficulty of the Lovecraft Storyteller.  He is fantastic and even in the most brutal times creates tremendous stories.  Had one instance when I came under siege from across the map, so send my people out to handle it.  We kill them, survive and start heading back to base.  Halfway back a wall to an ancient threat that was part of our base busted down and 4 guys who had been in cryo-sleep come out... Well crap now I have to deal with them.  Get back to base and start dealing with them and 3 Mechanoids come lumbering out... Well damn, ok I'll handle them.  Get them all killed and up pops a hive in the ancient threat.  Kill the spiders and the hive and breathe easy.  My guys are beaten and bloody but nothing we can't handle.  Start patching everyone up, they get to bed and half way into the night a part of a poison ship drops right into the middle of my complex.... Swear to God I don't know what I did to anger good ole HP but he is apparently out to get me.  I just love it.  Also had a couple get married, the day after the wedding the new husband and the wife of another man both come down with the plague and both are dead withn 2 days.  The day after they are buried the wife that lost her husband to the plague and the husband of the woman that also died of the plague become lovers.... I really wonder if it was truly a plague that took them, or perhaps some poisoning to make it look like the plague.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Andervall on May 04, 2017, 04:34:19 PM
Awesome mod! Loving it so far! Though I have ran into a little problem. Slowly the "Cult Mindedness" of my colony have gone down and now they beat up the few people who are in the cult. Is there a way to slowly corrupt the unbelievers?
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: mltdwn on May 04, 2017, 05:09:44 PM
Quote from: Andervall on May 04, 2017, 04:34:19 PM
Awesome mod! Loving it so far! Though I have ran into a little problem. Slowly the "Cult Mindedness" of my colony have gone down and now they beat up the few people who are in the cult. Is there a way to slowly corrupt the unbelievers?

I want to say building an Altar and having daily sermons, combined with the research of Successful Cult Leaders... If all else fails you can just beat them up, knock them out, capture them and then you have your sacrifices.  I actually did that to a dullard who could only shoot and was incapable of anything but, and his pyromaniac mother because.... well he was largely useless and she started fires all the freakin time.  She might as well have lived in a straight jacket.  That's just the price one has to pay to serve a GOO.

Which reminds me.  It would be nice if we could capture people and then put THEM in straight jackets rather than only being able to force it on our own colonists.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Andervall on May 04, 2017, 06:14:21 PM
Quote from: mltdwn on May 04, 2017, 05:09:44 PM
Quote from: Andervall on May 04, 2017, 04:34:19 PM
Awesome mod! Loving it so far! Though I have ran into a little problem. Slowly the "Cult Mindedness" of my colony have gone down and now they beat up the few people who are in the cult. Is there a way to slowly corrupt the unbelievers?

I want to say building an Altar and having daily sermons, combined with the research of Successful Cult Leaders... If all else fails you can just beat them up, knock them out, capture them and then you have your sacrifices.  I actually did that to a dullard who could only shoot and was incapable of anything but, and his pyromaniac mother because.... well he was largely useless and she started fires all the freakin time.  She might as well have lived in a straight jacket.  That's just the price one has to pay to serve a GOO.

Which reminds me.  It would be nice if we could capture people and then put THEM in straight jackets rather than only being able to force it on our own colonists.

The problem is that when I try to hold a sermon the majority of my colony beats up the preacher :(
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on May 05, 2017, 01:58:39 AM
Looks like your whole colony went over the the Agency ! :-)

Stop the sermons for a while.
Try to aquire some occult books to build more research tables.
Research the Succesful cults with pawn with low cult rating.
Once half of the colony is initited at the cult again, you can start sermons again.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: faltonico on May 05, 2017, 10:14:03 PM
Good larva!
(https://www.mediafire.com/convkey/bc7d/h79f4h1e4h8jhiq4g.jpg) (http://www.mediafire.com/view/h79f4h1e4h8jhiq/good_larva.jpg)
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: jecrell on May 07, 2017, 11:24:13 AM
Quote from: faltonico on May 05, 2017, 10:14:03 PM
Good larva!
(https://www.mediafire.com/convkey/bc7d/h79f4h1e4h8jhiq4g.jpg) (http://www.mediafire.com/view/h79f4h1e4h8jhiq/good_larva.jpg)

Aren't they just the cutest? Spoonshortage's artwork.

Also, Cosmic Horrors is working on A17 if you all are interested in checking it out on GitHub.
https://github.com/jecrell/Call-of-Cthulhu---Cosmic-Horrors
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Elodie on May 07, 2017, 09:25:44 PM
Is it just me or do Cthulids have ridiculous amounts of blast resistance? Some 40 or so attacked my base today and ate eight salvos of mortars/missiles each before getting into range of my bigger direct-fire guns lol.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: faltonico on May 07, 2017, 09:31:19 PM
Quote from: jecrell on May 07, 2017, 11:24:13 AM

Aren't they just the cutest? Spoonshortage's artwork.

Also, Cosmic Horrors is working on A17 if you all are interested in checking it out on GitHub.
https://github.com/jecrell/Call-of-Cthulhu---Cosmic-Horrors
They are very very loud though xD
Another reason to keep prisoners around =3
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: jecrell on May 11, 2017, 05:48:53 PM
Quote from: faltonico on May 07, 2017, 09:31:19 PM
Quote from: jecrell on May 07, 2017, 11:24:13 AM

Aren't they just the cutest? Spoonshortage's artwork.

Also, Cosmic Horrors is working on A17 if you all are interested in checking it out on GitHub.
https://github.com/jecrell/Call-of-Cthulhu---Cosmic-Horrors
They are very very loud though xD
Another reason to keep prisoners around =3

I adjusted their screaming frequencies a bit for A17. They are a bit too chatty for my taste, haha.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: faltonico on May 11, 2017, 10:57:00 PM
Some feedback before i go.
- Boost the immunity gain speed of the cosmic horrors, boost it a lot, so they don't die from scratches.
- You could make the dark youngs be incredibly hungry, so they basically wipe your map from wildlife and then hunt your colonists, that would force players to take them out asap.
- All the horrors AI seem to focus on doors when attacking (deep ones mostly), would it be possible to have them have different attack patterns? I know you probably made them that way so they can avoid going trough open paths, that are usually kill boxes, but if you use embrasures they are not a threat at all.
- I may be seasoned player, but i don't find star vampires to be threatening at all with the latest updates, but i know it is hard to find a balance for that threat, because either you have a killing machine that can wipe out half of your colony or have a minor inconvenience in your pawns daily occurrences. I'll leave that to you to decide how to handle it xD

I only used the cosmic horrors mod and i'm grateful for it, i find it so disheartening that that mod is the only thing that made playing Rimworld feel like you actually were in another planet.

Edit: Another thing..
- Cthonians, make so they attack or become berserk when their sinkhole is destroyed or damaged... i took out several of those by just shelling its hole until i destroyed it and then the Cthoninan died of starvation or infection =s
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Canute on May 12, 2017, 03:37:52 AM
Quote- Boost the immunity gain speed of the cosmic horrors, boost it a lot, so they don't die from scratches.
I don't think so, they comes from another plain. They aren't very prepared to the illness from this plain.
And normaly they don't live long enough anyway that it matter, except you tamed some or got some from sacrifices.

Quote- You could make the dark youngs be incredibly hungry, so they basically wipe your map from wildlife and then hunt your colonists, that would force players to take them out asap.
I think they are hungry enough, but maybe change their favoured food to human corpse/meat.
The only annoying thing are, when they hunt pawn's they arn't marked as enemy, drafted pawns/turrets ignore them.

Quote- All the horrors AI seem to focus on doors when attacking (deep ones mostly), would it be possible to have them have different attack patterns? I know you probably made them that way so they can avoid going trough open paths, that are usually kill boxes, but if you use embrasures they are not a threat at all.
What do you await ? Embrasures arn't balanced for the current AI gamemechanic. Why do you think Tynan added the sappers ?
Maybe jecrell can made them sapper too, and give their claws a damage bonus against structures. Then they would demolish any structures on their way and force you to move out of your defence.

Quote- I may be seasoned player, but i don't find star vampires to be threatening at all with the latest updates,
They never was a big threat. Only when you didn't notice the laughing and they sneak hidden into your colony they can cause some trouble.

Quote- Cthonians, make so they attack or become berserk when their sinkhole is destroyed or damaged
Must be a bug at the latest version, they allways came out for me when i tryed to close or attacked the hole.
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: faltonico on May 13, 2017, 05:53:50 AM
@Canute
Good thing you are not the developer ;p
Title: Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack (4-7-2017)
Post by: Festen on May 26, 2017, 06:57:28 AM
Any idea on the update date for the A17 version of the game ?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on May 26, 2017, 12:47:59 PM
A17 Updates

Cults A17
->Download (https://www.patreon.com/posts/11381266)
Cosmic Horrors A17
->Download (https://www.patreon.com/posts/11381384)
Industrial Age A17
->Download (https://www.patreon.com/posts/call-of-cthulhu-11381452)
Straitjackets A17
->Download (https://www.patreon.com/posts/call-of-cthulhu-11381637)
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: kaptain_kavern on May 26, 2017, 01:04:15 PM
Hi Jecrell,

I would ask your permission to use some of your code (mostly the assembly) from refrigerator in order to make my storage mods have a refrigerated one. Back in A14/A15 I was using Vendan Rimfridge dll (with his permission).

Can you help me, please ?



I never had a chance to speak with you yet, so i'm doing it here. Great Great mods you made. Too much "non-Vanilla" for my taste but I can see when mods have content well thought  ;D
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Dragoon on May 26, 2017, 04:01:14 PM
Thanks for the updates!
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on May 27, 2017, 12:12:39 AM
Quote from: kaptain_kavern on May 26, 2017, 01:04:15 PM
Hi Jecrell,

I would ask your permission to use some of your code (mostly the assembly) from refrigerator in order to make my storage mods have a refrigerated one. Back in A14/A15 I was using Vendan Rimfridge dll (with his permission).

Can you help me, please ?



I never had a chance to speak with you yet, so i'm doing it here. Great Great mods you made. Too much "non-Vanilla" for my taste but I can see when mods have content well thought  ;D

You are welcome to use it my good man! Let me know if you need any help. I'm always available.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: kaptain_kavern on May 27, 2017, 12:47:57 AM
You, sir, are a great man.

I will beholden to you

/bow

I will call for help if needed. Many many thanks
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Mitz on May 27, 2017, 04:20:05 PM
i just gotta say, the storyteller works (mostly) fine, though probably slightly broken on some challenge, if you just change the version from A16 to A17. just wanted to say for any passerby.
not going to upload it or anything, that's rude.
a makeshift A17 version for download would be nice
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on May 29, 2017, 12:30:22 PM
Quote from: Mitz on May 27, 2017, 04:20:05 PM
i just gotta say, the storyteller works (mostly) fine, though probably slightly broken on some challenge, if you just change the version from A16 to A17. just wanted to say for any passerby.
not going to upload it or anything, that's rude.
a makeshift A17 version for download would be nice

Oh certainly my good man. I'm just going to hold off until I've got him nice and ready. He's getting retooled and redone in a nice way. Currently I've got him set up to do "omens" that prelude the big threat events. Just a nice touch to the storyteller to give it a bit more Lovecraftian development. Also events actually spike up in difficulty a bit more than other storytellers per each big threat.

I'd welcome other suggestions.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Canute on May 29, 2017, 12:58:18 PM
Ok, i don't read any lovecraft novells so far.
These cosmic horror creates comes from outer space or other dimension, so they need a way to get to Rimworld.
I think thats a portal or rift that open from time to time.

Do you know the wave storyteller ? Why not doing something similar for these big threats.
Somewhere on the map will open these portal and release the creatures.
Now you have some research projects
- existence of portal, show you the position of the next incomming portal.
- Further understanding of portals, show you the time until the portal get opened.
- Portal engineiring, allow you to raid an cosmic horror outpost. But i think then you need to add some cosmic goodies so it is worth.
Or it is a preventiv raid to attack the incoming raid, since the creatures arn't prepared you need to fight against a lower thread.
- Portal mastery, you can open portals to any world tile, like transport pods.


Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: ArthoriusBalen on May 31, 2017, 06:22:44 PM

I'm having a ton of red messages with the last JecsTools update :/
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Canute on June 01, 2017, 02:40:17 AM
1. this isn't the jecstools thread
2. you should post the output_log.txt, hugslib link or a screenshot of these errors at last.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: ArthoriusBalen on June 01, 2017, 10:31:20 AM
Sorry, I'll be clearer:
1) Call of Cthulhu - Cults A17 ::::NOW REQUIRES JECSTOOLS:::: - In the previous version of JECSTOOLS, the mod worked without error. But only now, in the last update, the mod doesnt even start. I tested the mod just with HubsLib, Jecstools and Call of Cthulhu - Cults A17, and I get the same error. So, the mod NEEDS Jecstools, but with it, the mod dosent work.
2) Is this happening to someone else or just to my game?


[attachment deleted by admin due to age]
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: ArthoriusBalen on June 01, 2017, 03:38:28 PM
Ok! So now i installed Industrial Age Object Pack A17 and the game works like a charm! No more red messages!
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: SurrealSadi on June 01, 2017, 08:32:03 PM
Okay. So. I have the mods loaded in this order: Core, JecsTools, Call of Cthulhu Cults, Call of Cthulhu Industrial Age. I have turned off all my other mods. I get a massive number of red error messages. I've attached a text file from the debug error list that came up. I am very confused.

[attachment deleted by admin due to age]
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Canute on June 02, 2017, 02:06:22 AM
Have passion, looks like jecrell made a mistake with the jec'stools lately. Someone at the StarWars mod reported similar things.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: SurrealSadi on June 02, 2017, 08:43:21 AM
Okay. I can be patient :) I was just very curious about the Cult mod because it looks really really interesting. And to have something break that badly made me both concerned and confused. :)

Edit to add: Okay. This is funny. Or concerning. The mods don't exactly work on the DRM-Free version, but work fine for the Steam version. I'm now VERY confuzzled.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Kirid on June 03, 2017, 04:49:53 AM
Love your mods. Finally got around to building up a cult, now it is the center of all my playthroughs.

I had one suggestion/request, which is to make some joy object that colonists can worship at.
As far as I can tell the cult statues only serve as beauty like other statues?

I have the main temple giving sermons, but besides attending, there is no real sense that anyone besides the preacher supports the gods. I'd like to see shrine/statue/mini-altars which could let people pray in private, while far from the colony, or building a small shrine while on the road with caravan.


I could go on with reasoning, but I'll leave it with this video..
https://www.youtube.com/watch?v=9RHFFeQ2tu4
About halfway is where I got the idea of a main temple and a landscape dotted with small shrines.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Hydromancerx on June 05, 2017, 02:46:41 AM
I tired to use just the Cult mod for a17 and when I loaded an existing save with this mod added all my pawns disappeared!
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: S1lverw0lf on June 05, 2017, 03:00:32 PM
A17! a17! wheeeen???)
Amazing mod, would LOVE to have religion submods (Barbarian/Christian/Muslim) submods
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on June 06, 2017, 01:46:26 PM
Rim of Madness presents:

CALL OF CTHULHU
Factions A17

(https://steamuserimages-a.akamaihd.net/ugc/85969930485119138/62C0A7F0B581941D0377D51C4D0EED77F630339C/)

https://www.patreon.com/posts/11599459
http://steamcommunity.com/sharedfiles/filedetails/?id=764375772
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on June 11, 2017, 12:15:37 PM
Rim of Madness presents:

CALL OF CTHULHU
H.P. Lovecraft Storyteller - A17 Remastered

(https://steamuserimages-a.akamaihd.net/ugc/835829308656833407/8C02BA0B628EED9B5FD71D2595AD7219596DE1BB/)

https://www.patreon.com/posts/11681869
http://steamcommunity.com/sharedfiles/filedetails/?id=944669553
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: coldcell on June 12, 2017, 10:57:03 AM
Asking since I can't find it in the 1st page:

What kind of mods conflict with CoC?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: Katarumi on June 12, 2017, 01:05:22 PM
For those who are curious: Using the A16 Lovecraft storyteller in A17 leads to a bug to where you can't trade at colonies. You'll get an error message in the developer log that says it can't find the PopulationIntent or something similar. I can post the specific error log if needed. Switching to another storyteller for the brief moment of trading is a good work-around.

Edit: Literally two posts above me. I'm blind. Don't make my mistake!
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: SurrealSadi on June 13, 2017, 03:43:24 AM
Okay. Have a question regarding the Gramophone and the Radio. I've noticed that they play 1 song... and then don't play again till you either reload the map(like from a request trip) or possibly even restart the game. It still says it's playing music, but it's not playing any sound. Is that supposed to happen?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: MCreeper on June 13, 2017, 10:46:31 AM
How you can make not-cult-minded(actually anti-cult-minded) colonist with research disabled into cult-minded? By dragging them on sermons by force(i.e. drafting)?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: SurrealSadi on June 13, 2017, 06:21:54 PM
the king in yellow book should instantly max out a person's cult mindedness.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: MCreeper on June 16, 2017, 09:54:26 AM
Hmmm... Which cultist headwear i must make for Hastur?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: SurrealSadi on June 16, 2017, 08:19:55 PM
Hastur? I honestly don't know.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: MCreeper on June 17, 2017, 05:56:15 AM
It seems, simple one. There are four for ther gods, simple, and shrouded(15% bonus to social). Why Hastur don't have his own headwear?  :D
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: Canute on June 17, 2017, 06:07:43 AM
Because the father deity (jecrell) don't like the forgotten son hastur that much and didn't granted him a own headwear ! :-)
Hastur wasn't part of the 4 originals deity, he is added later and the Dev. team just forget about his cult appearals.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: jecrell on June 17, 2017, 09:09:57 AM
Quote from: MCreeper on June 17, 2017, 05:56:15 AM
It seems, simple one. There are four for ther gods, simple, and shrouded(15% bonus to social). Why Hastur don't have his own headwear?  :D
We could use some direction and artwork for it. How would it look different than some of our current sets? Simply.... yellow shrouds and robes?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: Halcyel on June 17, 2017, 12:06:01 PM
Hello, the mod is incredible but I need deactivate or uninstall the call of cthulu cosmic horrors, but when I load my save this crash or the colonist are gone, any suggestion why?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: jecrell on June 17, 2017, 08:19:08 PM
Quote from: Halcyel on June 17, 2017, 12:06:01 PM
Hello, the mod is incredible but I need deactivate or uninstall the call of cthulu cosmic horrors, but when I load my save this crash or the colonist are gone, any suggestion why?

You probably have some things on your map tied to cosmic horrors.
Those could be strange meats, apparel made of monstrous leather, the monsters themselves, chthonian holes, or dead bodies. It's impossible to debug based on a single sentence. Usually, we modders need output_log.txt files or player.log files to understand/fix the errors.

Regardless, to salvage a save when you remove mods, you will need to delete portions of your save file.
By carefully checking your logs, you can likely find what is causing your world to no longer load. Then go into your save files and carefully delete what is causing the problem.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: mahorych00 on June 19, 2017, 07:17:49 AM
Jecrell, thanks for this awesome mod. I'd like to ask: do Agents become hostile towards you only after spotting monoliths, altars and whatsoever, or  do they react to the apparel, too?

It would be also nice to have an ability to check if stars are right/wrong through the telescope, since in the vanilla it is quite obsolete.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-12-2017)
Post by: SurrealSadi on June 19, 2017, 09:10:43 AM
I've had them auto-hostile the moment they see the grimoire.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on June 19, 2017, 10:31:41 AM
Presenting...

RIM OF MADNESS
Arachnophobia A17

(https://steamuserimages-a.akamaihd.net/ugc/850466770307709123/DAFF2FA857B753B9244431FD161893F9BDB7515C/)

https://www.patreon.com/posts/11821501
http://steamcommunity.com/sharedfiles/filedetails/?id=950475543
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: SurrealSadi on June 19, 2017, 12:48:07 PM
.... I don't know whether that's brilliant or terrifying. I f***ing HATE spiders... but this looks interesting.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: SpaceDorf on June 19, 2017, 01:19:56 PM
HELL YES !! GCS !!

quick throw socks and rabbit corpses ..
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: Demiosis on June 19, 2017, 03:29:21 PM
Quote from: jecrell on June 19, 2017, 10:31:41 AM
Presenting...

RIM OF MADNESS
Arachnophobia A17

(https://steamuserimages-a.akamaihd.net/ugc/850466770307709123/DAFF2FA857B753B9244431FD161893F9BDB7515C/)

https://www.patreon.com/posts/11821501
http://steamcommunity.com/sharedfiles/filedetails/?id=950475543

These aren't spiders of Leng nor are they in the package? Why??
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Ashardalon411 on June 19, 2017, 08:13:29 PM
I have noticed that the star vampire, once spawned (with a big annonce and a big arrow) at the edge of the map stay there, never spontaneously attack my colony and finish by death of starvation...
from the chthulhu series, i have just cosmics horrors installed

edit: wow i just install cults and arachnophobia and i get theses errors:
Edit2: without cults, its works well

[attachment deleted by admin due to age]
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on June 20, 2017, 12:03:59 AM
Quote from: Demiosis on June 19, 2017, 03:29:21 PM
These aren't spiders of Leng nor are they in the package? Why??

Don't you worry! Spiders of Leng will come. I just got sidetracked making an update to HP Lovecraft involving a spider rain event, and this wound up being its own mod that I thought helped build onto the "Rim of Madness" portion of the game. It adds to the indifference of the world to your plight by adding another terror to attack. I'll add the lore "Spiders of Leng" as soon as I have some good artwork for them.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on June 20, 2017, 12:05:01 AM
Quote from: Ashardalon411 on June 19, 2017, 08:13:29 PM
I have noticed that the star vampire, once spawned (with a big annonce and a big arrow) at the edge of the map stay there, never spontaneously attack my colony and finish by death of starvation...
from the chthulhu series, i have just cosmics horrors installed

edit: wow i just install cults and arachnophobia and i get theses errors:
Edit2: without cults, its works well

Thanks so much for the bug report. I'll take a look tonight!
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Ashardalon411 on June 20, 2017, 05:32:10 AM
It is'nt finish ! I gotcha a poké-loopingbug !  ;D

i suppose that the prisonnier who loop the spawn of the chtonian larva is a part of the bug. But this is a totally new style of reproduction and induce new games mechanics when the prisonnier becomme a spawner, refreshing !
Exept that the tamed chtonian larva NEVER obey ! They Never go on the restricted animals area, are toooooo slooooooow for hauling something (the meals will perish before they have reach the stockpile) or same for make warriors ! Rest the gardian role instead ? No, because they can't be restricted.
Ok butchering this bullshit who just eat our lavish meal in our plates, next time we will have an epic battle against the chtonian boss vs our kawai's minion's army since last time....

What ? WHAT ? They can't be execute ? They revive instantly after an execute ? The pawns refuse to fire on them more than one time ? The omnibot escort them to the bed (into the horde of minions) to healing them with a 20 healing skill after 10 minute to prioritise fire on chtonian larva ?  >:(

Jecrell are you kidding me ?  :'(

Its enough ! Exceptionnal situation need exceptionnals powers ! GODDDDDD MOOOOOODE !

After erased theses larva and their spawner, save and have reload i still have errors:

[attachment deleted by admin due to age]
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on June 20, 2017, 12:40:55 PM
ARACHNOPHOBIA UPDATE

6-21-17
1.17.0.2

-Spawn rate reduced by about 5-10% and spawn rate options added to Mod Settings.
-Spider webs are now aware of factions.
-Spiders now choose internally whether or not to hunt or drink victims that are already cocooned.
-Spider comfortable temperature adjustment.
-Spiders are now proper predators with the strict carnivore diet.
-Spider queens will now properly lay eggs.
-Spider egg survival rates should be improved.
-Spiders are now more aggressive.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: MCreeper on June 20, 2017, 03:13:02 PM
Quote from: jecrell on June 19, 2017, 10:31:41 AM
Presenting...

RIM OF MADNESS
Arachnophobia A17

(https://steamuserimages-a.akamaihd.net/ugc/850466770307709123/DAFF2FA857B753B9244431FD161893F9BDB7515C/)

https://www.patreon.com/posts/11821501
http://steamcommunity.com/sharedfiles/filedetails/?id=950475543
Umm... Awesome! Can it be installed in going game?
And can be elder things mod updated to A17?
And is straightjackets mod works properly on A17
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: SurrealSadi on June 20, 2017, 04:10:51 PM
You can install it into a currently running game, yes. I've done this and it's... interesting.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on June 21, 2017, 12:44:50 PM
(https://images.discordapp.net/attachments/234622469816844288/327118940948135936/EggSack.png)

6/22/17
1.17.1.0

-Changed spider sprites.

-Added new "Cobweb" filth that accompanies cocoons.

-Added new "Egg Sack" sprite and tweaked spider eggs with proper hatchable settings.

-Visitors will no longer be considered on player webs for tamed spiders.

-Reduced melting hiss volume.

-Lowered venom amount for cocoon escapees to avoid giving dimentia.

Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: SurrealSadi on June 21, 2017, 01:07:56 PM
Jecrell, is there a way to break colonists/pets out of -webs- they get stun-locked into? Before they get assaulted and cocooned? That would be very nice.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Exoray on June 21, 2017, 01:58:24 PM
Quote from: SurrealSadi on June 21, 2017, 01:07:56 PM
Jecrell, is there a way to break colonists/pets out of -webs- they get stun-locked into? Before they get assaulted and cocooned? That would be very nice.

Having the same issue, They get stuck in the web forever unless the web itself is destroyed but there is no option other than to shoot at the colonist trapped and hope they hit the web and kill it.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: wreckcelsior on June 22, 2017, 10:44:16 AM
Hey Jecrell... I absolutely love the idea of these mods.  I'm not yet experienced enough to tackle Poe or the cults et al, but am interested in Factions.

I get this error when I try to load your Factions Mod.

https://pastebin.com/2P4MKsAF

cheers.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on June 22, 2017, 08:05:20 PM
Quote from: Exoray on June 21, 2017, 01:58:24 PM
Quote from: SurrealSadi on June 21, 2017, 01:07:56 PM
Jecrell, is there a way to break colonists/pets out of -webs- they get stun-locked into? Before they get assaulted and cocooned? That would be very nice.

Having the same issue, They get stuck in the web forever unless the web itself is destroyed but there is no option other than to shoot at the colonist trapped and hope they hit the web and kill it.

Those sound like separate issues.

One is about someone  suggesting a different method of escaping from webs before a spider reaches them to attack.
The other I am not sure. Are we talking about cocoons, Exoray?

If you are suffering from PERMANENT STUNLOCK that is a mod conflict. It is not something that exists in the arachnophobia mod. The arachnophobia mod stuns for a few seconds.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: shoppingcartforbrains on June 22, 2017, 10:29:29 PM
https://pastebin.com/kYRd3yzN

Getting this error when I try to run the Cult mod, map won't generate.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: SurrealSadi on June 23, 2017, 03:16:55 AM
Quote from: jecrell on June 22, 2017, 08:05:20 PM
Quote from: Exoray on June 21, 2017, 01:58:24 PM
Quote from: SurrealSadi on June 21, 2017, 01:07:56 PM
Jecrell, is there a way to break colonists/pets out of -webs- they get stun-locked into? Before they get assaulted and cocooned? That would be very nice.

Having the same issue, They get stuck in the web forever unless the web itself is destroyed but there is no option other than to shoot at the colonist trapped and hope they hit the web and kill it.

Those sound like separate issues.

One is about someone  suggesting a different method of escaping from webs before a spider reaches them to attack.
The other I am not sure. Are we talking about cocoons, Exoray?

If you are suffering from PERMANENT STUNLOCK that is a mod conflict. It is not something that exists in the arachnophobia mod. The arachnophobia mod stuns for a few seconds.
No, it's the webs themselves perma-stunning the colonists, which either makes the colonist starve to death or leaves them to any predator, including the spiders(Can't tell if it makes the spiders ignore them, though. It might). Mod conflict seems a good place to start. I'll have to shut off all my other mods and test. Thanks, Jecrell!
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: MCreeper on June 23, 2017, 06:45:05 AM
Quote from: shoppingcartforbrains on June 22, 2017, 10:29:29 PM
https://pastebin.com/kYRd3yzN

Getting this error when I try to run the Cult mod, map won't generate.
Didn't installed JecTools? I didn't noriced that cult mod needs it firts time too.  :D
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Exoray on June 23, 2017, 09:00:24 AM
Quote from: SurrealSadi on June 23, 2017, 03:16:55 AM
Quote from: jecrell on June 22, 2017, 08:05:20 PM
Quote from: Exoray on June 21, 2017, 01:58:24 PM
Quote from: SurrealSadi on June 21, 2017, 01:07:56 PM
Jecrell, is there a way to break colonists/pets out of -webs- they get stun-locked into? Before they get assaulted and cocooned? That would be very nice.

Having the same issue, They get stuck in the web forever unless the web itself is destroyed but there is no option other than to shoot at the colonist trapped and hope they hit the web and kill it.

Those sound like separate issues.

One is about someone  suggesting a different method of escaping from webs before a spider reaches them to attack.
The other I am not sure. Are we talking about cocoons, Exoray?

If you are suffering from PERMANENT STUNLOCK that is a mod conflict. It is not something that exists in the arachnophobia mod. The arachnophobia mod stuns for a few seconds.
No, it's the webs themselves perma-stunning the colonists, which either makes the colonist starve to death or leaves them to any predator, including the spiders(Can't tell if it makes the spiders ignore them, though. It might). Mod conflict seems a good place to start. I'll have to shut off all my other mods and test. Thanks, Jecrell!

Yea as explained above, Sorry for lack of info on my post before.
What happened was my colonist got stuck in a web while my other colonists were around and was able to kill all preds/Spiders they stood guard while my guy was stuck in the web, he never got cocooned, He was just perma-stunned, I also use the damage indicator mod and all I could see was a ton of numbers coming up, locking my poor guy in the web.

I do run many mods so it could well be a mod conflict, Im going to go run some tests to see if I can find what is causing it.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Exoray on June 23, 2017, 10:35:20 AM
Ok after testing by turning all mods off then putting them back on 5 at a time I failed to replicate the bug  ???
It could be a mod load order issue but all CoC mods are at the top.

Only thing I have noticed when the bug occurs is that the web is still present on the ground unlike normally the web wraps around them and turns into a stack of silk while the person is trapped, this doesn't happen it seems it gets stuck at the start of the web cycle, Web still present locking whoever touched it in place.

Hope that helps in anyway

Also when the bug occurs turning all other mods off at that point doesn't fix it, they still remain stuck to the ground on the web
Very confusing
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on June 23, 2017, 11:01:15 AM
Arachnophobia Update



6/23/17
Update 1.17.1.1

(General Changes)
-add Russian translation from i'm sorry ;)

(Web Changes)
-rewrote web code to avoid potential conflicts to create perma-stunlock
-added clearer information to the web inspect panel
-webs no longer "build" -- and they now properly overlay over other objects

(Cocoon Changes)
-made cocoons haulable
-cocoons are now in stockpile menus
-reduced cobweb spawning radius slightly
-added clearer information to the cocoon inspect panel
-when escaped from, cocoons now make cobweb filth instead of slime

(Spider Changes)
-spiders will now haul cocoons to / away from player stockpiles depending on their faction
-further reduced the hiss volume
-fixed spider queen diets
-set the proper faction of the spiderlings from the queen's deathworker
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Exoray on June 23, 2017, 12:41:57 PM
That update has fixed the problem

Thank you jecrell for your work, absolutely amazing
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: DraggyW on June 23, 2017, 03:53:44 PM
Thank you for your wonderful mods. Today I have come across a game-breaking bug with your spider mod. Short log is here https://pastebin.com/KbU6rXsU.
To recreate it, have a colonist steal a corpse that a spider is currently spinning (like order pawn to consume the corpse, they will carry it in their inventory). After a few seconds, errors show up (as above in the pastebin), and the pawn is unable to carry anything, it cannot drop the corpse at all and will eventually spam errors (that will screw up the GUI.)

Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: mrsebseb on June 24, 2017, 08:58:37 AM
With Arachnophobia I get this error every now and then as I play:
ROMA_SpiderRaceGiant11149 did TryFindLastCellBeforeDoor but found none when it should have been one. Target: Cocoon

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: RemingtonRyder on June 24, 2017, 01:28:28 PM
Hey Jecrell, just wanted to stop by and say congrats on paying the rent. :)
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on June 25, 2017, 07:33:09 PM
Quote from: MarvinKosh on June 24, 2017, 01:28:28 PM
Hey Jecrell, just wanted to stop by and say congrats on paying the rent. :)

Bless you sir. =D

Quote from: mrsebseb on June 24, 2017, 08:58:37 AM
With Arachnophobia I get this error every now and then as I play:
ROMA_SpiderRaceGiant11149 did TryFindLastCellBeforeDoor but found none when it should have been one. Target: Cocoon

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


I just fixed this in the latest version -- speaking of~~
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on June 25, 2017, 07:34:46 PM
Arachnophobia Update


Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: MCreeper on June 26, 2017, 06:22:17 AM
I fear i have semi-mod-breaking bug. Researched "Probe occult dieties", get Hastur, adter a while and lag-causing amounts of blood decided that i need more dieties. Researched probing again, but it didn't give any dieties and labeled researched as "complete". I resreareched normal tech, hoping that will reset it, but nope, it didn't. And now i can't have any dieties except Hastur. What the heel it is, and how i can fix it without starting new game?
EDIT: Oh, and when i enable development mode, i get this:
(http://i.imgur.com/7RKFKa7.jpg)
Get it mid-game just after loading. Numbers of last string increases infinitely in real-time.
Have strange fealing it's because i did something horribly wrong with mods, but i didin't.
And there are minor glitch with cult - it makes you chose cult name, but not settlement name, andbecause of it default save name is always "new arrivals"
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: jecrell on June 26, 2017, 07:08:58 AM
Quote from: MCreeper on June 26, 2017, 06:22:17 AM
Get it mid-game just after loading. Numbers of last string increases infinitely in real-time.
Have strange fealing it's because i did something horribly wrong with mods, but i didin't.
And there are minor glitch with cult - it makes you chose cult name, but not settlement name, andbecause of it default save name is always "new arrivals"
Recreate the error and please send your output_log.txt file.
Also, I recommend using HugsLib -- it adds a very user friendly button to that debug log to allow you to quickly share your bugs with me (and other modders).
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: MCreeper on June 26, 2017, 10:03:01 AM
Ok, here it is.

[attachment deleted by admin due to age]
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: mrsebseb on June 26, 2017, 10:34:42 AM
Not sure if I accidentally messed up the load order when I added the update to Arachnophobia (as I updated a few other things as well) but I\m still getting errors:

ROMA_SpiderRace61649 started 10 jobs in one tick. newJob=ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848 jobGiver=Arachnophobia.JobGiver_GetFoodSpider jobList=(ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon61848)  lastJobGiver=Arachnophobia.JobGiver_GetFoodSpider
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Arachnophobia.JobDriver_ConsumeCocoon:<MakeNewToils>b__10_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Arachnophobia.PawnWebSpinner:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


and

ROMA_SpiderRace61649 started 10 jobs in one tick. newJob=Wait jobGiver= jobList=(Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait)  lastJobGiver=
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:Notify_PatherFailed()
Verse.AI.Pawn_PathFollower:PatherFailed()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey4F2:<>m__7DA()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Arachnophobia.PawnWebSpinner:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I tested a bit as I figured it might be an issue with another mod, however so far it only happens with the spiders. So I'm posting here. It happens in intervals: at first there's nothing. Then it spams errors for a while, followed by a quiet period.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: AngleWyrm on June 26, 2017, 10:49:06 AM

(https://s-media-cache-ak0.pinimg.com/736x/d7/0e/66/d70e663bafb4bd140978913c98a5e9fd--mtg-altered-art-anime-demon.jpg)One of my researchers just went into a frenzy of cryptic writing at the whisperings from beyond, and created some evil tomb of cult witchery.

A new research table and a tree of possibilities beckon like unwrapped presents
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: SNKcell on June 26, 2017, 02:32:43 PM
After killing a spider queen, the spiderlings came without attacking, stayed on map and after a while, the game bug out and all spiderlings went "standing" and had to god mode killed them to free the game

Pretty nice stuff lol
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: SurrealSadi on June 27, 2017, 01:49:59 AM
So you know, Jecrell, spiders that hatch from eggsacks of Tamed spiders? They're wild, not tame, unlike with other egg-types(fowl, reptile). Wondering if that's intended, or a bug.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: Canute on June 27, 2017, 03:20:00 AM
Unlike humanoid kids, spiderlings don't listen to their breeder, they eat them ! :-)
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: DikFuk on June 27, 2017, 04:24:13 PM
Whenever a visitor is killed by a spider, the colony receives relationship hit with the faction of the victim. Is this intended as wild animals doing wild animal things in vanilla do not affect the faction relationships iirc.
(http://i.imgur.com/D6bCQv7.png)
I used dev console to recreate the situation, but it also happens in normal gameplay situations with all factions.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: Canute on June 27, 2017, 04:41:00 PM
Quote from: DikFuk on June 27, 2017, 04:24:13 PM
Whenever a visitor is killed by a spider, the colony receives relationship hit with the faction of the victim. Is this intended as wild animals doing wild animal things in vanilla do not affect the faction relationships iirc.

I used dev console to recreate the situation, but it also happens in normal gameplay situations with all factions.
Yep, thats vanilla bahavior, you need to take care of your visitors.
Doesn't matter who kills them, wild animals, raider,spiders or mechanoids YOU allways get blamed for this.
With hospitality mod you have the option to send your visitors away.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: wwWraith on June 28, 2017, 03:46:56 AM
Looks like I've got a problem with HP Lovecraft Storyteller. After some time passed ingame (like a half a year, if it may matter), it begins to spawn raids probably infinitely. I mean when it fires a raid and some raiders come then after about a second new raid appears, from the same faction and in the same place (but not always with the same tactics), and third raid after a next second, and so on. I hope it's not intended, I just like your idea with omens, I don't want to lose my colony in such a miserable way :D As a workaround I managed to switch to other storyteller when I got the raid and after a second to switch back, then there are no continued spawns until next incident.

And also in Arachnophobia tamed spiders seem to ignore area restrictions when hauling their cocoons.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: Lennbolt7 on June 28, 2017, 03:24:41 PM
I keep getting this error in game every other second, slowing it down to a crawl. Only thing my spider did was wrap something in a cocoon. There was a wild spider consuming another one. The pet took it's cocoon down to the wild spider, ignoring area restrictions and placed the cocoon next to the one being consumed.

ROMA_SpiderRace167580 started 10 jobs in one tick. newJob=ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527 jobGiver=Arachnophobia.JobGiver_GetFoodSpider jobList=(ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon177527)  lastJobGiver=Arachnophobia.JobGiver_GetFoodSpider

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Edit: Killing any spiders eating a cocoon stopped the errors and the lag stopped.

Edit: Lag and errors returned. can't find any spiders that are eating this time.

ROMA_SpiderRace167467 started 10 jobs in one tick. newJob=ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773 jobGiver=Arachnophobia.JobGiver_GetFoodSpider jobList=(ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773) (ROMA_ConsumeCocoon A=Thing_ROMA_Cocoon196773)  lastJobGiver=Arachnophobia.JobGiver_GetFoodSpider

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

ROMA_SpiderRace167467 started 10 jobs in one tick. newJob=Wait jobGiver= jobList=(Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait) (Wait)  lastJobGiver=

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Last Edit: I fixed it by expanding the animal area. After that no error occurred.
edit: It started happening again.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: jecrell on June 29, 2017, 10:30:33 AM
(#A17b) (#Arachnophobia)

  6/29/17
  V1.17.1.7
- Spiders should no longer have the 10 jobs in one tick error.
- Spiders can now consume nutrient paste and kibble.
- Spider and giant spider eggs should no longer appear randomly in cargo pod drops.
- Spiders now become manhunters 100% of the time when damaged.
- Spider eggs will no longer appear in cargo pods.
- Modified market values of giant spider and spider eggs to be lower.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-26-2017)
Post by: jecrell on June 29, 2017, 01:07:51 PM
Arachnophobia
6/29/17
V1.17.1.8
- Domestic spiders now keep their new cocoons inside their restricted areas.
- Domestic spiders should no longer leave the restricted area on their own.
- Giant cocoons renamed to large cocoons.
- Large cocoons are now visually larger than standard cocoons.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-29-2017)
Post by: SNKcell on June 29, 2017, 06:46:43 PM
Is it viable to have only the cults mod on? or do you reccomend having the cosmic horros too?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-29-2017)
Post by: Canute on June 30, 2017, 02:36:49 AM
You just can have cult + jecstools, no need for other mods. Thats why they are seperated.
But i suggest to add the factions too.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on July 01, 2017, 10:27:57 AM
Rim of Madness Presents...

Call of Cthulhu
The Elder Things A17

(https://c3.patreon.com/2/patreon-posts/11848008287598148874.png?t=1500076800&v=La7E8w0L_jjeL7A4tVgDUUHxfawYeEpsBipIQiGOrxc%3D)

**WARNING** REQUIRES JECSTOOLS & HUMANOID ALIEN RACES 2.0 TO RUN

https://www.patreon.com/posts/12363375
http://steamcommunity.com/sharedfiles/filedetails/?id=882126182

Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-29-2017)
Post by: SurrealSadi on July 01, 2017, 08:11:54 PM
Quote from: SNKcell on June 29, 2017, 06:46:43 PM
Is it viable to have only the cults mod on? or do you reccomend having the cosmic horros too?
You can just have the Cult mod with JecTools, but I suggest having the Victorian-era item modpack, Factions, and Cosmic Horrors. They add so much to the cult pack.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: Wraithling on July 02, 2017, 12:00:43 AM
Thanks for making a great mod Jecrell, I had fun fighting the new monsters :D

Something of note though - when combating the Chthonian, one of my colonists managed to lure it away while another filled up the hole. I then left the Chthonian alone and it starved to death!
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: jecrell on July 03, 2017, 12:43:16 PM
(#A17b) (#Cults)
7-4-17 Update

- Transmogrify pets spell is now properly integrated. Triple the body moss and health scale of your pets to make them truly monstrous.
- Zombieland is now supported thanks to better code for gathering for sermons.
(https://images.discordapp.net/attachments/237951283296731137/331474759390986241/Capture.PNG)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: jecrell on July 03, 2017, 12:44:24 PM
Detailed progress update from my Patreon.

https://www.patreon.com/posts/rim-of-madness-12441001
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: SpaceDorf on July 04, 2017, 09:47:36 AM
I love the spider mod.

The first time I really felt threatened by the Animals around my base, and actually lost Pawns to something else than the unstoppable hunting event.

I think it would be cool, if you could add some spider like creature to the Insect Hive .. ( and yes I noticed that you added arachnid meat :P )
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: SNKcell on July 04, 2017, 10:11:08 AM
Hey Jecreel

Any reason why the Elder Things appear as a purple square, games says it has a missing texture

Thanks
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: drlovesfurious on July 04, 2017, 08:29:41 PM
What does the new race play like? what is the benefit/detriment to having one of them?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: Canute on July 05, 2017, 12:59:16 AM
Which new race ? The elder things ? They arn't new.
With their tenteacles and wings they are pretty fast, but refuse to use other weapons then their own laser gun. And they are to arrogant and never do hauling/cleaning (dumb laber).
What new feature they got with the last update i can't say.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: AngleWyrm on July 05, 2017, 01:03:07 AM
The github link given for straightjackets leads instead to the cults mod.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: MCreeper on July 05, 2017, 10:07:10 AM
How frequently and in which biomes spiders should appear?
And is there mod or tool and dev mode that allow you to ignore speed cap on fight or taking damage? It's one of the most annoying things in the game.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: jepeman on July 06, 2017, 08:45:41 AM
Noticed a bug/exploit.

When your colony gathers for a scheduled sermon during a raid, the enemies patiently stop moving (and maybe attacking) and just stand around for the duration of the sermon. You can also exploit it further by force worshiping.
The colonists that are drafted, can continue to attack, etc.

My preacher is incapable of violent, so she never fights during a raid and is performing the sermon alone while everyone else is shooting the mesmerized (bugged) enemies.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: MCreeper on July 07, 2017, 07:37:30 AM
Agency  is damn geniuses.
1. If they notice cult research table, they declare war immediately.
2. If they notice altar for human sacrifices they perfectly OK with it.
(http://i.imgur.com/JgvVKgt.jpg)
3. If in bugged ancient danger, that they come to help me against, they notice "King in yellow" book, that isn't even mine they attack me too. Precisely this thing was slowpoke-noticed by downed agency soldier, after main part left the map.
(http://i.imgur.com/Wb7y6mb.jpg)
Ok with third part, can't be done better, but second is strange.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: faltonico on July 07, 2017, 08:35:33 AM
@MCreeper
You can have human sacrifices for reasons other than cults =#
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: MCreeper on July 07, 2017, 09:38:51 AM
What reasons?  :D
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: Igams on July 07, 2017, 10:35:17 PM
Absolutely love this mod but I have a few things I can't figure out.

1. On the first page it's mentioned that there is a clothing bonus that affects preaching and chance of a successful spell, but does it have to be the new cultist clothes to get the bonus or can I get a bonus from any high quality clothing? If the cultist clothing does have an effect on the mechanics does wearing the clothes of a specific god matter? For example, if I wear the mask of Cthulhu while making a sacrifice to Cthulhu will I see more of a benefit than wearing another God's mask? And another thing about the clothing bonus; do only the clothes of the Preacher/Executioner matter or does the clothing of the audience affect it as well? Will I have more success if I force everyone to wear cultist robes and Cthulhu masks when casting a spell or preaching?

2. With that said is there anything else that affects either spell success rate or preaching effectiveness? For example maybe the Social skill or the Talking stat for Preaching? I can't think of any skill/stat that would affect spell success except maybe Intelligence? What about your favor with the specific god in question or the number of cultist you have? I could see those things having an effect but I'm not sure.

3. Can the Dark Young and the Byakhee(or any other new tamable pets, those are the only two I've found) breed and have offspring? I've got a whole bunch of Dark Young and I've never seen them breed. But even in Vanilla the larger and rarer animals almost never breed so it's hard to say.

4. Is Starry Wisdom supposed to give you the both the Psychopath trait and the Cannibal trait? The flavor text seems to imply this but I've used it several times and only get the Psychopath trait. Was it changed or is this just a bug on my end?

5. Are the new Insanity conditions and their various tiers permanent? Do they ever regress or disappear completely? Or is a pawn stuck with it once it crosses into each new tier of Insanity?

6. Do the obelisks have an effect on anything or are they just awesome decorations?

7. Holy crap, Unspeakable Oath is crazy. it's kind of weird how the effects of it aren't detailed in the new trait they get once resurrected or displayed in some kind of health condition. I'm trying to figure it out and from what I can tell it completely removes any need to sleep or eat, locks their mood at a constant 50, and all of this without any kind of drawbacks? At least I couldn't find any drawbacks in my testing of it. Is there anything I missed here, either positive or negative?

If anyone could help me with any of these I'd really appreciate it. I've spent a lot of time testing this mod but I'm stumped on these.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: MCreeper on July 08, 2017, 03:07:57 AM
2. Statues of the god, perhaps. Damn thing don't give bonus to attention and too expensive to be totally useless. If you have non-cultist colonist, you shouldn't let him go on spellcasting - god will be "angered by presence off unworthy" and spell likely will fail horribly.
5. Not permanent, and wears off pretty fast. Just don't make fully insane wimp fight - he will be bedridden for a long time.  ;D

Don't know  much myself because "raid upon raid upon raid" troubles and bug in first play that locked me away from any gods except Hastur.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: Igams on July 08, 2017, 05:05:04 PM
Quote from: MCreeper on July 08, 2017, 03:07:57 AM
2. Statues of the god, perhaps. Damn thing don't give bonus to attention and too expensive to be totally useless. If you have non-cultist colonist, you shouldn't let him go on spellcasting - god will be "angered by presence off unworthy" and spell likely will fail horribly.
5. Not permanent, and wears off pretty fast. Just don't make fully insane wimp fight - he will be bedridden for a long time.  ;D

Don't know  much myself because "raid upon raid upon raid" troubles and bug in first play that locked me away from any gods except Hastur.

Alright thanks that's good to know  ;D
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on July 08, 2017, 08:32:48 PM
HP Lovecraft Storyteller Update



The Mist
(https://images.discordapp.net/attachments/231073994248290304/333404853797781504/MistCreatureTwo_back.png)

7/9/17
Update 1.17.2.0

- Added new Omen event. The Mist.
- Added Mist Stalkers.
- Paranoia events now produce sanity loss reports with randomly generated visions, daydreams, and nightmares and scale with storyteller difficulty.
- Fixed bug where the disoriented event never appeared.
- Adjusted code to better ensure apperances of Mist and Blood Moon.
- Slighty shorter time between incidents.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on July 08, 2017, 09:06:42 PM
Arachnophobia Update



7/9/17
v1.17.1.9
--------------
- Wildness of spiders and giant spiders lowered from 95% to 75% to make easier training and obedience.
- Natural ecosystem weight lowered by 6%.
- Adjusted spawn menu to allow for quarter factors of 0.25 for higher customizability in spider spawns.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: SNKcell on July 09, 2017, 12:53:02 AM
Hey jecrell, could you recommend me the best order to load all your mods? I am having problems when I activate the cults mod

Maybe I have too many mods
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: jecrell on July 09, 2017, 08:29:01 AM
Quote from: SNKcell on July 09, 2017, 12:53:02 AM
Hey jecrell, could you recommend me the best order to load all your mods? I am having problems when I activate the cults mod

Maybe I have too many mods
Cults mod requires JecsTools.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: jecrell on July 09, 2017, 09:06:28 AM
HP Lovecraft Storyteller Update


7/9/17
V1.2.2
Added French translation by Coyote2710.
V1.2.1 (Hotfix)
Made it so mist stalkers disappeared properly when the event ended.
Title: Re: [WIP] Call of Cthulhu - An H.P. Lovecraft Horror Expansion Pack
Post by: SpaceDorf on July 09, 2017, 04:44:02 PM
Quote from: jecrell on September 14, 2016, 08:20:30 AM

  Adds Webs.

     
  • Webs stun smaller animals for spiders to catch.
     
  • Webs can be harvested for spider silk.
Adds Spider Silk
 

  • Webs and cocoons will occasionally drop spider silk that can be used in creating clothing.

Hi Jecrell,

while building my spider-army, I was wondering about the best practice of a GCS Silk farm.
So how exactly is it that cocoons drop silk and how would I go about harvesting a web other than stepping into it ?

Also Spiders in general are the best solution so far to keep my farms free of anyoing critters. Thank you for that.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Canute on July 10, 2017, 05:25:04 AM
jecrell,
what do you think about a call for sermon range option for the altars ?

I think most most people encounter the problem, someone is moving out to do some work/hauling, they nearly arrived or finished the work and the preacher is calling. The pawn abort the job, the hauler turn back and both don't even made it to the sermon.

I think the altar need a range selector like for workbench and only pawn&friends will come to the sermon inside the range !
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-1-2017)
Post by: faltonico on July 10, 2017, 06:26:34 AM
Quote from: MCreeper on July 07, 2017, 09:38:51 AM
What reasons?  :D
Like hunger =@
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: AngleWyrm on July 10, 2017, 08:39:16 AM
Quote from: Canute on July 10, 2017, 05:25:04 AM
what do you think about a call for sermon range option for the altars ?

I think the altar need a range selector like for workbench and only pawn&friends will come to the sermon inside the range !

+1 for a range check.


(https://s6.postimg.org/shrs4eij5/hero_s_door.png)Real life Indianna Jones stuff: An ancient temple door that was operated by making a burnt offering at the alter.

Heat from the alter expanded air in a water-filled chamber below, and the water was pressed out into a pully weight that turned a spindle to open the doors. After the alter cooled the air in the chamber shrunk, drawing water back out of the pulley-weight. Then the counter-weight swung the doors closed.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: ChairmanPoo on July 10, 2017, 05:28:24 PM
Hello. How do you use Byakhees in the current version?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Dovahfish on July 11, 2017, 01:42:21 AM
Hey guys, i cant get the elder things mod to work. The others works just fine but i get an error log each time i load this one. Anyone know what can i try ? Thanks
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: MCreeper on July 11, 2017, 02:18:06 AM
Quote from: ChairmanPoo on July 10, 2017, 05:28:24 PM
Hello. How do you use Byakhees in the current version?
They can be used as drop pods, but only for 2 coloists, no items. Saves you big amounts of steel - fly with 2 colonists somewhere, drop all resources on them with pods, use one of colonists to ferry all others. Don't sure how fast they travel and if they are can be used multiple times, but if they not, they still save you big amounts of steel.  :D

Quote from: Dovahfish on July 11, 2017, 01:42:21 AM
Hey guys, i cant get the elder things mod to work. The others works just fine but i get an error log each time i load this one. Anyone know what can i try ? Thanks
Did you installed alien framework? (install directx...  :-X)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Dovahfish on July 11, 2017, 03:33:58 AM
Quote from: MCreeper on July 11, 2017, 02:18:06 AM
Did you installed alien framework? (install directx...  :-X)
yes :( this version https://github.com/erdelf/AlienRaces/releases/
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: MCreeper on July 11, 2017, 08:15:16 AM
Give full error text, then. Next time Jecrell will show up, he'll probably help you.
Edit: Will there ever be combat extended compatibility patch?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: ChairmanPoo on July 11, 2017, 06:52:20 PM
Quote from: MCreeper on July 11, 2017, 02:18:06 AM
Quote from: ChairmanPoo on July 10, 2017, 05:28:24 PM
Hello. How do you use Byakhees in the current version?
They can be used as drop pods, but only for 2 coloists, no items. Saves you big amounts of steel - fly with 2 colonists somewhere, drop all resources on them with pods, use one of colonists to ferry all others. Don't sure how fast they travel and if they are can be used multiple times, but if they not, they still save you big amounts of steel.  :D

Quote from: Dovahfish on July 11, 2017, 01:42:21 AM
Hey guys, i cant get the elder things mod to work. The others works just fine but i get an error log each time i load this one. Anyone know what can i try ? Thanks
Did you installed alien framework? (install directx...  :-X)

I don't seem to get the drop pod icon with them anymore... ended up selling the thing because of it's poor performance.

1800 silver. Not bad.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: damncats on July 12, 2017, 10:35:01 AM
Soooooooooooooooooooo, my colonist just killed the preacher (who was one of my good colonists, great skill levels, c'mon!) and they were 'taking matters in our own hands'. The front says its because they are rebelling against the cult, how do I make them not rebel? All their cult mindness are all the way up or almost all the way, so I don't understand.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Canute on July 12, 2017, 10:49:03 AM
Let non-cultiest pawn research some succesful cults. While they doing this their cult acceptance raise and they join the cult soon.
Not to forget to hold 1 sermon each day at last, or your pawns loose interrest on the cult sooner or later.

Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Eredas1 on July 12, 2017, 12:13:30 PM
someone knows what happen when a Cthulhu tentacle try to take the place of a bionic/prosthetic body part?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Canute on July 12, 2017, 01:28:10 PM
At A16 the bionic part get removed and goes to Cthulhu. At my A17 colony i didn't manage it yet to give a tentacle to any of my Crystalloids, i think Cthulhu don't like them.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Eredas1 on July 12, 2017, 03:10:21 PM
yup, just tested it in vanilla bionics and EPOE adv bionics and both of them get replaced by the Cthulhu tentacle
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: ZE on July 14, 2017, 12:19:29 PM
just played a bit of the Cult Game, and i have to say, its pretty interesting....

i'd like to see a counter to Cults and have full on religions.  not necessarily benevolent religions either, like Berserk 2016 Mozgus http://berserk.wikia.com/wiki/Mozgus they do alot of bad things in the name of god.

i wonder if there is any interest in such a mod?

moar dieties and things you can do in the name of said dieties
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Lennbolt7 on July 14, 2017, 09:49:53 PM
I can't seem to get oathtaker to work. Pawns get the perk but they never resurrect on death. Do I need to do something to activate it?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Igams on July 15, 2017, 12:59:27 AM
Quote from: Lennbolt7 on July 14, 2017, 09:49:53 PM
I can't seem to get oathtaker to work. Pawns get the perk but they never resurrect on death. Do I need to do something to activate it?

I didn't have to do anything special. Send my pawns out in the wilderness to die. Then they resurrect. I think it takes a while? Maybe a day? The first time I did it was at night time and the pawn resurrected right when the sun was rising. Was very surreal.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Lennbolt7 on July 15, 2017, 02:41:40 PM
Waited for more than three in game days to the exact hour of the colonists death and nothing happened. colonist was killed with damage to death dev command and given the oathtaker trait with prepare carefully.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Warforyou on July 16, 2017, 09:14:38 AM
Can't you make it so that big critters attacked by spiders fight back? Neither my colonists seem to try to defend themselves when attacked nor tigers or dinosaurs from "megafauna" mod do.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: SpaceDorf on July 16, 2017, 09:26:40 AM
Quote from: Warforyou on July 16, 2017, 09:14:38 AM
Can't you make it so that big critters attacked by spiders fight back? Neither my colonists seem to try to defend themselves when attacked nor tigers or dinosaurs from "megafauna" mod do.

They do, have you checked if the critters are still stunned by the web of the spider ? As long as the web is there they can't fight back .. the web gets destroyed after a while .. either it's to late by then or they start fighting back.

If you really want to see some epic monsters install the rascally rabbits mod from dburgdorf ( rainbeau flambe )
The Beasts of Caerbannog are truly fearsome to behold.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Warforyou on July 16, 2017, 09:32:55 AM
Quote from: SpaceDorf on July 16, 2017, 09:26:40 AM
Quote from: Warforyou on July 16, 2017, 09:14:38 AM
Can't you make it so that big critters attacked by spiders fight back? Neither my colonists seem to try to defend themselves when attacked nor tigers or dinosaurs from "megafauna" mod do.

They do, have you checked if the critters are still stunned by the web of the spider ? As long as the web is there they can't fight back .. the web gets destroyed after a while .. either it's to late by then or they start fighting back.

If you really want to see some epic monsters install the rascally rabbits mod from dburgdorf ( rainbeau flambe )
The Beasts of Caerbannog are truly fearsome to behold.

I have only seen my hauling bot fight back a spider yet lol.
TY, I'll definitely check it out.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: wwWraith on July 16, 2017, 01:01:42 PM
I often see the victims doesn't fight back those who hunt them, indeed they just trying to flee. Looks like the core AI made this way. The funny thing is even in rare cases when the victim fights back, then the hunter often starts to flee.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Canute on July 16, 2017, 03:16:19 PM
Yep, but that is a standard vanlia behavior not a special mod one.
I gave once minions some scyther blades to survive better at the tropical forest, but they didn't even fight back.

I think they even act different on manhunter and predator on hunt. When you set your pawn to aggresive, they attack manhunter animals, but they don't attack predator on hunt.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: SpaceDorf on July 16, 2017, 04:25:34 PM
Quote from: Canute on July 16, 2017, 03:16:19 PM
Yep, but that is a standard vanlia behavior not a special mod one.
I gave once minions some scyther blades to survive better at the tropical forest, but they didn't even fight back.

I think they even act different on manhunter and predator on hunt. When you set your pawn to aggresive, they attack manhunter animals, but they don't attack predator on hunt.

That is so stupid :) It should be treated the same by the game ..
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Katarumi on July 17, 2017, 02:05:58 PM
I'm having a bit of trouble using Byakhee for transport. I load up a colonist, ship them out, but then they disappear from my bar completely. The caravan on the world map is empty. I also can't load items, though I figure that is probably intentional, as they seem to be mounts rather than caravan beasts.

Logs:


Tried to add 'Rope-Gill' to ThingOwner but this thing is already in another container. owner=Caravan Caravan 1 (tile=9574), other container owner=RimWorld.ActiveDropPodInfo
Verse.Log:Warning(String)
Verse.ThingOwner`1:TryAdd(Thing, Boolean)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Couldn't add pawn 'Rope-Gill' to caravan.
Verse.Log:Error(String)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to add Cults_ByakheeRace157288 to ThingOwner but this thing is already in another container. owner=Caravan Caravan 1 (tile=9574), other container owner=RimWorld.ActiveDropPodInfo
Verse.Log:Warning(String)
Verse.ThingOwner`1:TryAdd(Thing, Boolean)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Couldn't add pawn Cults_ByakheeRace157288 to caravan.
Verse.Log:Error(String)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
RimWorld.Planet.CaravanMaker:MakeCaravan_Patch1(IEnumerable`1, Faction, Int32, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to add Cults_ByakheeRace157288 to ThingOwner but this thing is already in another container. owner=Caravan Caravan 1 (tile=9574), other container owner=RimWorld.ActiveDropPodInfo
Verse.Log:Warning(String)
Verse.ThingOwner`1:TryAdd(Thing, Boolean)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Couldn't add pawn Cults_ByakheeRace157288 to caravan.
Verse.Log:Error(String)
RimWorld.Planet.Caravan:AddPawn(Pawn, Boolean)
CultOfCthulhu.PawnFlyersTraveling:SpawnCaravanAtDestinationTile()
CultOfCthulhu.PawnFlyersTraveling:Arrived()
CultOfCthulhu.PawnFlyersTraveling:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: ChairmanPoo on July 17, 2017, 03:57:05 PM
... Curiously enough, Mobile Intelligent AIs with AI persona cores readily accept the truth of the Great Old Ones, and will happily join your cult.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Canute on July 17, 2017, 04:56:05 PM
Yeah, the MAI dreams to become a cannibal, thats why it joins the cult ! :-)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Psithen on July 20, 2017, 12:14:36 AM
Dark young are making my life a living hell, I'm on a large map so hunting them when they spawn takes too much time then I forget about them until a couple days later when I'm fast forwarding through mundane labour and all of a sudden BAM someone or someone's animal is dead. It's getting so annoying that I built a 400 square stone parameter around my base.

Oh yeah and fuck spiders.

I've lost more to these things and spiders than I have to anything else in this game.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: SurrealSadi on July 20, 2017, 03:17:51 AM
Quote from: Psithen on July 20, 2017, 12:14:36 AM
Dark young are making my life a living hell, I'm on a large map so hunting them when they spawn takes too much time then I forget about them until a couple days later when I'm fast forwarding through mundane labour and all of a sudden BAM someone or someone's animal is dead. It's getting so annoying that I built a 400 square stone parameter around my base.

Oh yeah and fuck spiders.

I've lost more to these things and spiders than I have to anything else in this game.
For the spiders, get the Fences and Floors mod(https://ludeon.com/forums/index.php?topic=26964.0 (https://ludeon.com/forums/index.php?topic=26964.0)). Also keeps wild animals out of your farm.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: SpaceDorf on July 20, 2017, 06:43:57 AM
Quote from: SurrealSadi on July 20, 2017, 03:17:51 AM
Quote from: Psithen on July 20, 2017, 12:14:36 AM
Dark young are making my life a living hell, I'm on a large map so hunting them when they spawn takes too much time then I forget about them until a couple days later when I'm fast forwarding through mundane labour and all of a sudden BAM someone or someone's animal is dead. It's getting so annoying that I built a 400 square stone parameter around my base.

Oh yeah and fuck spiders.

I've lost more to these things and spiders than I have to anything else in this game.
For the spiders, get the Fences and Floors mod(https://ludeon.com/forums/index.php?topic=26964.0 (https://ludeon.com/forums/index.php?topic=26964.0)). Also keeps wild animals out of your farm.

Awesome isn't it :) Finally some !!FUN!! around here.

Also use the Wildlife Tab. This will help you keep an eye on what is roaming your map.
https://ludeon.com/forums/index.php?topic=25736.0 (https://ludeon.com/forums/index.php?topic=25736.0)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Psithen on July 20, 2017, 11:11:22 PM
Quote from: SpaceDorf on July 20, 2017, 06:43:57 AM
Quote from: SurrealSadi on July 20, 2017, 03:17:51 AM
Quote from: Psithen on July 20, 2017, 12:14:36 AM
Dark young are making my life a living hell, I'm on a large map so hunting them when they spawn takes too much time then I forget about them until a couple days later when I'm fast forwarding through mundane labour and all of a sudden BAM someone or someone's animal is dead. It's getting so annoying that I built a 400 square stone parameter around my base.

Oh yeah and fuck spiders.

I've lost more to these things and spiders than I have to anything else in this game.
For the spiders, get the Fences and Floors mod(https://ludeon.com/forums/index.php?topic=26964.0 (https://ludeon.com/forums/index.php?topic=26964.0)). Also keeps wild animals out of your farm.

Awesome isn't it :) Finally some !!FUN!! around here.

Also use the Wildlife Tab. This will help you keep an eye on what is roaming your map.
https://ludeon.com/forums/index.php?topic=25736.0 (https://ludeon.com/forums/index.php?topic=25736.0)

Already had fences the problem was wondering pawns and their tamed dogs trying to fight off the dark young but I'll defiantly pick up the wildlife tab.

Gonna need it for a new run though cause I encountered my first star vampires... I can't even... just rip.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: gCoreByte on July 22, 2017, 02:41:54 PM
Oathtaker not working..

System.InvalidCastException: Cannot cast from source type to destination type.
  at CultOfCthulhu.ReanimatedPawnUtility.DoGenerateZombiePawnFromSource (Verse.Pawn sourcePawn, Boolean isBerserk, Boolean oathOfHastur) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.HasturResurrection () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.ResolveHasturResurrections () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Running with Core, HugsLib, Animal Armour, A Dog Said..., Expanded Prosthetics and Organ Engineering 2.0, EdB Prepare Carefully, Psychology, Tilled Soil, Hospitality, Mass Graves, Set-Up Camp, RazzleDazzle, Recon And Discovery, Tribal Essentials Modpack, Rumours And Deception, [RF] Smooth Stone Walls [a17], ED-Embrasures, Crash Landing, JecsTools, Humanoid Alien Races 2.0, Call of Cthulhu - Cosmic Horrors, Call of Cthulhu - Cults, Call of Cthulhu - Elder Things, Call of Cthulhu - Straitjackets, Rim of Madness - Arachnophobia, and Achtung! all downloaded from the forums.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Sebastian Cigar on July 23, 2017, 07:58:59 AM
Hey, I've just seen a wild Giant Spider mess up a scyther, the poor mechanoid apparently attacked him first, then the huge arachnid spun him up, dragged him away (eh?) and devoured him in his nest within a couple days. I don't think this is normal...
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: SpaceDorf on July 23, 2017, 08:33:29 AM
Quote from: Sebastian Cigar on July 23, 2017, 07:58:59 AM
Hey, I've just seen a wild Giant Spider mess up a scyther, the poor mechanoid apparently attacked him first, then the huge arachnid spun him up, dragged him away (eh?) and devoured him in his nest within a couple days. I don't think this is normal...

Nope .. I can't understand why you did not rescue the ressources and the silk  :-*
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: Lennbolt7 on July 23, 2017, 03:51:42 PM
Quote from: gCoreByte on July 22, 2017, 02:41:54 PM
Oathtaker not working..

System.InvalidCastException: Cannot cast from source type to destination type.
  at CultOfCthulhu.ReanimatedPawnUtility.DoGenerateZombiePawnFromSource (Verse.Pawn sourcePawn, Boolean isBerserk, Boolean oathOfHastur) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.HasturResurrection () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.ResolveHasturResurrections () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Running with Core, HugsLib, Animal Armour, A Dog Said..., Expanded Prosthetics and Organ Engineering 2.0, EdB Prepare Carefully, Psychology, Tilled Soil, Hospitality, Mass Graves, Set-Up Camp, RazzleDazzle, Recon And Discovery, Tribal Essentials Modpack, Rumours And Deception, [RF] Smooth Stone Walls [a17], ED-Embrasures, Crash Landing, JecsTools, Humanoid Alien Races 2.0, Call of Cthulhu - Cosmic Horrors, Call of Cthulhu - Cults, Call of Cthulhu - Elder Things, Call of Cthulhu - Straitjackets, Rim of Madness - Arachnophobia, and Achtung! all downloaded from the forums.
Oathtaker never worked for me and my load order contains almost every mod you just listed.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: faltonico on July 24, 2017, 11:46:01 PM
I don't know if this has been posted before, but here you go:

I'm having a lot of errors with Chthonian larvae:
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at CosmicHorror.HarmonyPatches.CalculatePain_PreFix (Verse.HediffSet,single&) <0x00113>
at (wrapper dynamic-method) Verse.HediffSet.CalculatePain_Patch1 (object) <0x0002c>
at Verse.HediffSet.get_PainTotal () <0x0001d>
at RimWorld.PawnCapacityWorker_Consciousness.CalculateCapacityLevel (Verse.HediffSet,System.Collections.Generic.List`1<Verse.PawnCapacityUtility/CapacityImpactor>) <0x0005c>
at Verse.PawnCapacityUtility.CalculateCapacityLevel (Verse.HediffSet,Verse.PawnCapacityDef,System.Collections.Generic.List`1<Verse.PawnCapacityUtility/CapacityImpactor>) <0x000aa>
at Verse.PawnCapacitiesHandler.GetLevel (Verse.PawnCapacityDef) <0x000a5>
at Verse.PawnCapacitiesHandler.get_CanBeAwake () <0x00017>
at RimWorld.RestUtility.Awake (Verse.Pawn) <0x00018>
at RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow.Satisfied (Verse.Pawn) <0x00064>
at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00018>
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x000a2>

Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
CosmicHorror.CosmicHorrorPawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


And (spamming!!):
Detected infinite stat recursion when evaluating Consciousness
Verse.Log:Error(String)
Verse.PawnCapacitiesHandler:GetLevel(PawnCapacityDef)
Verse.PawnCapacitiesHandler:get_CanBeAwake()
Verse.PawnCapacityUtility:CalculateCapacityLevel(HediffSet, PawnCapacityDef, List`1)
Verse.PawnCapacitiesHandler:GetLevel(PawnCapacityDef)
Verse.PawnCapacitiesHandler:CapableOf(PawnCapacityDef)
RimWorld.InteractionUtility:CanInitiateInteraction(Pawn)
RimWorld.Pawn_InteractionsTracker:get_CurrentSocialMode()
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
CosmicHorror.CosmicHorrorPawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Detected infinite stat recursion when evaluating Consciousness
Verse.Log:Error(String)
Verse.PawnCapacitiesHandler:GetLevel(PawnCapacityDef)
Verse.PawnCapacitiesHandler:get_CanBeAwake()
RimWorld.RestUtility:Awake(Pawn)
RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow:Satisfied(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
CosmicHorror.CosmicHorrorPawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


The pawn didn't die and kept spawning tamed larvae from time to time. The spam didn't go away when i took out the prisoner (aka killed it), but it did go away when i destroyed the larvae with the dev tool.
It was even wandering and dropping larvae o.O

(https://www.mediafire.com/convkey/fb8f/focqkgy1lyjcjjd4g.jpg) (http://www.mediafire.com/view/focqkgy1lyjcjjd/larvae1.jpg)
(https://www.mediafire.com/convkey/fc9e/vav0hq3dookb0v34g.jpg) (http://www.mediafire.com/view/vav0hq3dookb0v3/larvae2.jpg)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: InfinityKage on July 26, 2017, 09:36:22 PM
I want to start by saying you've done an amazing job with everything so far. And thanks for adding to would is already a great game.

Your Arachnophobia mod seems like the makings of a great playable race. I think building a base out of webs and catching creatures and spinning them up and drinking them from webs and setting web traps and stuff would be amazing. Is it something you would consider?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: jecrell on July 26, 2017, 11:00:21 PM
Quote from: InfinityKage on July 26, 2017, 09:36:22 PM
I want to start by saying you've done an amazing job with everything so far. And thanks for adding to would is already a great game.

Your Arachnophobia mod seems like the makings of a great playable race. I think building a base out of webs and catching creatures and spinning them up and drinking them from webs and setting web traps and stuff would be amazing. Is it something you would consider?
There is another mod in development to allow for controlling of an insectoid colony. I will DEFINITELY be making a patch of some kind and working with the mod author to provide for a Spider Queen mod.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: jecrell on July 26, 2017, 11:03:24 PM
Factions Update



7-27-2017
v1.17.10
--------------
(https://cdn.discordapp.com/attachments/234622469816844288/339965839006629898/CallOfCthulhu_tommygun.png)
- Added SticksNTricks' Tommy Gun.
- MERF Helmets now protect the full head.
- MERF Body Armor now protects necks.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on July 26, 2017, 11:43:19 PM
Rim of Madness Presents...

Call of Cthulhu
Factions Items Only Edition A17

(https://steamuserimages-a.akamaihd.net/ugc/850470146288533305/429E464237732DE3D217F222F57A0ADCC986E3B1/)

**WARNING** REQUIRES JECSTOOLS TO RUN

https://www.patreon.com/posts/call-of-cthulhu-13406810
http://steamcommunity.com/sharedfiles/filedetails/?id=1091340782

Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: InfinityKage on July 27, 2017, 12:44:02 AM
Quote from: jecrell on July 26, 2017, 11:00:21 PM
Quote from: InfinityKage on July 26, 2017, 09:36:22 PM
I want to start by saying you've done an amazing job with everything so far. And thanks for adding to would is already a great game.

Your Arachnophobia mod seems like the makings of a great playable race. I think building a base out of webs and catching creatures and spinning them up and drinking them from webs and setting web traps and stuff would be amazing. Is it something you would consider?
There is another mod in development to allow for controlling of an insectoid colony. I will DEFINITELY be making a patch of some kind and working with the mod author to provide for a Spider Queen mod.

An insectoid colony huh? That might be fun. Do you have a link? Also if you do make a Spider Queen mod, keep me posted.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: KaiserThurston on July 28, 2017, 09:09:57 PM
I am playing with Lovecraft in Rough difficulty and it just keeps sending me that annoying fog event and the crow omen.
I also have hospitality installed and it seems like the visitor event is ignored by the storyteller, since it's been over a year and no visitor ever showed up.
Also, when do the lovecraftian raids start to happen?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: ChairmanPoo on July 29, 2017, 08:47:53 PM
I think the Lovecraft storyteller is broken
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: Decoherent on July 30, 2017, 12:34:43 PM
Hey, I've played through most of a game on extreme, and I'm really enjoying it! I did have a suggested change, though- the "scary pit" event (memory fails me) seems to have been nerfed a little too much. I've got one across the map that's been there forever, and I've completely forgotten about it. I think I'd suggest returning the sanity loss to zone-wide, although at a much slower rate than it used to be, so that I actually have to take care of it!
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: SpaceDorf on July 31, 2017, 01:08:37 PM
I have to report a problem with my spiders.
I can't remember of it was discussed before, but giant spiders, tame or wild, sometimes put their cocoons into walls.
they can eat them just fine, but I have to deconstruct the wall to reach them.
Is this intended or a bug ? ( arachnid )

[attachment deleted by admin: too old]
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: mekukutut on August 01, 2017, 03:26:25 AM
hi jecrell

this mod is very fun.
but has some issues i would like to point out.

the goal: usually the game's goal is to get off the planet, spending research and time on a cult might be too much distraction for that, unless the player gets an idea where this cult will lead to: another end way to escape from this rimworld..
maybe there just need a few text notifications coming up after or during cult research, maybe the researcher dreams even more... messages from the outer spaces luring the colonists to follow through (and abandon any plans to get to the ship/build it)? there are moments in the mod where you included small notes like those, they just need a few more imo.

the tribal people: the tribals have not enough furniture. i solved that by installing the tribal essentials mod. but one item i can't find a tribal alternative for is your new typewriter. it feels wrong installing those in a nearly prehistoric village of people. i'd love to see either the option of sharing tales on the log fire, or the creation of wall paintings/the option to grasp the crazy experiences through art and crafting.

then i have a simple question (that actually fits to all mods). is there a way to "mod the mod" for having less villages on the planet?

so thats my 5 cents after playing this too many hours last week.
have a nice day,
meku
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: Dragoon on August 02, 2017, 12:03:05 PM
Quote from: mekukutut on August 01, 2017, 03:26:25 AM
but has some issues i would like to point out.

the goal: usually the game's goal is to get off the planet, spending research and time on a cult might be too much distraction for that, unless the player gets an idea where this cult will lead to: another end way to escape from this rimworld..
maybe there just need a few text notifications coming up after or during cult research, maybe the researcher dreams even more... messages from the outer spaces luring the colonists to follow through (and abandon any plans to get to the ship/build it)? there are moments in the mod where you included small notes like those, they just need a few more imo.

but one item i can't find a tribal alternative for is your new typewriter. it feels wrong installing those in a nearly prehistoric village of people. i'd love to see either the option of sharing tales on the log fire, or the creation of wall paintings/the option to grasp the crazy experiences through art and crafting.

meku

After reading, I just want to say that these are not really issues, more of things you would like to have added.

And, for your first thing. Any and every mod that adds research or new things, would "take time distracting." Your suggestion for a new end is one that many people have asked for, and the reason why it can't (Or really shouldn't) is that no one has any idea of how it should be done, how long you should be alive, and what triggers it. Rimsenal, MAI, etc. These big mods all add things, but none of them really affect getting off the planet. It's not a distraction.
They all add things that can help your colony survive in different and or better ways. In this case, you get powers that help your colonist. And that's how all these mods work if you find them distracting honestly there's no point in installing or using them.

Following your logic anytime you spend researching something that does not have to do with staying alive or space travel, is a use of time and could be too much of a distraction.

Simply saying to lead your cult is far too generic, and in fact, the only way that would work is if you triggered some event where the elder gods came to this rimworld. Which would be rather boring as, even if they sent a massive army against you, by that point it would not matter, as you would have an army of eldritch horrors to back you up. And you would most likely not just be able to continue.

That being said I agree on a few points. I love the idea of a few more notes, as it would make the game feel a lot more alive. I don't think it's even needed (like at all as adding in too many can just ruin the immersion or just be downright annoying) it would just be nice.

As for tribal, I think those would be cool. I would put my vote for wall paintings I believe that it would be cool and would use the art skill like sculpting.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-9-2017)
Post by: jecrell on August 03, 2017, 09:45:50 AM
Quote from: Lennbolt7 on July 23, 2017, 03:51:42 PM
Quote from: gCoreByte on July 22, 2017, 02:41:54 PM
Oathtaker not working..

System.InvalidCastException: Cannot cast from source type to destination type.
  at CultOfCthulhu.ReanimatedPawnUtility.DoGenerateZombiePawnFromSource (Verse.Pawn sourcePawn, Boolean isBerserk, Boolean oathOfHastur) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.HasturResurrection () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.ResolveHasturResurrections () [0x00000] in <filename unknown>:0
  at CultOfCthulhu.MapComponent_SacrificeTracker.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Running with Core, HugsLib, Animal Armour, A Dog Said..., Expanded Prosthetics and Organ Engineering 2.0, EdB Prepare Carefully, Psychology, Tilled Soil, Hospitality, Mass Graves, Set-Up Camp, RazzleDazzle, Recon And Discovery, Tribal Essentials Modpack, Rumours And Deception, [RF] Smooth Stone Walls [a17], ED-Embrasures, Crash Landing, JecsTools, Humanoid Alien Races 2.0, Call of Cthulhu - Cosmic Horrors, Call of Cthulhu - Cults, Call of Cthulhu - Elder Things, Call of Cthulhu - Straitjackets, Rim of Madness - Arachnophobia, and Achtung! all downloaded from the forums.
Oathtaker never worked for me and my load order contains almost every mod you just listed.

Oathtaker works, however, I found that if you saved right after performing the sacrifice and having Oathtaker, the data wasn't saving. I just fixed this. I'll be uploading it shortly.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: SpaceDorf on August 03, 2017, 10:17:47 AM
Hi,

I have another stupid problem with the spiders mod.

The event "some spiders arrived, they have a queen with them ! ". - Well I wanted that queen for my collection, but there was none. Twice now.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 03, 2017, 11:10:38 AM
Cults Update



8/4/17
V.1.17.3.4

-Fixed several Byakhee issues. Tested loading two characters, launching
them, and unloading into an enemy base successfully. Return trips also
successful. Saves between events, all successful. Byakhee should be safe
to use at this point.

-Unspeakable Oath code adjusted to be safer for saves.

Download the Update:
https://www.patreon.com/posts/11381266
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 03, 2017, 12:09:17 PM
Arachnophobia Update



Update - 1.17.1.11 - 8/4/17
- The giant spiders incident now displays properly when there is a queen or not among them.
- Spiders avoid placing cocoons in walls.
- Spiders should take greater precautions when placing their webs.

Download the Update:
https://www.patreon.com/posts/11821501
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: SpaceDorf on August 03, 2017, 12:23:38 PM
Now that was fast ..

but you linked cults on the spiders page.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: jecrell on August 03, 2017, 12:27:16 PM
Quote from: SpaceDorf on August 03, 2017, 12:23:38 PM
Now that was fast ..

but you linked cults on the spiders page.

Thank you my good man. I think I just fixed that.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (7-27-2017)
Post by: SpaceDorf on August 03, 2017, 12:30:39 PM
You did, indeed :)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-4-2017)
Post by: dodger0788 on August 04, 2017, 12:51:49 PM
I have a question about the werewolfs your developing, are they going to act like animals or are they going to be like colonists but when the moon comes up they turn into savage beasts?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-4-2017)
Post by: jecrell on August 04, 2017, 12:58:13 PM
Quote from: dodger0788 on August 04, 2017, 12:51:49 PM
I have a question about the werewolfs your developing, are they going to act like animals or are they going to be like colonists but when the moon comes up they turn into savage beasts?

Currently, in the Werewolf build I'm running, Werewolves are still considered humanoid by the game's logic.
However, they no longer have the vanilla AI when in their fury.
During a Werewolf fury, Werewolves take on a special blended code similarly to a raider and a manhunter mixed together with a special emphasis on killing targets rather than sparing lives.
They will find the nearest humanoid target, and smash through all the doors they can to get them.
A werewolf fury will only last for a limited time, however, before fading away and returning the colonist to normalcy.

[EDIT]
Note: Fury mode is something that occurs only once. Unblooded Werewolves, when in the presence of a full moon for the first time, will transform and go into a fury mode. After this, a Werewolf can transform into a single unlocked form at will for limited bursts of time. Players can toggle to disable further furies during a full moon in the button list next to the draft button for a character. However, if characters want to "level up" their werewolf powers or gain more forms, they must enable fury. This can create a nice gameplay situation where players should build Werewolf cells to lock up their wolves during full moons to level up their powers.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 04, 2017, 01:36:09 PM
Cosmic Horrors Update



8/5/17
V.1.17.0.3

- All Cosmic Horrors, except Star Vampires, now raid with new AI duties (no more burning, but more kidnapping).
- Star Vampires now should be attacking properly again.

Download the Update:
https://www.patreon.com/posts/11381384
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Ratvar on August 05, 2017, 09:32:10 AM
Can you send wwolfs out to caravan alone,so they cannot find any human target to stalk? Make them dissapear into wilderness, try to raid your own base, or something, if yes, or that would be pretty lame . Sorry, i am russian, dunno if you can understand
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: jecrell on August 05, 2017, 10:16:49 AM
Quote from: Ratvar on August 05, 2017, 09:32:10 AM
Can you send wwolfs out to caravan alone,so they cannot find any human target to stalk? Make them dissapear into wilderness, try to raid your own base, or something, if yes, or that would be pretty lame . Sorry, i am russian, dunno if you can understand

Currently, I was just fixing save issues with Werewolves.
So, you're saying I should do something about when players send Werewolves out on caravans? Werewolves will not level up their skills while in caravans nor learn new transformations. Players who want powerful characters will want to keep Werewolves in their bases and "train" them with full moons.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Ratvar on August 05, 2017, 02:26:09 PM
I will rephrase, i suppose. How werewolfes fury manhunter rage acts in colony made only out of werewolfes? Cause you can just send them to create second one.
Also, 17b Elder Things kept spamming me with "Colonist, cleanbot++ is fully healed!" when their still had psionic bruise from Elder Things melee attack.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: SpaceDorf on August 05, 2017, 03:42:01 PM
Some positive feedback :

the Fix for Spiders works. No more hidden Cocoons.

The werewolf question sounds reasonable.
They should not attack each other when raging. But if you are aiming for levels this would be a good reason for having some prisoners around.

[attachment deleted by admin: too old]
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: MCreeper on August 06, 2017, 03:51:39 PM
Quote from: jecrell on August 05, 2017, 10:16:49 AM
Currently, I was just fixing save issues with Werewolves.
Does this mean it's almost finished, or i misunderstood?
EDIT: There was a skill bonus from clothing in previous versions(nurse clothes give bonus to medicine, etc). I no longer see it in item discriptions. Is it a bug, or bonus now stealthy?
EDIT2: Oh, nevermind, they just don't show up on crafting screen.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Decoherent on August 06, 2017, 04:14:25 PM
Would you have any interest in adding the parts for proper integration with Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0)? It doesn't look all that difficult, just adding some extra values for the cosmic horrors. As it is, they work without error with the default values that CE assigns, but they die very trivially to halfway decently equipped colonists.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Oblitus on August 08, 2017, 05:46:37 PM
https://gist.github.com/quicksilverfox/72350588745a798bc0eca1611aacd8e1

Inspect string for ROM_PitChthonian318502 contains empty lines.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: beeeboop on August 09, 2017, 12:49:47 AM
I've come across a problem where the Elder Things aren't able to equip their own weapons. . .
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: beeeboop on August 09, 2017, 12:50:54 AM
Besides that, AWESOME MOD. Seriously, 5 stars, two thumbs up, etc
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: beeeboop on August 09, 2017, 12:58:45 AM
Also, you're planning on making WEREWOLVES? Oh my God, jecrell, you're a prince. I love you.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: MCreeper on August 09, 2017, 03:24:46 AM
There are "modify" button, non need to make 3 messages.  ;)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Sam Gray on August 09, 2017, 03:26:08 AM
Quote from: Decoherent on August 06, 2017, 04:14:25 PM
Would you have any interest in adding the parts for proper integration with Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0)? It doesn't look all that difficult, just adding some extra values for the cosmic horrors. As it is, they work without error with the default values that CE assigns, but they die very trivially to halfway decently equipped colonists.

Would really appreciate CE compatibility patch for your mods, as Decoherent mentioned it's easy to make patches for CE since i have done it myself for my personal mod (clothes, fabrics, guns and etc...).
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Decoherent on August 10, 2017, 12:38:19 AM
I mean, we could certainly do it ourselves (well, maybe), but I don't feel like I've got the right balance in mind. I've only played two colonies with the RoM mods, so I really wouldn't be comfortable doing that kind of balance work.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: SpaceDorf on August 11, 2017, 10:57:25 AM
Jecrell,

I am unclear about the Cosmic Horrors Mod ..

does it need JecsTools or not ?
If I activate JecsTools I have problems generating a planet,
If I don't I get half a mile of red messages about some Star Vampires not being able to do something ..

=== EDIT ===

added bootlog without jecstools

=== EDIT 2 ===
added the crashlog when generating a world with jecstools active.
I also checked, both mods are the current version, CH 1.17.03 and JT 1.05.2

[attachment deleted by admin: too old]
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: jecrell on August 12, 2017, 12:59:17 PM
Quote from: SpaceDorf on August 11, 2017, 10:57:25 AM
Jecrell,

I am unclear about the Cosmic Horrors Mod ..

does it need JecsTools or not ?
If I activate JecsTools I have problems generating a planet,
If I don't I get half a mile of red messages about some Star Vampires not being able to do something ..

=== EDIT ===

added bootlog without jecstools

=== EDIT 2 ===
added the crashlog when generating a world with jecstools active.
I also checked, both mods are the current version, CH 1.17.03 and JT 1.05.2

Just about to go to sleep now, but I wanted to let you know I'm looking into it tomorrow morning my good man. Apologies!
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on August 12, 2017, 01:02:45 PM
Presenting...

Rim of Madness
Werewolves WIP Jecs Birthday Edition

(https://c10.patreon.com/3/e30%3D/patreon-posts/v9moAH4N1m7nW15HbYHrjI-0A5hbefEZHlGsx2ONpet4Ykk9rqkkAOA6IKoVrr4D.png?token-time=1503705600&token-hash=Rea-RwOFQmsRPgfsW3olNIYwvdzhLJpEx4QA0XUfPG4%3D)

**WARNING** REQUIRES JECSTOOLS TO RUN

https://www.patreon.com/posts/werewolves-wip-13822523

Today is my birthday.  So, if you're bored and want to try out some Werewolves. My treat! There's still a bit here and there to do -- balancing and so forth. Here's the progress so far on the Werewolf mod.

Some things to keep in mind:
1) Make sure you have JecsTools loaded above it (the latest release is today).
2) Werewolves are a trait at this time.
3) The lowest degree in the trait means it's unblooded, which is the most fun to start with.
4) No lightsaber-wielding Werewolf support yet. So be careful!

*tips hat*
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: SpaceDorf on August 12, 2017, 01:40:08 PM
Quote from: jecrell on August 12, 2017, 01:02:45 PM
-snip-
*tips hat*

I wish you a happy birthday.
And the Obivious question : Is the Conehat included ? If not, can I we have it ?

Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Apposl on August 12, 2017, 09:56:16 PM
Hi, I love your mod and I am curious if anyone here has discussed other mods that are compatible or add to the atmosphere? I'd like to have that discussion if it hasn't happened already, I'm just slow going through 40 pages of thread on my 2g mobile connection.

Love the mod, basically inspired me to sign up here. Thank you for all your hard work.

PS: I just added the werewolves mod and get this error. I don't care and will just deactivate or try to play anyway and see how it goes, but just in case this helps you at all, I thought I'd share? If you need anything else from me like a mod list or anything please let me know. Thanks again! https://gist.github.com/80e17806aaaaf6c333bc4ef4087c98ad

PPS - JUST REALIZED YOU POSTED THAT TODAY AND SAID IT'S YOUR BIRTHDAY, HAPPY BIRTHDAY!!!
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: jecrell on August 13, 2017, 12:49:27 AM
Quote from: Apposl on August 12, 2017, 09:56:16 PM
Hi, I love your mod and I am curious if anyone here has discussed other mods that are compatible or add to the atmosphere? I'd like to have that discussion if it hasn't happened already, I'm just slow going through 40 pages of thread on my 2g mobile connection.

Love the mod, basically inspired me to sign up here. Thank you for all your hard work.

PS: I just added the werewolves mod and get this error. I don't care and will just deactivate or try to play anyway and see how it goes, but just in case this helps you at all, I thought I'd share? If you need anything else from me like a mod list or anything please let me know. Thanks again! https://gist.github.com/80e17806aaaaf6c333bc4ef4087c98ad

PPS - JUST REALIZED YOU POSTED THAT TODAY AND SAID IT'S YOUR BIRTHDAY, HAPPY BIRTHDAY!!!

Thank you good fellow. Do check out this recent update for JecsTools.
https://github.com/jecrell/JecsTools/releases That should fix your problem.
Bless
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 13, 2017, 01:41:28 AM
Quote from: SpaceDorf on August 12, 2017, 01:40:08 PM
I wish you a happy birthday. And the Obivious question : Is the Conehat included ? If not, can I we have it ?
Making a birthday hat would be a legendary item. I cannot part with it. Also, my birthday hat enables me to skip the old age problems. Mwahahaha!

Also...
Arachnophobia Update



8/13/17
v1.17.1.12
New Translations:
- Français (NorX Aengell)
- Português (KaiserThurston)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 13, 2017, 04:08:15 AM
jecrell,
since you are a mastercoder. Isn't it possible to do a ingame versioncheck. When you werwolfs need a special version of jecstools, can't werwolfes check on loadup if this is install, and popup a warning or give a clear error msg. that even dump user see "Error, get newest ...." ?

I think i saw a similar msg. when i forget to activate hugslib.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Apposl on August 13, 2017, 05:24:23 PM
Quote from: jecrell on August 13, 2017, 12:49:27 AM
Quote from: Apposl on August 12, 2017, 09:56:16 PM
Hi, I love your mod and I am curious if anyone here has discussed other mods that are compatible or add to the atmosphere? I'd like to have that discussion if it hasn't happened already, I'm just slow going through 40 pages of thread on my 2g mobile connection.

Love the mod, basically inspired me to sign up here. Thank you for all your hard work.

PS: I just added the werewolves mod and get this error. I don't care and will just deactivate or try to play anyway and see how it goes, but just in case this helps you at all, I thought I'd share? If you need anything else from me like a mod list or anything please let me know. Thanks again! https://gist.github.com/80e17806aaaaf6c333bc4ef4087c98ad

PPS - JUST REALIZED YOU POSTED THAT TODAY AND SAID IT'S YOUR BIRTHDAY, HAPPY BIRTHDAY!!!

Thank you good fellow. Do check out this recent update for JecsTools.
https://github.com/jecrell/JecsTools/releases That should fix your problem.
Bless

Oh shoot, I noticed there was a new JecsTools about half an hour after my post to you and wondered if that could be it - thank you so much for clarifying that it was in fact the issue!

And a new Arachnaphobia update too - thank you, thank you, thank you! Hope your birthday was great!
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: jecrell on August 14, 2017, 12:38:51 AM
Quote from: Canute on August 13, 2017, 04:08:15 AM
jecrell,
since you are a mastercoder. Isn't it possible to do a ingame versioncheck. When you werwolfs need a special version of jecstools, can't werwolfes check on loadup if this is install, and popup a warning or give a clear error msg. that even dump user see "Error, get newest ...." ?

I think i saw a similar msg. when i forget to activate hugslib.

Solid idea. I'll get to it before release.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 14, 2017, 01:27:11 PM
i just finished my unsuccesful 1. werwolf colony.
I created a Apini tribal with 5 pawns. I gave them all the 1. werwolf trait.
And just encounter my first full moon, and my colony got 4 death in one night. The new born werwolfs just slaughter themself.

What do you think about some warnings ingame, like pawn x is feeling a strange rage when he watch the rising moon.

I notice the 2 werwolfs traits are name same, or at last they got the same names at Prepare carefully but different tooltips.
The "unblooded" trait i couldn't see/find.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: jake12116 on August 14, 2017, 05:49:37 PM
was the error around world generation ever resolved? whenever i add jecstools to my mod order it becomes impossible to generate a world.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Apposl on August 14, 2017, 08:26:21 PM
Quote from: jake12116 on August 14, 2017, 05:49:37 PM
was the error around world generation ever resolved? whenever i add jecstools to my mod order it becomes impossible to generate a world.

I am new to the game and have about 50 mods, including all of the CoC/Lovecraft stuff, HugsLib, Jecstools - just get the updated versions and there is zero problem with world generation to my knowledge. My daughter and I are both playing with these mods active, zero problems.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: jake12116 on August 15, 2017, 03:26:32 AM
@apposl I'm using the steam workshop version and the only thing that causes world gen failure is adding jecstools, someone yesterday posted the exact same problem and I'm just wondering if it was ever resolved as we have the same problem.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 15, 2017, 03:34:16 AM
The problem with the world generation was only a DRM version problem that got solved a while ago.
That steam user encounter this problem is new, you are the first one who report this on the forum.
Why you don't try to use the github version of jecstools and look if that fix the problem maybe.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: jake12116 on August 15, 2017, 08:47:17 AM
@canute interesting, if it was DRM related though wouldn't you see it with any mod/vanilla generation? why only one specific mod? I did try github, both current and previous versions and same problem.
Either way it got me thinking, i'm one of only a few people who seem to be having and issue so, fresh install ahoy(including appdata). Searched through all the mods and tried to find the incompatibility, turns out there isn't one, so i tried deleting and redownloading the jecstools from workshop (they are stored seperate). it then generated fine.......i honestly have no idea how that works but hey, it worked.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: SpaceDorf on August 15, 2017, 08:53:11 AM
Quote from: jake12116 on August 14, 2017, 05:49:37 PM
was the error around world generation ever resolved? whenever i add jecstools to my mod order it becomes impossible to generate a world.

I have the problem as well and circumvent it by activating jecstool after world gen.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 15, 2017, 10:12:44 AM
I don't got problems and i needed the latest jecstools for the werwolfes.
Then i would say it is a modconflict.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Onasaki on August 15, 2017, 08:52:53 PM
Hey, Jec, so I love your Arachnophobia mod. It's one of my favorites. However, using the Cave Biome mod by Rikiki, it doesn't seem to spawn any in the caves. Is this due to how they're coded?

I've put the spawn meter up to like, 2.5x and played for at least 5-6 days ingame. I've already got the Grimoire for the cult stuff, but I haven't seen a single spider, and I think they'd be a perfect addition to the cave biome.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 16, 2017, 03:16:35 AM
Ofcourse spiders don't spawn inside caves.
Normaly they don't have any prey insides caves, and they would starve inside caves, since all non-insect animal spawn outside.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Oblitus on August 16, 2017, 06:17:28 AM
Quote from: Canute on August 16, 2017, 03:16:35 AM
Ofcourse spiders don't spawn inside caves.
Normaly they don't have any prey insides caves, and they would starve inside caves, since all non-insect animal spawn outside.
I think you've missed a point. Cave biome != cave on map. Cave biome is type of map. And spiders probably don't spawn there, as well as other mod animals, since spawn chances are per-biome.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 16, 2017, 07:12:17 AM
Yep you right.
But what kind of animals does at the cave biome spawns normaly ? Or just cave flora ?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Oblitus on August 16, 2017, 07:28:16 AM
Quote from: Canute on August 16, 2017, 07:12:17 AM
Yep you right.
But what kind of animals does at the cave biome spawns normaly ? Or just cave flora ?
Mostly predators and omnivores.

    <wildAnimals>
      <Rat>3</Rat>
      <Megascarab>2</Megascarab>
      <Boomrat>1.5</Boomrat>
      <Spelopede>1.2</Spelopede>
      <Warg>0.5</Warg>
      <Megasloth>0.4</Megasloth>
      <GrizzlyBear>0.3</GrizzlyBear>
      <Squirrel>0.2</Squirrel>
      <Tortoise>0.2</Tortoise>
      <Lynx>0.2</Lynx>
      <WildBoar>0.1</WildBoar>
      <Cobra>0.05</Cobra>
      <Raccoon>0.03</Raccoon>
</wildAnimals>
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: InfinityKage on August 16, 2017, 07:35:53 PM
I'm not sure if you are looking for bug reports on your Werewolf mod or not but it seems as though the body of a werewolf can't be butchered. They take it to the butcher table and go through the process but then at the end they take him off the table and put him back on the table and start over. Just keeps repeating.

P.S. What is the actual idea behind the werewolf? Do they become controllable later or? I'm just wondering why someone would start with that trait. As it seems they just hulk out and fuck your people up.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Onasaki on August 16, 2017, 07:57:01 PM
Quote from: Oblitus on August 16, 2017, 06:17:28 AM
Quote from: Canute on August 16, 2017, 03:16:35 AM
Ofcourse spiders don't spawn inside caves.
Normaly they don't have any prey insides caves, and they would starve inside caves, since all non-insect animal spawn outside.
I think you've missed a point. Cave biome != cave on map. Cave biome is type of map. And spiders probably don't spawn there, as well as other mod animals, since spawn chances are per-biome.

It sounds like someone's never played Skyrim, or read anything Lord of the Rings related, 'cause giant spiders would probably have a ball inside of a cave biome. It's actually very scientific that spiders exist in ANY kind of biome, caves, forests, deserts, etc. They're pretty much all over the place. And if what Oblitus says is true, then yeah, I need to add them to the spawn list.

How could I do that myself?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Ratvar on August 16, 2017, 08:21:01 PM
Quote from: InfinityKage on August 16, 2017, 07:35:53 PM
I'm not sure if you are looking for bug reports on your Werewolf mod or not but it seems as though the body of a werewolf can't be butchered. They take it to the butcher table and go through the process but then at the end they take him off the table and put him back on the table and start over. Just keeps repeating.

P.S. What is the actual idea behind the werewolf? Do they become controllable later or? I'm just wondering why someone would start with that trait. As it seems they just hulk out and fuck your people up.
Quote from: jecrell on August 04, 2017, 12:58:13 PM
Currently, in the Werewolf build I'm running, Werewolves are still considered humanoid by the game's logic.
However, they no longer have the vanilla AI when in their fury.
During a Werewolf fury, Werewolves take on a special blended code similarly to a raider and a manhunter mixed together with a special emphasis on killing targets rather than sparing lives.
They will find the nearest humanoid target, and smash through all the doors they can to get them.
A werewolf fury will only last for a limited time, however, before fading away and returning the colonist to normalcy.

[EDIT]
Note: Fury mode is something that occurs only once. Unblooded Werewolves, when in the presence of a full moon for the first time, will transform and go into a fury mode. After this, a Werewolf can transform into a single unlocked form at will for limited bursts of time. Players can toggle to disable further furies during a full moon in the button list next to the draft button for a character. However, if characters want to "level up" their werewolf powers or gain more forms, they must enable fury. This can create a nice gameplay situation where players should build Werewolf cells to lock up their wolves during full moons to level up their powers.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: InfinityKage on August 16, 2017, 08:42:33 PM
Quote from: Onasaki on August 16, 2017, 07:57:01 PM
Quote from: Oblitus on August 16, 2017, 06:17:28 AM
Quote from: Canute on August 16, 2017, 03:16:35 AM
Ofcourse spiders don't spawn inside caves.
Normaly they don't have any prey insides caves, and they would starve inside caves, since all non-insect animal spawn outside.
I think you've missed a point. Cave biome != cave on map. Cave biome is type of map. And spiders probably don't spawn there, as well as other mod animals, since spawn chances are per-biome.

It sounds like someone's never played Skyrim, or read anything Lord of the Rings related, 'cause giant spiders would probably have a ball inside of a cave biome. It's actually very scientific that spiders exist in ANY kind of biome, caves, forests, deserts, etc. They're pretty much all over the place. And if what Oblitus says is true, then yeah, I need to add them to the spawn list.

How could I do that myself?

Can you spawn in a spider queen with Dev Mode? You'll have a colony of spiders in no time.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: InfinityKage on August 16, 2017, 08:44:15 PM
Quote from: Ratvar on August 16, 2017, 08:21:01 PM
Quote from: InfinityKage on August 16, 2017, 07:35:53 PM
I'm not sure if you are looking for bug reports on your Werewolf mod or not but it seems as though the body of a werewolf can't be butchered. They take it to the butcher table and go through the process but then at the end they take him off the table and put him back on the table and start over. Just keeps repeating.

P.S. What is the actual idea behind the werewolf? Do they become controllable later or? I'm just wondering why someone would start with that trait. As it seems they just hulk out and fuck your people up.
Quote from: jecrell on August 04, 2017, 12:58:13 PM
Currently, in the Werewolf build I'm running, Werewolves are still considered humanoid by the game's logic.
However, they no longer have the vanilla AI when in their fury.
During a Werewolf fury, Werewolves take on a special blended code similarly to a raider and a manhunter mixed together with a special emphasis on killing targets rather than sparing lives.
They will find the nearest humanoid target, and smash through all the doors they can to get them.
A werewolf fury will only last for a limited time, however, before fading away and returning the colonist to normalcy.

[EDIT]
Note: Fury mode is something that occurs only once. Unblooded Werewolves, when in the presence of a full moon for the first time, will transform and go into a fury mode. After this, a Werewolf can transform into a single unlocked form at will for limited bursts of time. Players can toggle to disable further furies during a full moon in the button list next to the draft button for a character. However, if characters want to "level up" their werewolf powers or gain more forms, they must enable fury. This can create a nice gameplay situation where players should build Werewolf cells to lock up their wolves during full moons to level up their powers.

Oh. I did not see that. I'm blind as a bat. Thanks mate.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 17, 2017, 03:43:40 AM
Quote from: InfinityKage on August 16, 2017, 07:35:53 PM
I'm not sure if you are looking for bug reports on your Werewolf mod or not but it seems as though the body of a werewolf can't be butchered. They take it to the butcher table and go through the process but then at the end they take him off the table and put him back on the table and start over. Just keeps repeating.
Do you use Robots++, special the kitchen bot to butcher ?
I got a similar behavior with other humanoid corpses before, when the kitchen bot tryed to butcher them.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 17, 2017, 10:10:18 AM
jecrell,
i think some werwolfs got trouble with the simplesidearm mod.
After activation the werwolf skills the UI stoped working.
Not allways, i can't reproduce it at moment, but it happen now 2-3 times. I needed to alt-f4 rimworld, because i couldn't access the menu anymore.

Latest error i got from output_log.
NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.GettersFilters.getWeaponLists (System.Collections.Generic.List`1<Verse.Thing>&,System.Collections.Generic.List`1<Verse.Thing>&,Verse.Pawn_InventoryTracker) <0x00083>
at SimpleSidearms.intercepts.Pawn_GetGizmos_Postfix.GetGizmos (Verse.Pawn,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&) <0x00084>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00061>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00150>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Lennbolt7 on August 17, 2017, 11:45:57 AM
Quote from: Canute on August 17, 2017, 10:10:18 AM
jecrell,
i think some werwolfs got trouble with the simplesidearm mod.
After activation the werwolf skills the UI stoped working.
Not allways, i can't reproduce it at moment, but it happen now 2-3 times. I needed to alt-f4 rimworld, because i couldn't access the menu anymore.

Latest error i got from output_log.
NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.GettersFilters.getWeaponLists (System.Collections.Generic.List`1<Verse.Thing>&,System.Collections.Generic.List`1<Verse.Thing>&,Verse.Pawn_InventoryTracker) <0x00083>
at SimpleSidearms.intercepts.Pawn_GetGizmos_Postfix.GetGizmos (Verse.Pawn,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&) <0x00084>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00061>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00150>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

Same here. Had a werewolf transform and they lost the ability to drop their weapon through the gear menu or the ui added by the sidearm mod. Even the werewolf form was forced to use that weapon. Any attempt to swap weapons with a sidearm or weapon lying on the ground resulted in the intended replacment being lost. The only thing that worked is selecting the pawn itself and pressing the drop weapon button. After doing this one I found no further issue with this. however another thing I ran into is full moon rage breaking on 3x speed. The werewolf goes through every transformation, lagging the game significantly and does not seem to end.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: InfinityKage on August 17, 2017, 03:04:34 PM
Quote from: Canute on August 17, 2017, 03:43:40 AM
Quote from: InfinityKage on August 16, 2017, 07:35:53 PM
I'm not sure if you are looking for bug reports on your Werewolf mod or not but it seems as though the body of a werewolf can't be butchered. They take it to the butcher table and go through the process but then at the end they take him off the table and put him back on the table and start over. Just keeps repeating.
Do you use Robots++, special the kitchen bot to butcher ?
I got a similar behavior with other humanoid corpses before, when the kitchen bot tryed to butcher them.



You know what? I was using a KitchenBot. So I guess that's a different issue.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Dragoon on August 17, 2017, 09:42:41 PM
If I can make a suggestion add a red warning and a timer to let us know when someone is going to change the whole, full moon imminent thing does not help. Also, I found that werewolves will stop their assault to meditate. I was wondering what do you plan for us to implement, that will allow us, to better stop them from escaping?

Also do you plan to have wandering werewolves?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 18, 2017, 02:48:55 AM
Another Spam-error, happen on full moon transformation.
I imprison the werwolf candidates into seperates room and look the entrance with wood walls if that made a different.
One of them cause the error
System.NullReferenceException: Object reference not set to an instance of an object
  at Werewolf.CompWerewolf.UnloadEquipmentIntoInventory () [0x00000] in <filename unknown>:0
  at Werewolf.CompWerewolf.ControlledTransformation (Werewolf.WerewolfForm form, Boolean moonTransformation) [0x00000] in <filename unknown>:0
  at Werewolf.CompWerewolf.RandomTransformation (Boolean moonTransformation) [0x00000] in <filename unknown>:0
  at Werewolf.GameCondition_FullMoon.GameConditionTick () [0x00000] in <filename unknown>:0
  at RimWorld.GameConditionManager.GameConditionManagerTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.Planet.World:WorldPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


And two suggestion:
Werwolfes are shapeshifter, they got control (more or less) over their body.
They should heal a bit at each transformation, or when they are at full health, remove a scar or a age related illness.

When someone entangle at a spider web you get a msg. it would be nice if you could click at the msg. to jump to that situation.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Dragoon on August 18, 2017, 02:15:20 PM
Can we do anything with the trees? I have 2 at my base.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Luckspeare on August 18, 2017, 08:11:42 PM
Typo in Eerie Tree description -- "indescibable".
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-5-2017)
Post by: Canute on August 19, 2017, 03:12:44 AM
When they are unblooded, the first fullmoon will turn them into berserc.

After that they learn to control their rage, and you can switch the fullmoon berserk off.
But they need the fullmoon berserk to learn new transformations. 4 different transformation exist.
Existing transformation you can level up while using it.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: jecrell on August 20, 2017, 09:15:57 AM
Presenting...

Rim of Madness
Werewolves

(https://steamuserimages-a.akamaihd.net/ugc/850472386021480262/F57C4A908B0FC82C2EC462DE108FA0D27B05817D/)

**WARNING** REQUIRES JECSTOOLS TO RUN

https://www.patreon.com/posts/rim-of-madness-13955800
http://steamcommunity.com/sharedfiles/filedetails/?id=1115882219

*tips hat*
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
Post by: InfinityKage on August 20, 2017, 10:34:42 AM
Quote from: jecrell on August 20, 2017, 09:15:57 AM
Presenting...

Rim of Madness
Werewolves

(https://steamuserimages-a.akamaihd.net/ugc/850472386021480262/F57C4A908B0FC82C2EC462DE108FA0D27B05817D/)

**WARNING** REQUIRES JECSTOOLS TO RUN

https://www.patreon.com/posts/rim-of-madness-13955800
http://steamcommunity.com/sharedfiles/filedetails/?id=1115882219

*tips hat*

*claps with enthusiasm*
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-20-2017)
Post by: Canute on August 20, 2017, 12:21:50 PM
jecrell,
is there any way to infect other pawns with werwolf trait ?
I tryed to bit someone in werwolf form a few times but no effect so far (old version).

2 errors poped up so far

Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2<Verse.BodyPartRecord, Verse.HediffDef>.Add (Verse.BodyPartRecord,Verse.HediffDef) <0x00275>
at Werewolf.CompWerewolf.ResolveTransformEffects (Verse.Pawn,Werewolf.WerewolfForm,bool) <0x0028c>
at Werewolf.CompWerewolf.TransformInto (Werewolf.WerewolfForm,bool) <0x00095>
at Werewolf.CompWerewolf/<>c__DisplayClass66_1.<CompGetGizmosExtra>b__2 (Verse.Thing) <0x0001b>
at Werewolf.Command_WerewolfButton.ProcessInput (UnityEngine.Event) <0x00094>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00823>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00469>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


Reserving with maxPawns > 1 and stackCount = All; this will not have a useful effect (suppressing future warnings)
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.<Reserve>c__AnonStorey4F8:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
CultOfCthulhu.MapComponent_LocalCultTracker:TryInquisition(List`1, Pawn)
CultOfCthulhu.MapComponent_LocalCultTracker:InquisitionCheck()
CultOfCthulhu.MapComponent_LocalCultTracker:MapComponentTick()
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Edit:
2 more errors during full moon transformation. Crafter is a pawn,stirfry is food from VG, Crafter is imprisoned in a room without door.
Crafter started 10 jobs in 10 ticks. List: (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , (Ingest A=Thing_stirfry759473) , and (Ingest A=Thing_stirfry759473)  lastJobGiver=RimWorld.JobGiver_GetFood, curJob.def=Ingest, curDriver=RimWorld.JobDriver_Ingest
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[Verse.BodyPartRecord,Verse.HediffDef].Add (Verse.BodyPartRecord key, Verse.HediffDef value) [0x00000] in <filename unknown>:0
  at Werewolf.CompWerewolf.ResolveTransformEffects (Verse.Pawn p, Werewolf.WerewolfForm currentWerewolfForm, Boolean moonTransformation) [0x00000] in <filename unknown>:0
  at Werewolf.CompWerewolf.TransformInto (Werewolf.WerewolfForm form, Boolean moonTransformation) [0x00000] in <filename unknown>:0
  at Werewolf.CompWerewolf.TransformRandom (Boolean moonTransformation) [0x00000] in <filename unknown>:0
  at Werewolf.GameCondition_FullMoon.GameConditionTick () [0x00000] in <filename unknown>:0
  at RimWorld.GameConditionManager.GameConditionManagerTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.Planet.World:WorldPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-20-2017)
Post by: Canute on August 21, 2017, 07:07:54 AM
Ohhhh,
careful with werwolfs and anykind of prostetics. Once you transform them, the werwolf regenerate their lost part and drop it on the ground.
That means no Cyberwerwolfs !
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-20-2017)
Post by: Ratvar on August 22, 2017, 05:14:12 AM
They ain't supposed to stand and do nothing on transform, transform into four forms at once, keep their clothes and cloth sprites on?
Kept him closed off in stone room for a day before he transformed, trying to starve/unsleep him off so he becomes slow and et cetera. He berserkered two times from mood in this cell.He was snoozing when he got transformed. Bed was medical sleeping spot, gave him operation on femur just so he could lie down.
About four transformations at once: he is modded in race, Crystalloid, suppose that did that?
About clothes: standart t-shirt, pants, nothing big.
Update: after revert message he got new 60 rage and got no removed transformations. I could control him, forcing tasks, drafting, but he wouldn't do anything. At 40/60 rage left he again got detransform message and became sprite with only clothes, no head and other bodyparts. After hitting -1 rage, he got new 60 rage, then, after hitting -1 again, 30/30 rage, after -1 rage he got 2/30 rage, reverted into 60/60 rage, still keeping four transformations at once., flicking between 60/60 and 30/30 rage.

[attachment deleted by admin: too old]
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-20-2017)
Post by: Canute on August 22, 2017, 06:09:53 AM
Puhh at last someon else got the problem too.
Ratvar, i think we need to wait for the next version, currently none of my pawns can transform well during fullmoon rage.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-20-2017)
Post by: jecrell on August 22, 2017, 09:54:11 AM
Quote from: Ratvar on August 22, 2017, 05:14:12 AM
They ain't supposed to stand and do nothing on transform, transform into four forms at once, keep their clothes and cloth sprites on?
<snip>

Quote from: Canute on August 22, 2017, 06:09:53 AM
Puhh at last someon else got the problem too.
Ratvar, i think we need to wait for the next version, currently none of my pawns can transform well during fullmoon rage.

It hasn't happened to me yet, but please share your logs please! I can't debug something without a proper output_log.txt. If you do, I can probably fix the problem. Thanks!

Also, try loading the mod higher in your load list and loading your game. Strangely, this has fixed a few people's issues.

And please... erm... send logs... yeah... I can't fix bugs on my end that I don't have. I run with minimal mods whenever I create my own mods to avoid finding bugs that aren't in my initial control.

Our discord is an easy place to drop errors logs.
https://discord.gg/AaVFA7V
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-20-2017)
Post by: Canute on August 22, 2017, 10:58:41 AM
Error when transforming:
https://gist.github.com/b51f6444166be85b8a7425242455857e

Error at full moon transformation:
https://gist.github.com/a22200863302d8bb583a15eb4e7ab4ba

Or if you like more the output_log

[attachment deleted by admin: too old]
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-20-2017)
Post by: jecrell on August 22, 2017, 12:55:23 PM
Quote from: Canute on August 22, 2017, 10:58:41 AM
Error when transforming:
https://gist.github.com/b51f6444166be85b8a7425242455857e

Error at full moon transformation:
https://gist.github.com/a22200863302d8bb583a15eb4e7ab4ba

Or if you like more the output_log

Thanks! This helped a lot.
So to confirm this issue, I checked with some other folks.

Currently, the mod conflicts with SimpleSidearms.
For a Werewolf playthrough, it's recommended to be disabled for the time being.
I'll look into a conflict resolution this weekend. For now, I'm going to put out a small update to other minor issues.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 22, 2017, 01:05:23 PM
Werewolves Update



8/23/17
v1.17.0.1
- Added debug commands to force full moons.
- Downed Werewolf bug fixes
- Special cases where Werewolves were not removing hediffs properly bug fixes.
- Werewolves also now regenerate previously lost or destroyed body parts when transforming.
To-Do: SimpleSidearms conflict fixes.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Canute on August 22, 2017, 02:13:03 PM
I allready said at your birthday release, there are a conflict with simplesidearms ! :-)
Btw. at the 1. posting you got the wrong github link at werwolfes.

Quote- Werewolves also now regenerate previously lost or destroyed body parts when transforming.
Whats about scars and perma injurys ?
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 22, 2017, 10:24:11 PM
Werewolves Update



8/23/17
v1.17.0.2

- Werewolves no longer try to optimize apparel while transformed.
- Werewolves in pods or storage containers should now break out during their full moon transformation.
- Werewolves also now regenerate previously lost or destroyed body parts when transforming.
To-Do: SimpleSidearms conflict fixes.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: InfinityKage on August 23, 2017, 02:24:32 AM
You know what I like about you? Other than your amazing work. It's your dedication to your work. You not only put out stuff on the regular but you also update those things regularly as well. I'm very impressed. Keep up the good work.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Aki on August 23, 2017, 01:09:42 PM
@jecrell

Two questions.

Is the elder things module compatible with mods that add body modifications?

Are you planning to make the werewolf trait infectable? Likeee... to make pawns obtain it by getting bitten by a werewolf or a wolf?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Canute on August 23, 2017, 01:17:44 PM
Werwolfs are pretty stable with v.1.17.0.2.
Works very well even when some errors pop up with simplesidearms.
https://gist.github.com/bd2bdf27200b860e170a1d50951920d3
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Benis on August 24, 2017, 04:29:35 AM
Jecrell, with the addition of werewolves, I have to wonder if you've thought about vampires (beyond star vampires, anyway). With night and day cycles, body part-specific wounds and a blood loss system in the base game, they could be implemented really well.
Here are a few ideas for mechanics I had in the shower:

-Vampirism Contraction
Initial introduction could be a scripted event, one that will occur sometime in the first X amount of time like the monolith/tree spawn, though it'd have to be at least a season or two in so as not to completely incapacitate a pawn while you're still shorthanded or even solo (and unable to feed a vampire).
-Vampirism Conversion
Pawn is badly fevered and will take several days to succumb. A) Dedicated treatment and constant bedrest will fully cure a pawn, so as not to force people into a vampire. B) You installed the mod, you deal with vampires. Medical treatment and bedrest will allow them to survive long enough to convert. Otherwise, death.
-Newborn Vampires
Upon completion of the disease, the pawn will recover fully, receive significant boosts to speed/durability/base strength and go berserk pursuing the nearest warm human body to feed upon. The first feeding will suck the victim dry, so plan ahead and have a prisoner on hand or lose either a colonist or your new vampire.
-Vampire State
In exchange for boosted bodily ability across the board and no want of traditional food, your vampire must drink every X (2-3?) amount of days or suffer progressive burns in sunlight and, if starved enough, go berserk for blood (probably a colonist's). Hunger bar is replaced by a thirst bar.
-Caring For and Feeding Your New Vampire
You can order your vampire to drink from a prisoner, or a sleeping colonist. This will inflict minor neck wounds and blood loss. When young vampires feed, there is a % chance risk they get carried away and kill their victim. The farther a vampire progresses, the more control they have (when not starving). An elder vampire never unintentionally kills his victim. There could be a second option (maybe even under the surgical menu) to mix blood while drinking to inflict the victim with vampirism (random infection chance on feeding sounds like a headache).
-Vampire Progression
The longer a vampire survives and feeds, the stronger it gets. Perhaps unlocks some sort of seduction/compulsion abilities or temporary heightened transformation. Stronger, but also thirstier. An elder vampire might take three feedings to fill its thirst bar. The cost of such powerful undead is a large and well-maintained prison.
-Misc
Vampire hunter faction, crossbows, count/countess clothing, Victorian-themed items, vampires set on fire burn more rapidly than regular pawns.

I think this could be quite balanced in having to support a bigger bloodbank the more fearsome your vampire becomes, including putting down the inevitable breakout attempts. A real madman could even go for a fully vampiric colony presiding over the mother of all jailhouses.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Dragoon on August 24, 2017, 10:06:41 AM
Quote from: Benis on August 24, 2017, 04:29:35 AM
-snip-

I can only say that sunlight should not affect them. No not sparklespires, there was a cool book called the vampire hunter's handbook. They are not affected by sunlight, garlic does nothing to them, a cross is a shiny stake. They of course can see themselves in a mirror. How else do they make themselves look good?

I own the book if you need any more info. I think it would be a better choice, for vampires then the whole garlic hating, church fearing, killed by sunlight ones. It won't be what everyone is expecting, and would make sense that vampires grew out of hand. The book says vampires created these legends, as "weakness" spending time to make people that think it works. So that people would do them, and believe it would protect them. Dead pawns tell no tales right? So the "survivors" are really just making people weaker, allowing for easier killings. It fits more into the lore of rim world. Obviously, how you go about this is going to be interesting. Should you decide to add them.

I would also just say that 2-3 days for feeding is not really a fair thing. I feel like when you are getting tons of raiders, or you are getting trade ships with, some slaves you might be okay, but there is no reason they can't drink a dead man's blood. and adding in any percent, for them to kill one of your pawns sucks. I get there needs to be a danger, and I like the whole newborn, bloodlust thing. But imagine, if you get even 5 pawns, and one gets vampirism. You might not only lose a pawn, at the start but also, lose another while feeding. If RNG is giving you the business something that it has done to all of us, it is not going to seem fair. Perhaps, if that stays in and even if it gets taken pawns can make blood bags? That reduces the danger and makes the chance of getting vampirism, non-existant. The only problem is how to go about it? I suggest if it gets done, that there is minor blood loss, but how it gets treated, is up to the player. The recipe should not take any medicine.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Canute on August 24, 2017, 10:52:17 AM
There exist so many books about that many different kind of vampires, but only one similarity exist within all these vampire myth/storys.
They need blood to survive.
But even these feature is different, while some story say only humanblood, while other say any kind of blood.

I think if jecrell decide to create a vampire race/trait he will create his own version ! :-)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Lennbolt7 on August 24, 2017, 11:02:38 AM
Quote from: Benis on August 24, 2017, 04:29:35 AM
Jecrell, with the addition of werewolves, I have to wonder if you've thought about vampires
If you look at his patreon post from july 3rd,(Rim Of Madness- Detailed Progress Update) you will see that he's doing werewolves, vampires, and monster hunters. I don't know if they'll be made in that order.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Canute on August 24, 2017, 12:38:23 PM
A suggestion to the werwolfs,
a transformation require alot of energy. When they transform back to a human they should loose 50% of the max. hungry so they may need to eat.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Benis on August 24, 2017, 02:19:35 PM
Quote from: Dragoon on August 24, 2017, 10:06:41 AM
Quote from: Benis on August 24, 2017, 04:29:35 AM
-snip-
I can only say that sunlight should not affect them. No not sparklespires, there was a cool book called the vampire hunter's handbook. They are not affected by sunlight, garlic does nothing to them, a cross is a shiny stake. They of course can see themselves in a mirror. How else do they make themselves look good?
It's cool to try to make everything scifi these days, come up with some hidden science behind what has traditionally been fanciful. This book sounds like that. And I'm not against that, really any interpretation is fine by me, but I also enjoy traditional weaknesses for flavor. I specifically suggested weakness to sunlight when blood-starved as it's the least fanciful and someone could come up with a plausibly logical reason for it if they bothered put in the time to fluff it out.
It's also a good balancing mechanism...
Quote from: Dragoon on August 24, 2017, 10:06:41 AM
I would also just say that 2-3 days for feeding is not really a fair thing. ... but there is no reason they can't drink a dead man's blood. and adding in any percent, for them to kill one of your pawns sucks.
...which you seem to want to throw out all three of. Jecrell's special pawns (force-users, werewolves) tend to be pretty OP, and it's only fair for an elder vampire to be a little OP. So you need to strike a balance and expend significant resources/design to maintain this pawn who is worth several pawns in combat, may possess unique powers and who is quite difficult to kill. Maybe you wouldn't need all the hurdles I've suggested, but at the very least needing to maintain a bloodbank (and preferably prisoners so as not to inflict minor wounds/blood loss on your own colonists) is a good balancing move.
And you definitely should not be able to feed them from a dead man's blood, aka turn feeding your OP pawn into a complete non-issue. Human corpses come in extreme surplus past the first season or so. And for a proponent of vampire lore, drinking blood from anything more than a few moments dead goes against the vast majority of interpretations. The concept of parasitizing the *living* is a crucial component of vampires. To say nothing of how hard it'd be to extract still, congealed blood. Vampires typically drink what the heart pumps to them.

Quote from: Lennbolt7 on August 24, 2017, 11:02:38 AM
If you look at his patreon post from july 3rd,(Rim Of Madness- Detailed Progress Update) you will see that he's doing werewolves, vampires, and monster hunters. I don't know if they'll be made in that order.
I'm pretty sure I noticed this once and just forgot about it. Oh well, great to (re)learn that he already has plans for it anyway. I'm sure whatever system he creates will be lovely, he's got a solid track record in that.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Orpheus on August 24, 2017, 09:07:26 PM
In Bram Stoker's Dracula (which was based on Slavic mythology, but was the one of the first appearances of the vampire in the 'pop culture' of the time), sunlight isn't actually harmful to vampires.  It reduces or negates all their supernatural abilities, and this might plausibly cause them to develop an intense fear of daylight (a reasonable reaction for a lone predator which has suddenly lost every single advantage over its vastly-more-numerous prey), but the Count is quite willing and able to go about his business in full daylight when required.

Crosses and other paraphernalia wouldn't necessarily affect them - again, they might well have a phobia of religious symbols if they believe themselves to be cursed or unholy, but if you give such items an actual physical effect you are somewhat supporting the notion that the power behind the symbol (ie, God) is literally real.  Which would open a massive can of hungry Rimworms.  In-game, I'd suggest at most that they'd get a heavy situational mood debuff in the presence of holy symbols.  Garlic falls into the same category - it's thought to repel vampires, because it does repel many other blood-drinking organisms, but there's no sensible mechanism for it to actually physically harm them (unless you take the Brian Lumley approach, where vampirism results from the presence of an alien symbiote inside the vampire's body, in which case said organism could perhaps be vulnerable to garlic, silver, UV light or whatever else you like).

I'm not a fan of the idea that vampires have to intentionally infect their spawn by deliberately mixing blood.  Vampirism is either a biological disease or a spiritual/magical curse - either way, if it can spread, its spread should not be controlled by the host.  Traditionally a vampire's bite carries a high possibility of infection (whether pathogenic or spiritual), following one of two patterns.  Either the victim becomes a vampire if they die while still under the 'parent' vampire's influence (what this actually means is pretty vague, but they don't change if they can stay alive), or they inevitably become a vampire unless they die first.

The idea that they have no reflection might, more realistically, reflect their unwillingness to see their own reflection, since it might remind them of their lost humanity.

Oh, and don't feed on dead people.  Dead blood is toxic.  This isn't down to bacteria or viruses to which a vampire could possibly be immune - it's a simple chemical overdose, resulting from the massive release of potassium from dying cells into the bloodstream.  If a vampire's digestive and nervous systems are anything like a humans', this will still be dangerous and possibly even fatal.  If they're susceptible to ordinary diseases (which is not certain), they shouldn't really feed on most animals either.

They should probably steer clear of drug addicts, too...
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: DrKaine on August 24, 2017, 10:00:10 PM
Quote from: Orpheus on August 24, 2017, 09:07:26 PM
They should probably steer clear of drug addicts, too...
"Hi, my name is Vlad, and I'm addicted to alcoholics."
"Hi, Vlad."
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Dragoon on August 25, 2017, 02:55:57 PM
Quote from: Benis on August 24, 2017, 02:19:35 PM
I specifically suggested weakness to sunlight when blood-starved as it's the least fanciful and someone could come up with a plausibly logical reason for it if they bothered put in the time to fluff it out.
It's also a good balancing mechanism...

Well first off it's ALL sci-fi second off. It's not really a hidden science. A hidden science would be how can cyclopes have depth perception and even be a threat. Like here https://www.youtube.com/watch?v=iyPM5dhaPH0.
What the book IS saying is that those are myths, of course, different origins of vampires are going to have different lore weaknesses. It's as simple as having different worlds in which these creatures belong.

Also, it is not a good balance, as it negates them for a good half of the game, and they are actually harmed by it, making dumb pawns doing dumb stuff die. As unless eclipses are very common they are going to be stuck inside, wasting resources. Unless they can move very fast and do a lot of damage they aren't going to be balanced or even remotely worth the resources. Which by the way if they are able to do those things, then they would be op anyway with not being able to go into the sun being circumvented, by simply building roofs with a ton of open area. You might have to spend only a little bit to do so. And your vamp that can be op will have zero problems. And if you say "well see you just found a way to use them with sunlight" then the point of them being op will still remain.

Quote from: Benis on August 24, 2017, 02:19:35 PM
And you definitely should not be able to feed them from a dead man's blood, aka turn feeding your OP pawn into a complete non-issue. Human corpses come in extreme surplus past the first season or so. And for a proponent of vampire lore, drinking blood from anything more than a few moments dead goes against the vast majority of interpretations. The concept of parasitizing the *living* is a crucial component of vampires. To say nothing of how hard it'd be to extract still, congealed blood. Vampires typically drink what the heart pumps to them.

First, that only applies if you have a single vampire, if you have a colony of vampires, they will blow through those bodies fast.

Second, Vampires would most likely be immune to these diseases. For real have any of us ever heard of a vampire getting a cold or being able to get any diseases? They are supposed to be able to be stabbed in the lungs, have their organ ripped out, and still be okay and able to fight. In fact in both of your suggestions. They would be just as weak. Feeding on a dead body should be okay, as they are not just human anymore, the fact that they can only drink blood is proof that their systems are not like a normal human. They are supernatural creatures, they could have a way to drain a corpse of all the blood making it only useable once, and the amount of blood left would be affected by how many limbs are left as well. That way they would still have to feed every 2-3 days, And unless you are getting huge raids. You could still very easily run out of bodies. I have had games where I can go weeks to a season or without a raid. and the previous raid only has 3-4 people in it. Leaving me with not much.

If you want them not be able to drink a dead man's, blood (even though there is no disease that normal dead man's blood as that could ever kill or harm them) fine. But then blood packs are a must, and I even suggested a blood pack, that your colonist makes from themselves, is a much better choice, then having your vampire feed on prisoners, and hoping they don't infect them as well.

I want to point out that the Jedis lightsabers are what makes them op. Unless you pour all your points into kill or storm, and them Jedi reserve they run out of it very quickly. And you most likely will be op on very small groups.  The werewolf change is strong, but that berserk at the full moon has killed a few of my colonist, the guys break downs tell doors like it's nothing. And you have to do it to level them up. and if you don't level them up they are going to be quite vulnerable. I have had my werewolf get killed many times by a medium raid party, they just gunned him down before he could close the distance.

Quote from: Orpheus on August 24, 2017, 09:07:26 PM
In Bram Stoker's Dracula (which was based on Slavic mythology, but was the one of the first appearances of the vampire in the 'pop culture' of the time), sunlight isn't actually harmful to vampires.  It reduces or negates all their supernatural abilities, and this might plausibly cause them to develop an intense fear of daylight (a reasonable reaction for a lone predator which has suddenly lost every single advantage over its vastly-more-numerous prey), but the Count is quite willing and able to go about his business in full daylight when required.

THIS. This is a good way to balance it, during the day All their powers including their regeneration, are disabled during the day, but at night they are strong. So they are just like your pawns and during the night, they are stronger. This leaves it up to the raid to happen during the night for them to come into play effectively.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Apposl on August 25, 2017, 04:30:02 PM
The booming laugh of something terrible coming and then invisible star vampires made my freaking night last night, mod creator. Amazing. Thank you.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Benis on August 26, 2017, 08:26:46 AM
Quote from: Dragoon on August 25, 2017, 02:55:57 PM
(first response)
You're neglecting the 'blood-starved' bit. In my example, with feedings only inflicting a minor wound and bloodloss (a  forgettable debuff in most cases, especially on prisoners), your goal would be a prison with enough well-tended pawns to keep your vampire(s) fed. You'd only be needing to hide your vamps during the day if things went tits-up and you lost access to your blood farm (even then, you could have them feed on a colonist in a pinch; the reason you wouldn't do this all the time is the constant minor wounds).
Quote from: Dragoon on August 25, 2017, 02:55:57 PM
(second response)
I never suggested vampires might get diseases from drinking dead blood, I said it goes against their traditional themes and that unmoving, congealed blood would be extremely hard to extract in any quantity.
Blood packs are a lot more feasible than dead blood, since they contain anticoagulants. The blood within is still physically drinkable. I'm still biased towards hot blood. Maybe a mood debuff for blood packs :^)
Quote from: Dragoon on August 25, 2017, 02:55:57 PM
(Orpheus response)
This is also good, though I'm still a fan of the concept of being rewarded for keeping your vampire well-fed by being allowed to exploit their abilities in broad daylight.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Dragoon on August 26, 2017, 11:03:13 AM
Quote from: Benis on August 26, 2017, 08:26:46 AM
-snip-
That does not feel balanced it's just annoying. To have to constantly fix up prisoners, and colonists. And you can still get infections from minor wounds if they are not treated in time, not fun to have people being bedridden. you are repeating yourself about the goal I never said anything against the prisoners as a farm or that it was a bad idea. The problem lies in taking prisoners and not having them get infected, or randomly killed. And my main point was if there is a percentage to die or get infected, then you could end up having multiple deaths and or multiple vamps just pop up on you. Which is the main problem. As it can very easily overwhelm you, you can't do anything about it and you might have a nice amount of prisoners. And if you say, if they get infected just kill them, we are still losing a prisoner. Maybe even one we wanted to recruit. The colony would also get the debuff prisoner killed.

Quote from: Benis on August 26, 2017, 08:26:46 AM
I never suggested vampires might get diseases from drinking dead blood.
I'm still biased towards hot blood. Maybe a mood debuff for blood packs :^)
The first one was not to you but to Orpheus. He suggested they might be vulnerable to disease.
The second I disagree with. Unless they had the bloodlust trait they would not care. It adds in a good way to tie in bloodlust. I suggest the opposite, they should get a buff from feeding on a "fresh" meal. And no debuff from blood packs. Like how you have simples meals and fine meals. Eating a simple meal gives them no bonus, pretty much just "hey it's not crap, and I am not starving", but eating a fine meal adds a happy feeling to them " Hey it's pretty good! and I am not starving".

Quote from: Benis on August 26, 2017, 08:26:46 AM
This is also good, though I'm still a fan of the concept of being rewarded for keeping your vampire well-fed by being allowed to exploit their abilities in broad daylight.
I can't say I am for or against that. I would be fine with or without it. However, I don't like them being hurt in or by sunlight nor going berserk and just draining a colonist, as if that's the danger then we don't need any other downsides for keeping them fed.

We could find a middle ground in that, if they are not well fed they won't have access to their abilities. Resorting to being as weak as a normal pawn. They can still starve to death, but if they don't get enough blood the most likely thing is the same as if you or I were to be starving. They would be to weak, to do anything.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-23-2017)
Post by: Benis on August 27, 2017, 12:18:50 PM
One little thing I noticed is arachnid meat being default greenlit for meals, unlike vanilla insect meat which is disabled. Not a big issue, but it might take you a while to notice that -3 moodlet for eating cooked insect meat and where it came from.

Also petitioning for an increase to the lifespans of crows and those adorable little rabbit spiders. A tarantula may only live a year or two, but it seems reasonable to tack a few more on there for something genetically engineered, especially with the big ones living for 20. Wikipedia lists crows averaging 7-8 years in the wild and upwards of 30 in captivity, so 6 seems unfair. Especially for creepy omen crows. Those live longer, right?
The training difficulties are so high and haul rates so low that it's not even worth training either of these, I just want cute little spooky animals running around my base without having to watch all my hard work die of old age in a few months.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 27, 2017, 10:05:37 PM
Quote from: Benis on August 27, 2017, 12:18:50 PM
<snip>
I just want cute little spooky animals running around my base without having to watch all my hard work die of old age in a few months.

Well then~~

Arachnophobia Update


8/28/17
V1.17.1.13
-The smaller spiders can now live for a whopping 10 years!
-French translation fixed.



Lovecraft Storyteller Update


8/28/17
V1.17.2.3
-Crows can now live for an astonishing 60 years! Perhaps they will even outlive their masters?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-28-2017)
Post by: Benis on August 28, 2017, 05:07:34 AM
Wow, that was fast! And pretty great, thanks. I'll post a pic if I manage to get a sizable den/murder going.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on August 29, 2017, 12:08:25 PM
Arachnophobia Update


v1.17.1.14
8/30/17
-Spiders no longer have their webs stun colonists.


(https://steamuserimages-a.akamaihd.net/ugc/850473117538487132/DDF48293CC4181B325F2B193E26A09448957B92D/)
EPOE & A Dog Said Patches


8/30/17
V1.17.0.0
Now Available

https://www.patreon.com/posts/14107245
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: DrKaine on August 30, 2017, 07:16:27 PM
Quote from: jecrell on August 29, 2017, 12:08:25 PM
EPOE & A Dog Said Patches
Sweet baby Cthulhu, Jecrell! You have *no idea* how excited I am for bionic spiders. Is it intentional that we can't modify a spider's "second middle" legs?
Edit: On the topic of spider legs, a giant spider with 6 bionic legs moves at 14 c/s. Which is almost three times faster than a baseline human. Nyoooooom.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-30-2017)
Post by: Techgenius on August 31, 2017, 01:29:34 AM
Why not take a few examples from other games and lore? like injecting someone with vampire blood and if that person happens to die. They reborn as a vampire. Gotta love the lore they constructed for vampire masquerade bloodlines. I'd be quite upset if I can't live off animals too, sure. Human blood is that good wine a vampire craves and wants, but vamps are crafty. Corpses, Blood Packs, Slaves/Prisioners, Ghouls (brainwashed human minions) your usual human cattle and animals, specially pigs and rats, It would be awesome if the Bloodlust replaced the hunger bar, some vampires can neglect feeding but they are weaker and can frenzy (when the Beast takes over) which is a good system to implement taking into consideration rimworld mental states, for instance... if a Kind, good pawn becomes a vampire, perhaps they should get huge bad moods for drinking human blood as they consider it (innocent), psycopaths, cannibals, bloodlust, nightowls all getting these massive bonuses when becoming a vampire.

Something I'd truly enjoy to see the vampires set apart from werewolves would be a Blood Magic ability system. Gaining a few high-level Force-like spells, thaumaturgy, blood magic, necromancy. Infact I think the Vampires should get a Force-like level up system where they may get new abilities and powers, but instead of doing normal stuff. They need to feed, stay well feed, and sometimes even kill to gain power. Drain dry, rip jugular, mesmerize, take a sip can be commands a powerful vampire may use to control pawns, drawbacks come with failure in Bloodlust cost, using spells, abilities and command should drain blood levels from the vampire.
From what I've seen in the pre-release version (nice torture devices by the way, a friend of mine was looking for a Brazen bull and Inquisitor Mask, thats way too evil), necromancy is definitely a possibility, turning dead skeletal pawns into skeletons, hell.. even zombies (there are resources for that!), tranining them as animals as they're too undead to be alive like a colonist, but maybe in later stages of necromancy.. you can try to make mummies.. or Wights who are basically smarter undead and can be potentially controlled like a pawn, though.. like all undead they require maintenance, as they're *decaying*

Something that I thought it was going to be included in the werewolf release was clans, bloodlines, werebears, many other factions with different transformations. This could work for the Vampires, having new factions with different abilities without going too fantasy in order to simulate the sci-fi scenario.

Vampire powers and abilities can also be dictated by a rank-age system. Since they're immortal, their only concern is the ultimate survival and how many days and years they can (un)live. From New Blood, Kindred, Master Vampire, to Grand Master Vampire

Using the bones as a new build resource is neat, but why not as weapon materials?  or armor? also, bonemeal could be a food type for cannibals/bloodlust/psychos and they should bonuses when using bones, just like the buffs they get for wearing human leather.

Anyway, I've written enough, whatever we decide is good here, or even doable. It's Jecrells and his team decision to choose which idea or feature is better for the upcoming mod, and from what I've seen in his work so far, he never let us down. I'm even considering giving him patronage on patreon, I'm really impressed! thank you Jecrell
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Canute on August 31, 2017, 02:26:11 AM
Quote from: DrKaine on August 30, 2017, 07:16:27 PM
Quote from: jecrell on August 29, 2017, 12:08:25 PM
EPOE & A Dog Said Patches
Sweet baby Cthulhu, Jecrell! You have *no idea* how excited I am for bionic spiders. Is it intentional that we can't modify a spider's "second middle" legs?
Edit: On the topic of spider legs, a giant spider with 6 bionic legs moves at 14 c/s. Which is almost three times faster than a baseline human. Nyoooooom.
Did you notice animal bionic legs got a Damage bonus too ?
Compare the DPS with a regular spider. :-)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-30-2017)
Post by: SpaceDorf on August 31, 2017, 03:18:59 AM
Now all we need is a way to give them gatlin cannons and ready is the spider demon :)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (8-30-2017)
Post by: Benis on September 02, 2017, 10:52:39 AM
Noticed a couple of things. Lovecraft storyteller's paranoia/other insanity events often send a pawn into a minor break (the worst IMO, incapacitated by daze for ~2 days) the instant you receive the notification. It's kinda lame. Perhaps the insanity could start at initial and climb to its peak over a short period of time, e.g. two in-game hours, so there's the opportunity to rush them to a typewriter and mitigate it.
There's also an exploit with the typewriter, I'm pretty sure it's always been there so you may already know about it. Once joy is capped while writing, the session ends and grants sanity. Manually reassigning the joy-capped pawn to the typewriter again will cap joy instantly, ending the session and reducing insanity again. Repeat a few times until pawn is completely sane. A minimum session duration or cooldown would fix this, though I can't think of any other joy activity with this implemented, so it may be more trouble than it's worth to write.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on September 02, 2017, 12:43:37 PM
(https://cdn.discordapp.com/attachments/220997547345313793/353578986514677761/Patches.png)
EPOE & A Dog Said Patches


Cosmic Horrors - A Dog Said Patch is now available alongside the other A Dog Said / EPOE patches.

Downloads
https://www.patreon.com/posts/14107245

Cosmic Horrors


-Modified Dark Young so that they now have more detailed individual parts to make it easier to perform ADS surgery.
-Changed the name generation for Dark Young to be similar to how Black Cats / Crows are named.

Download
https://www.patreon.com/posts/call-of-cthulhu-11381384
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: jecrell on September 02, 2017, 01:39:26 PM
Rim of Madness - Werewolves



9/3/17
v1.17.0.5
Simple Sidearms Patch

Werewolves, when using the Simple Sidearms patch, will drop their apparel and equipment to avoid causing errors when using Simple Sidearms. Users without Simple Sidearms will notice no changes.

TODO:
Add ability to eat hearts to extend rage.
Add ability to treat bionics with slits to allow for flexibility during transformations.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Apposl on September 02, 2017, 03:48:32 PM
You're a freaking machine. THANK YOU.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Canute on September 02, 2017, 05:03:32 PM
Quote from: jecrell on September 02, 2017, 01:39:26 PM
TODO:
Add ability to eat hearts to extend rage.
Add ability to treat bionics with slits to allow for flexibility during transformations.
I don't think you should change much at the current handling with nonnatural parts.
The transformation is the strenght and weakness of the werewolfes.
The strong mellee power on cost to be natural.
But i think a transformation should do some healing, and only when he is full healed he will regrowth missing parts and scars.
But he will reject nonnatural parts on each transformation.
Title: Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (6-19-2017)
Post by: Dragoon on September 03, 2017, 02:21:46 PM
Quote from: Canute on September 02, 2017, 05:03:32 PM
I don't think you should change much at the current handling with nonnatural parts.
But i think a transformation should do some healing, and only when he is full healed he will regrowth missing parts and scars.
But he will reject nonnatural parts on each transformation.

The main problem is having to spend medicine to reattach these parts, as the limbs don't stay regrown. (If you are suggesting they will stay regrown, then having no bionic parts is 100% fair). Them rejecting is not a fair price to pay as it seems like much less of a con, and more like a liability.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Luckspeare on September 04, 2017, 01:49:09 PM
EDIT: Never mind, I ran across a discussion of the long pauses when Elder Thing caravans or travelers arrive at the player site, so it's a known issue that doesn't need additional reporting.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Luckspeare on September 04, 2017, 05:03:48 PM
Another error that seems related because of the reference to fell plotting:

System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.MentalStateWorker_FellPlotting.StateCanOccur (Verse.Pawn) <0x00030>
at Verse.MentalBreaker.BreakCanHappenNow (Verse.MentalBreakDef,Verse.MentalBreakIntensity) <0x00111>
at Verse.MentalBreaker/<>c__Iterator1BE.<>m__7EB (Verse.MentalBreakDef) <0x0001c>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.MentalBreakDef>.MoveNext () <0x00100>
at Verse.MentalBreaker/<>c__Iterator1BE.MoveNext () <0x00177>
at Verse.GenCollection.TryRandomElementByWeight<Verse.MentalBreakDef> (System.Collections.Generic.IEnumerable`1<Verse.MentalBreakDef>,System.Func`2<Verse.MentalBreakDef, single>,Verse.MentalBreakDef&) <0x003d5>
at (wrapper dynamic-method) Verse.MentalBreaker.TryDoRandomMoodCausedMentalBreak_Patch1 (object) <0x000f7>
at Verse.MentalBreaker.MentalStateStarterTick () <0x0012f>
at Verse.AI.Pawn_MindState.MindStateTick () <0x0005d>
at Verse.Pawn.Tick () <0x001e1>
at RimWorld.Planet.WorldPawns.WorldPawnsTick () <0x00080>
at RimWorld.Planet.World.WorldTick () <0x00017>
at Verse.TickManager.DoSingleTick () <0x00246>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


(Are these helpful?  Please let me know if not.)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: MCreeper on September 05, 2017, 10:18:45 AM
WIP
Combat Extended patches
YEEEEES!!!
Blood cults
YEEEEES!!! Whatever it is.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: BioFringe on September 06, 2017, 05:51:53 PM
I've read this whole thread as I have recently picked this gem up and am having a great time with it but I just can't figure out the following...

1. How do you replace the Elder Things Wings?

2. How do you stop the Elder Things from always bleeding?

I didn't see these asked and answered already but it's a long thread and I could have missed them.

BTW, AWESOME job on this "expansion" mod! :)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Jaso11111 on September 12, 2017, 05:00:38 PM
Hey, i cant find the download link for the Cults mod in your patron page. Am i missing something here?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Chagrin on September 15, 2017, 11:38:22 PM
Quote from: Jaso11111 on September 12, 2017, 05:00:38 PM
Hey, i cant find the download link for the Cults mod in your patron page. Am i missing something here?

Go to the github link then click the green button that says "Clone or Download" then click download zip.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Chagrin on September 16, 2017, 05:53:07 PM
Also does this work with the Expanded Prosthetics and Organ Engineering mod?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Canute on September 17, 2017, 03:12:02 AM
Yes, and other medical mods too.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: SpaceDorf on September 17, 2017, 09:20:13 AM
It also works with fertile fields and vegetable garden.

Fertilize your plants with the flesh of ancient evil :)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: DiamondBorne on September 19, 2017, 04:25:54 AM
Does Werewolves mod compatible with Showhair mod? I'm suspecting that using them together have made my werewolf colonist simply turned naked during transformation instead of with new graphics, it's purely cosmetic tho as all stats are working as intended.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: ChaosChronicler on September 20, 2017, 10:43:11 PM
So has anyone gotten cargo-pods full of these?
(https://68.media.tumblr.com/9b84dd1d5168bcd2710ad6bfdc29e4c9/tumblr_owlzix3nTg1rlo1lto1_540.jpg)

Looks like I will start a cult then ::)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Luckspeare on September 21, 2017, 01:32:28 AM
Quote from: DiamondBorne on September 19, 2017, 04:25:54 AM
Does Werewolves mod compatible with Showhair mod? I'm suspecting that using them together have made my werewolf colonist simply turned naked during transformation instead of with new graphics, it's purely cosmetic tho as all stats are working as intended.
Ohhh, that explains why the werewolf transformation just made my guy look like a naked dude.  I'm using both, and, yeah, it seems so -- hiding hair makes werewolves just skip right to the naked dude stage, visually.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: DiamondBorne on September 21, 2017, 10:36:33 AM
QuoteOhhh, that explains why the werewolf transformation just made my guy look like a naked dude.  I'm using both, and, yeah, it seems so -- hiding hair makes werewolves just skip right to the naked dude stage, visually.

Well i can't really confirm. I'm still trying to find the real culprit myself, it's a tons of mods in my game so it could be anything.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Rex705 on September 21, 2017, 02:24:18 PM
Yes, I noticed today that some traders turned wolf when attacked by a Cthulu monster but they were just nude dudes. But I don't have the show hair mod.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Lennbolt7 on September 21, 2017, 09:44:02 PM
Quote from: Rex705 on September 21, 2017, 02:24:18 PM
Yes, I noticed today that some traders turned wolf when attacked by a Cthulu monster but they were just nude dudes. But I don't have the show hair mod.
Any mod that edits, changes, or detours pawn rendering in any way will have this effect unless patched. You can see similar conficts with older versions of Thrite's children and pregnancy mod and humanoid alien races.(aliens will look human) Also you can see this kind of conflict with mods like that hair mod, or any other mod that edits how pawns are drawn. Any of these mods that aren't patched to work together will cause these types of issues.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: DiamondBorne on September 22, 2017, 02:51:38 AM
Hmm, i only using Humaniod Alien, Showhair and Spoon's Hair mod. But fine by me if it's just a graphical bug.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Benis on September 22, 2017, 09:09:43 PM
Using werewolves, '1 day until full moon' changes to 'Full moon approaching' sometime in the evening a day before the actual night of the full moon. If I'm not keeping a close eye on the date, 19h rolls around and I'm unsure if the full moon is imminent or for the following night, and often end up isolating my werewolves unnecessarily. A change of status in the morning of the day of the full moon itself that occurs past the danger hours (something like 4AM+) would be nice.
I've also two or three instances of metis werewolves going through their first night with manual moon fury just for them to change to standard werewolves and have T1 metis turn to T1 of one of the other werewolf forms, but I run a long mod list and didn't save any logs. Anyone else had this occur?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: jecrell on September 26, 2017, 09:44:43 PM
Quote from: Benis on September 22, 2017, 09:09:43 PM
Using werewolves, '1 day until full moon' changes to 'Full moon approaching' sometime in the evening a day before the actual night of the full moon. If I'm not keeping a close eye on the date, 19h rolls around and I'm unsure if the full moon is imminent or for the following night, and often end up isolating my werewolves unnecessarily. A change of status in the morning of the day of the full moon itself that occurs past the danger hours (something like 4AM+) would be nice.
I've also two or three instances of metis werewolves going through their first night with manual moon fury just for them to change to standard werewolves and have T1 metis turn to T1 of one of the other werewolf forms, but I run a long mod list and didn't save any logs. Anyone else had this occur?

Currently, the code is actually set up so that, if, perhaps, the full moon starts during the day time, it will actually delay the full moon UNTIL night time. This is to avoid a daytime werewolf transformation, which would be a bit more offputting.

Apologies fellow RimWorlder. I should set the initial calculation of the number of days between full moons to be guaranteed to be at night rather than doing a lazy delay.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Luckspeare on September 28, 2017, 04:33:14 AM
Do werewolves infect others with the werewolf trait?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: InfinityKage on September 28, 2017, 09:30:48 PM
Quote from: Luckspeare on September 28, 2017, 04:33:14 AM
Do werewolves infect others with the werewolf trait?

I don't think so. Don't quote me but I'm pretty sure not.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: wedekit on October 06, 2017, 12:43:33 AM
I know these mods are all part of an overall package, but I wish they all had their own threads to focus the discussions. I'm not gonna go through 40 pages of forum posts to see if my werewolf and cult question(s) were answered elsewhere, so here we go.

First of all, anyone who isn't inspired and impressed by Jec's mods is lying. So, with that in mind, on to my post...

Cults


Cosmic Horrors



Werewolf


Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Canute on October 06, 2017, 03:30:29 AM
Hey wedekit,
maybe you should visit jecrell at his discord channel ! :-)
https://discord.gg/AaVFA7V
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: MCreeper on October 06, 2017, 03:59:01 AM
Transomgrifying pet increases his hp. Don't know how base HP and being liked by Jecrell changes this, but my black cat(same hp as ordinary cat) get almost 2x HP of a human.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: wedekit on October 06, 2017, 09:14:57 AM
Quote from: MCreeper on October 06, 2017, 03:59:01 AM
Transomgrifying pet increases his hp. Don't know how base HP and being liked by Jecrell changes this, but my black cat(same hp as ordinary cat) get almost 2x HP of a human.

Imagine my frustration when my muffalo gets picked for the spell when I've got three thrumbo in the same pen! ;) Thanks for the reply. I finally found the code for it using the info you gave me. Here's what I gathered:


Quote from: Canute on October 06, 2017, 03:30:29 AM
Hey wedekit,
maybe you should visit jecrell at his discord channel ! :-)
https://discord.gg/AaVFA7V

I'm sure he has better things to do than to listen to me. ;)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Luckspeare on October 06, 2017, 11:16:46 AM
With the werewolves, a closed door policy is just as good as an open door policy.  Wall that mf in and deconstruct the walls when his little fit is over.  Sometimes they will try to dig their way out, but other times they'll get bored and start polishing the floors and walls or something.

(I had the walls and floors designated for polishing, so imagine my surprise when my werewolf threw up his paws, said, hrm, no one to kill, might as well do some interior redecorating.)

Right before the full moon, go all E.A. Poe on his ass -- get that little bastard a cask of fine Amontillado and tell him to have a drink in that room for a bit.

EDIT: You know what would be cool -- if you could guaranteed satisfy the werewolves by locking them in the room with a domestic animal or something, and once they've killed and eaten it their frenzy abates.

Hey, it works with my wife.  No respect, I tell you.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: wedekit on October 06, 2017, 01:50:36 PM
Quote from: Luckspeare on October 06, 2017, 11:16:46 AM
With the werewolves, a closed door policy is just as good as an open door policy.  Wall that mf in and deconstruct the walls when his little fit is over.  Sometimes they will try to dig their way out, but other times they'll get bored and start polishing the floors and walls or something.

(I had the walls and floors designated for polishing, so imagine my surprise when my werewolf threw up his paws, said, hrm, no one to kill, might as well do some interior redecorating.)

Right before the full moon, go all E.A. Poe on his ass -- get that little bastard a cask of fine Amontillado and tell him to have a drink in that room for a bit.

EDIT: You know what would be cool -- if you could guaranteed satisfy the werewolves by locking them in the room with a domestic animal or something, and once they've killed and eaten it their frenzy abates.

Hey, it works with my wife.  No respect, I tell you.

Lol! And yeah, I'll have to give that a shot.

I'm also intrigued by the idea of letting him have a fresh kill to sate him. I'm fairly certain he operates on Sapper AI... He skips both of my kill boxes and beelines straight for the nearest bed. So it surprises me yours doesn't immediately try and dig through the walls of your room!

I have the Force mod as well... next I think I'm going to try and mind trick him and see if he goes passive... Don't know why I didn't think to do that before. It's basically how I kill Dark Young when they pop. Just take my Jedi with a nice assault rifle, bait it away from the group, passify it, shoot it dead.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: SpaceDorf on October 06, 2017, 04:44:14 PM
(http://www.optipess.com/comics/2017-07-03-820_NomNomNom.jpg) (http://www.optipess.com/comics/2017-07-03-820_NomNomNom)

Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: wedekit on October 06, 2017, 09:11:37 PM
Quote from: wedekit on October 06, 2017, 09:14:57 AM
Quote from: MCreeper on October 06, 2017, 03:59:01 AM
Transomgrifying pet increases his hp. Don't know how base HP and being liked by Jecrell changes this, but my black cat(same hp as ordinary cat) get almost 2x HP of a human.

Imagine my frustration when my muffalo gets picked for the spell when I've got three thrumbo in the same pen! ;) Thanks for the reply. I finally found the code for it using the info you gave me. Here's what I gathered:


  • Adds "monstrous brain" (+0.2 manipulaiton; 1.1 efficiency)
  • Adds "abnormal heart"  (+0.2 manipulation; 1.1 efficiency; adds 15 damage melee attack...)
  • Changes intelligence to "tool user"... which is interesting but not sure what it does. Mechanoids are considered "tool users"... humanlikes have "humanlike" intelligence (surprise). The only unique thing I can think about regarding mechanoids is that they can use weapons...
  • They become strict carnivores
  • They become predators
  • Life expectancy +50
  • Body size +1.0
  • Health scale +0.5
  • Hunger Rate +0.1

Just to clarify, I did my own investigation outside of the code and the only thing that seems to happen is an huge increase in size. No monstrous organs, increase in life span, tooluser intelligence, etc. Not sure if it's a bug or just not what Jec decided to end up going with.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: jecrell on October 19, 2017, 12:16:23 PM
Werewolves - 10-20-17 - CompAbilityUser Update
1.17.0.7

Fixed blood loss issue.
Fixed various apparel drop related issues.
Updated a lot of code to reflect new ability user code from JecsTools.

Call of Cthulhu - Cults - CompAbilityUser Update
1.17.3.6

Updated to match the new code used from JecsTools.
Changed code for gathering to worship and gathering to sacrifice to be more efficient and easy to cancel.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (10-31-2017)
Post by: jecrell on October 31, 2017, 02:05:15 PM
Announcing the release of...

(https://steamuserimages-a.akamaihd.net/ugc/856108485266120359/5CF3B6531985ED64C98783991959F8CDD8633CA2/)

Stay safe. Keep your necks protected out there.

Download
https://www.patreon.com/posts/15141867
http://steamcommunity.com/sharedfiles/filedetails/?id=1187010034
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (10-31-2017)
Post by: N23 on October 31, 2017, 04:33:23 PM
Quote from: jecrell on October 31, 2017, 02:05:15 PM
Announcing the release of...

(https://steamuserimages-a.akamaihd.net/ugc/856108485266120359/5CF3B6531985ED64C98783991959F8CDD8633CA2/)

Stay safe. Keep your necks protected out there.

Download
https://www.patreon.com/posts/15141867
http://steamcommunity.com/sharedfiles/filedetails/?id=1187010034

Doesn't work. All colonist, animals and beast are gone.
But i like the idea of Vamps. You really should put more info about what it does and what it can do. Just a tip. greets
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (10-31-2017)
Post by: Benis on November 01, 2017, 12:02:50 AM
Quote from: jecrell on October 31, 2017, 02:05:15 PM
Announcing the release of...

Stay safe. Keep your necks protected out there.
AWWWWWWWW YEEEEEEEAAAH
I guess I know what I'm doing while I wait for my modlist to become A18 compatible.
(https://i.imgur.com/VXroIoy.jpg)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (10-31-2017)
Post by: klun on November 01, 2017, 10:41:59 AM
Awesome mod.

Thanks for your work jecrell!!
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (10-31-2017)
Post by: Techgenius on November 02, 2017, 12:37:04 AM
Quote from: jecrell on October 31, 2017, 02:05:15 PM
Announcing the release of...

(https://steamuserimages-a.akamaihd.net/ugc/856108485266120359/5CF3B6531985ED64C98783991959F8CDD8633CA2/)

Stay safe. Keep your necks protected out there.

Download
https://www.patreon.com/posts/15141867
http://steamcommunity.com/sharedfiles/filedetails/?id=1187010034

I love you. But Oooooooh man, I love you so much.

My life is now complete. Be jealous folks! that's all I never needed right there.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (10-31-2017)
Post by: DiamondBorne on November 02, 2017, 03:19:12 AM
HOREY SHET!! We now have Frankenstein(Courtesy of EPOE), Werewolves and then Vampires!. What will you thought up next? Creature from the Black Lagoon or Lich(Undead and Mummies)?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: jecrell on November 04, 2017, 01:47:20 PM
Vampires Updated -- 11 times since the last post.

1.17.0.11 11/5/17
==============
-Fixed right click use item issues.
-Updated The Beast code.
-Tweaked War Form and Abyssal Arm graphics.
-Vampires should no longer throw errors during lovin'.
-Vampire should no longer throw errors during parties, weddings, and social gatherings.
-Abyssal arms no longer slaughterable.
-Zulo, Spectrals, Mists, Abyssal arms should no longer be encounterable adversaries in the wild from manhunter attacks.
-Russian translation updated


11/5/17  v1.17.0.10  - Thaumaturgy's spells Blood Strike and Blood Salvo no longer throw null reference errors.
11-4-17 v1.17.0.9  - Vampires (Vs) no longer lose blood from natural combat attacks or losing limbs. Vs are now immune to most (vanilla RimWorld) diseases and poisons. Vs capacities screen now explains inactive capacities. Vs are no longer affected by high/low temperatures. Vs now start with ((Vampiric Healing)) and ((Regenerate Limb)) abilities. Blood Shields now disappear after a duration (for balance purposes). Vs should not make "breath" motes during the winter season, as they do not need to breathe.
11-4-17 v1.17.0.8 - Blood points now regenerate every 24 hours (fixed again).
11-4-17 v1.17.0.7  - Blood now regenerates properly every day for mortals and vampires lose points every day. Vampire beds now give comfort properly. Drafted vampires interrupted from sleep lose one point of blood. Vampires during character creation now show their vampire clan's description, starting disciplines, and starting blood points. Russian translation fixes.
11-3-17 v1.17.0.6 - Fixed issue with Vs starting with high levels and added Russian translation by fr33man.
11-3-17 v1.17.0.5 - Vampires (Vs) have have easier selection on the character select screen, no longer invisible on the select screen, Vs on character select screens can have very high ages without side effects (bad back, frail, etc) or white hair color, Vs no longer spawn with groups during the daylight hours. Vs should no longer naturally path outside (unless they are pathing between buildings -- to be fixed later). V prisoners no longer throw errors.
11-2-17 v1.17.0.4 - Colonists now regenerate blood properly.
11-2-17 v1.17.0.3 - Fixed Pijavica abilities -- now they display correctly.
11-2-17. v1.17.0.2 - Added EdB Prepare Carefully Options & Fixed a leveling issue.
11-1-17 v1.17.0.1 - Dub's Bad Hygiene compatible and XP save fix.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: klun on November 04, 2017, 02:17:04 PM
I notice a couple of things

1)while using vampires mod even with the lastest patches that you released on steam. Launching edb  shows a couple of times that some features couldnt be activated specially while loading presets it says pls check that the mod was active ( it was active).
Everything else works fine, including werewolfs or thirst.

2)I didnt notice the first time that I played but after that every trait of the vampire shows as disabled (Antediluvian,vampire 10th generation and so on) dunno if its bugged, intented or there is away to activate since I couldnt any mod options like arachnophobia

And finally  I know that you are probably to busy in your projects but
since the mod is so vast and I have so little time, do you have any plan to release a guide or quick resume for every disease and difference between generations (traits) ?

thats all, thank you.

Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: MCreeper on November 04, 2017, 05:49:18 PM
Traits are disabled, vampirism is disease now.
Generation (currently?) doesn't affect anything, except max amount of vitae.
List of abilities is somewhere on Jecrell's patreon.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: klun on November 04, 2017, 11:31:15 PM
Quote from: MCreeper on November 04, 2017, 05:49:18 PM
Traits are disabled, vampirism is disease now.
Generation (currently?) doesn't affect anything, except max amount of vitae.
List of abilities is somewhere on Jecrell's patreon.
Im gonna check it out, thanks.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Kruniac on November 05, 2017, 08:11:51 PM
What are the chances of getting a Combat Extended compatibility patch for Werewolves (and Vampires if they use special claws/verbs/whatever)?

I was peering through the xmls and I can't just change verbs to the CE ones, as CE isn't referenced (and it looks like you give your verbs in your own way anyway).

At the very least, all claw/bite attacks from Werewolves/Vampires should have the appropriate armor penetration.

Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Benis on November 07, 2017, 05:54:51 PM
(https://i.imgur.com/Qljpt2U.jpg)
(https://i.imgur.com/b9JhdSj.jpg)
(https://i.imgur.com/Qcu70Yx.jpg)

I always have the most wacky fun with the mist event.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: jecrell on November 07, 2017, 08:26:39 PM
I would have never thought to do that! How fun.
I'll have to disable that somehow.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Canute on November 08, 2017, 03:40:36 AM
Why ?
It is just an improved Star Vampire event ! :-)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (9-3-2017)
Post by: Igams on November 09, 2017, 12:21:30 AM
Quote from: wedekit on October 06, 2017, 12:43:33 AM
I know these mods are all part of an overall package, but I wish they all had their own threads to focus the discussions. I'm not gonna go through 40 pages of forum posts to see if my werewolf and cult question(s) were answered elsewhere, so here we go.

First of all, anyone who isn't inspired and impressed by Jec's mods is lying. So, with that in mind, on to my post...

Cults


  • I feel like keeping things vague is a tendency of this modding community, and laying out mechanics of mods isn't smiled on. However, I think one thing that would be helpful is a little more information regarding cult performance. I did get a random tip that said wearing appropriate garb to rituals would increase performance. I'll admit I poked through the coding (which took forever because I don't really know C#) and there is clearly a bit more to the formula than wearing robes. The presence of statues (do they need to be adjacent, in the "viewing" window in front of the altar, or what?), if the deity prefers altars inside or outside, the kris (sacrificial dagger), I saw a mention of pews (but couldn't tell what they were doing), etc. I would have never thought to address any of these things unless I looked at the code. Perhaps some more flavor text/feedback at rituals to indicate if the deity is pleased on the various levels. "[blank] is disappointed by the absence of idols."
  • Back to the code, there's an indicator of whether the "stars are right" or not. Is this just flavor text for a bad RNG roll, or is the day actually a predefined thing? Perhaps a way to offer a sacrifice to see if the stars are right would add a little more depth to that.
  • What the hell does transmogrifying my pet actually do? All I could tell was that my muffalo's texture changed... that's about it.

Cosmic Horrors


  • Others have mentioned that the horrors don't seem to be all that difficult. I am on the fence about it... especially for the reason below
  • Since I've installed this mod, all my raids have been Cosmic Horrors. And this is hours of gameplay. So, basically, I have yet to use a human sacrifice because I just get monsters. And the fact they tend to swarm means I spend most of my time burning their ridiculous number of corpses... otherwise I'd have to deal with the inevitable debuff of people witnessing a horror. So their priority in the raid list (if that is even such a thing) really needs to be toned down, in my opinion.
  • Dark Young are the bane of my existence. As soon as I kill one batch, another group spawns shortly after. They keep away from my base... until they don't and I'm getting stomped by them. There's no point actively trying to eradicate them because they'll just be back. All my colonists pretty much now have an artificial limb of some sort because they seem to be really good at destroying them. I don't really have a suggestion on what to do about this. Perhaps being high in favor of a deity keeps their cosmic horrors at bay?


Werewolf



  • Has anyone found a decent way to keep the full moons tolerable? I know you can deactivate them, but I still need to level all the forms of my guy. I used to just send the werewolf as far away from my base as I could but they still managed to break down a few doors. Movement bonus and all that... (Plus you have to send them back to the spot and have them reequip all their gear). I made a small room two (granite) walls thick and with hallway with 5 granite doors and they usually don't make it through all 5. Wondering if anyone has come up with anything better? And that doesn't waste so much granite blocks.
  • I see damage immunity mentioned (only in the context of silver bypassing it), but it is never properly defined anywhere. I have yet to fight anyone in werewolf form and be immune to any kind of damage. Is it just a heavy damage reduction or what? It's hard to tell because they get a huge boost in health as well for being in form.
  • Any good use for the Glabro form? I see it has a learning factor of 2.0... Supposed to be a "work" form or...? It's the only form without a passive bonus listed.

Thanks for the info. I'm also wondering about the silver and damage immunity thing. I want to use a combination of Jecs mods including the werewolf/vampire mods with the medieval times/edition mods so I can play something like a medieval era World of Darkness campaign but I'm worried I won't be able to kill werewolves since I won't have access to power to build a machining table and therefore silver. Let me know if you find anything out about that damage immunity please.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: DiamondBorne on November 09, 2017, 01:32:50 AM
Even with the bare minimum amount of mods i still got these error specifically from Vampires mod:

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Exception parsing <li>ROMV_LightWeightHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_LightWeightHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_LightWeightHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_FortitudeIHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_FortitudeIHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_FortitudeIHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_FortitudeIIHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_FortitudeIIHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_FortitudeIIHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_FortitudeIIIHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_FortitudeIIIHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_FortitudeIIIHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_FortitudeIVHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_FortitudeIVHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_FortitudeIVHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_PotenceIHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_PotenceIHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_PotenceIHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_PotenceIIHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_PotenceIIHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_PotenceIIHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_PotenceIIIHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_PotenceIIIHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_PotenceIIIHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

Exception parsing <li>ROMV_PotenceIVHediff</li> to type Verse.HediffWithComps: System.ArgumentException: Exception parsing Verse.HediffWithComps from "ROMV_PotenceIVHediff" ---> System.ArgumentException: Trying to parse to unknown data type HediffWithComps. Content is 'ROMV_PotenceIVHediff'.
  at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---

I'm using the A17b version with:
MOD-E
Core
Hugslib
Jecstools
Modswitch
RuntimeGC
Humaniod Alien Race 2.0
All of your Rim of Madness expansion except Elder things which gives off similar error after i updated the latest version of Jecstools and Star Wars force.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Benis on November 09, 2017, 01:37:28 AM
Quote from: jecrell on November 07, 2017, 08:26:39 PM
I would have never thought to do that! How fun.
I'll have to disable that somehow.

(https://i.imgur.com/CTsJJ2e.png)
(https://i.imgur.com/2jyJcmw.png)

In that case, here's another one that's rather more exploit-y. Summon a tentacle for one blood and suck two more out of it. ??? Estelle is a naughty woman.

EDIT: And this apparently preserves the tentacle corpse instead of its usual poofing away at the end of its duration. I can't say I was expecting the reveal that Attila was a grizzly in disguise.

(https://i.imgur.com/5EqNSxv.png)
(https://i.imgur.com/APPyy9v.jpg)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Mitz on November 09, 2017, 06:07:59 PM
k
remember not to abuse the exploit! sheepish laugh
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: just_a_random on November 13, 2017, 04:28:17 AM
hi, im having two small problems, and i don´t know if they are intended or bugs, 1st my converted vampire (prisioner i gave vampirism) doesnt move from the sun when starts getting burned so i have him incapacitated half of the time. 2nd when one of the vampires enters on The Beast doesnt move just stands there.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: MCreeper on November 13, 2017, 06:01:40 AM
Both are reported bugs, will be fixed in A18 version.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: just_a_random on November 16, 2017, 03:46:54 AM
bucause i found out that apes from rimword of the apes dont get their blood back, i decided to make a list of species that are compatible with the blood mechanic and that are not
compatible : so far Orassans, Apini, all of the included in the xen's races thread and crystalloid
not compatible: all of the apes races from walkingproblem
my intention isn't to critisice anyone but to provide information
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Canute on November 16, 2017, 04:14:49 AM
Maybe races need to have a blood (color) tag.
So a vampire only geting benefits from the same blood tag.
It don't made sense when a human vampire want to drink from a crystaloid or android.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: AlyfoxLP on November 27, 2017, 02:16:36 AM
Can the Cults mod be added to an existing save?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Viix on November 27, 2017, 05:39:19 PM
Hello.

It seems i can't make an offer.
I allways get the error : "Offerer is not performing the task at hand"
I have the cult krit, i'm trying to give a small amount of meals that i have in stockpile, i assigned my offerer into every job to be sure, and i turned on dev mode to see if there are errors in the logs and i didn't saw a new error popping while i was spamming the "Make an offering" button.
I think it's a bug. And it's only affecting the offers because when my pawn need to do a sermon he will stop what he is doing and do it right away

EDIT :

Ok i was able to make the pawn do an offering but now i can't. The pawn was in the wandering state, meaning having no jobs queued at all.
But now i can't do it again, i think i was lucky...
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Canute on November 28, 2017, 05:21:10 AM
Unless there are changes for the B18 version.
- you don't need a cult kris, it might just improve the succeschance for sacrifices.

And offering is just a hauling of the proper stuff to the altar. It the pawn be able to haul, maybe he is incap. of dump labor ?
Did you try the offering with another char ?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Viix on November 28, 2017, 06:24:34 AM
My char was able to do an offering twice and he haven't hauling assigned, but i was very lucky i think, because i had to try at least 50 times before it work once...

It's like sometimes they just interupt what they are doing and make the offering. But most of the time they just ignore the order i don't know why...

It's only happening with the "make an offering" thing. Where i do a sacrifice it allways work.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: asquirrel on December 03, 2017, 08:11:15 AM
Any news on a possible release date  for cosmic horrors and straightjacket being updated to b18?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: MCreeper on December 03, 2017, 08:49:20 AM
They are already updated, Jecrell just didn't announced it.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: asquirrel on December 03, 2017, 11:45:25 AM
Quote from: MCreeper on December 03, 2017, 08:49:20 AM
They are already updated, Jecrell just didn't announced it.


Thanks man!  I didn't look at the github link.  Good news indeed! :)
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: JDcollie on December 04, 2017, 11:05:42 PM
Quote from: MCreeper on December 03, 2017, 08:49:20 AM
They are already updated, Jecrell just didn't announced it.
The downloads in the original post are up to date then?
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Canute on December 05, 2017, 02:59:15 AM
Not realy but the links to the github projects, and there you can find B18 releases.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Hydromancerx on December 11, 2017, 07:27:06 PM
My cult leader died and now I cannot select a new leader. Do I just need to wait? I put it on Auto but no one has stepped up even though they can research.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Canute on December 12, 2017, 03:08:27 AM
Did you try to let someone lese hold sermon`s.
I think that should give these pawn enough acceptanz to become a leader sooner or later.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Hydromancerx on December 12, 2017, 03:11:52 AM
Quote from: Canute on December 12, 2017, 03:08:27 AM
Did you try to let someone lese hold sermon`s.
I think that should give these pawn enough acceptanz to become a leader sooner or later.

It said there is no one to hold sermons. They can research cult things but not be selected to hold sermon. :/
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: Canute on December 12, 2017, 03:16:15 AM
When noone can hold a sermon, then noone got enough sanity.
You should let someone research the repeating cult thing, until you can assign him to hold sermons.
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: QuickSave on December 16, 2017, 01:40:53 PM
Hello! I've got a weird problem with Vampires mod. When I start a new game with a Vampire amongst my colonists (either with the in-built scenario or by manually adding one), right after he attempts to feed on one of the colonists the following happens:

1. He/she successfully feeds and gains 1 unit of vitae.
2. He/she gets stuck in one place with a designated command to move somewhere else but fails to move indefinitely.
3. In the debug log I see the following message at the very bottom:

QuoteException ticking Fox: System.InvalidOperationException: Nullable object must have a value.
  at System.Nullable`1[System.Single].get_Value () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.UpdateColonistStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CheckStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

So... I'm kind of at a loss here, I have no idea how to fix that. At that point, I lose all of the control over this particular character - conscription stops working, work priorities stop working and the Exception ticking continues indefinitely.

I use a whole bunch of mods and to alleviate it I tried to place Vampire mod at the very end of the load order, but that doesn't help me fix the problem. I also tried to trickle down the total number of mods to around 100 (which is still gargantuan, I 100% understand that, but I really wanted to play with vampires enabled and all these other dumb things I'm using).

Can anyone push me in the right direction?

Edit: Disabling Colonists Bar KF seems to fixed the problem? Fuck me, I have no idea how these two managed to conflict. I guess one thing to take away from this is that Rim of Madness - Vampires is incompatible with Colonist Bar KF.  :(
Title: Re: [A17] Call of Cthulhu - Rim of Madness Expansion Pack (11-5-2017)
Post by: jecrell on December 17, 2017, 10:07:50 AM
Quote from: QuickSave on December 16, 2017, 01:40:53 PM
Hello! I've got a weird problem with Vampires mod. When I start a new game with a Vampire amongst my colonists (either with the in-built scenario or by manually adding one), right after he attempts to feed on one of the colonists the following happens:

1. He/she successfully feeds and gains 1 unit of vitae.
2. He/she gets stuck in one place with a designated command to move somewhere else but fails to move indefinitely.
3. In the debug log I see the following message at the very bottom:

QuoteException ticking Fox: System.InvalidOperationException: Nullable object must have a value.
  at System.Nullable`1[System.Single].get_Value () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.UpdateColonistStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CheckStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

So... I'm kind of at a loss here, I have no idea how to fix that. At that point, I lose all of the control over this particular character - conscription stops working, work priorities stop working and the Exception ticking continues indefinitely.

I use a whole bunch of mods and to alleviate it I tried to place Vampire mod at the very end of the load order, but that doesn't help me fix the problem. I also tried to trickle down the total number of mods to around 100 (which is still gargantuan, I 100% understand that, but I really wanted to play with vampires enabled and all these other dumb things I'm using).

Can anyone push me in the right direction?

Edit: Disabling Colonists Bar KF seems to fixed the problem? Fuck me, I have no idea how these two managed to conflict. I guess one thing to take away from this is that Rim of Madness - Vampires is incompatible with Colonist Bar KF.  :(

We did fix this issue for B18! So enjoy your Colonist Bars again!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: jecrell on December 17, 2017, 10:09:35 AM
It has been quite a while Ludeon forum folks. I must admit, I primarily spend most of my time in the Discord channel doing frequent updates. The amount of issues that arose in Vampires between A17 and B18 was incredible to say the least. Most things have been ironed out and I'm happy to announce the official B18 releases.

In other words...
DOWNLOADS AND GITHUB LINKS NOW AVAILABLE FOR B18

Also, not to be rude folks, but I rarely if ever check the forum posts for issues. Please make use of our Discord server to post issues and get fast feedback.

You can reach me fastest here, in the Rim of Madness Discord:
https://discord.gg/AaVFA7V
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: asquirrel on December 17, 2017, 12:18:43 PM
Hey Jecrell!

How do I reach you on discord?  I set up an account and had it verified.  Are you going to fix the loss of sanity for people who just run your monster mod? More than a few of my pawns are have the initial loss of sanity under health which never seems to go away but doesn't seem to cause any ability drain (at least none that I'm aware of).  Thanks!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Harry_Dicks on December 18, 2017, 10:44:53 AM
Holy hell I can't wait to try all these mods out, thank you so much for all of your hard work!

Quick question - can you use the straitjacket on a guest (might be from Hospitality?) that is going on a pyromaniac fire starting spree?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Canute on December 18, 2017, 10:55:51 AM
If he don't change anything at B18, you can force visitors or caravan member into straitjacket.
But this is more an exploid i think, since it drop the armor from the one who get fored into the jacket.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: SpaceDorf on December 18, 2017, 01:23:11 PM
Oh my Grandmother, what shiny Power Armor you have.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: soshp on December 26, 2017, 06:52:20 PM
Probe Occult Deities is Completed, IE nonrepeatable.
What is the best way to figure out what mod conflict is causing the issue?


[attachment deleted by admin: too old]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Canute on December 27, 2017, 03:40:41 AM
QuoteProbe Occult Deities is Completed, IE nonrepeatable.
What is the best way to figure out what mod conflict is causing the issue?
Ok, i didn't used them at B18 yet,
but you are sure it need to be repeatable ?
Did you check if you can't hold sermon' to all deitys ?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Jonnymaxed on December 27, 2017, 12:44:39 PM
Hey JC... Hopefully you can take a look at this: at the start of the game, when a vampire feeds on a person, this happens:

http://prntscr.com/hszr8h
(everything replaced by a greyish overlay and all pawns stop moving)

There arent any errors in the log when it happens which is very annoying. I have some other mods and here's the list:
Initializing new game with mods Core, HugsLib, JecsTools-1.0.8.4, Call-of-Cthulhu---Cults, Call-of-Cthulhu---Cosmic Horrors, Call-of-Cthulhu---Factions, Call-of-Cthulhu---Industrial-Age, AllowTool,
EdBPrepareCarefully, GeneticRim-b18-2.401, Miscellaneous_Core, Miscellaneous_Robots, Robots_PlusPlus_Misc_Robots_Xtension,
More Furniture, Psychology, RBSE - Lite Edition 1.8, Rimsenal, Rimsenal_Federation, Rimsenal_Feral, Rimsenal_Hair, Rimsenal_Security, Rimsenal_Storyteller, Rimsenal_Vanilla,
TradingEconomy V2.0, WhileYoureUp, ED-Embrasures, ED-TurretControl, and Rim-of-Madness---Vampires


I have tried loading in different ways and nothing helps, this always happens :(.

I found the solution - the psychology mod is causing this. I don't know why or how but vampires plus that aren't compatible.

Nevermind, it doesnt work again.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: soshp on December 27, 2017, 05:51:18 PM
Quote from: Canute on December 27, 2017, 03:40:41 AM
QuoteProbe Occult Deities is Completed, IE nonrepeatable.
What is the best way to figure out what mod conflict is causing the issue?
Ok, i didn't used them at B18 yet,
but you are sure it need to be repeatable ?
Did you check if you can't hold sermon' to all deitys ?

Yes Sir. Deity list says "None" on the alter.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Canute on December 28, 2017, 03:55:06 AM
Too bad,
but if you want a fast answer from the author you should ask him at his discord channel, he rarely visit the forum.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Canute on December 29, 2017, 04:56:46 AM
Does anyone use Straitjackets with B18 ?
Does you got problems to force other into Straitjackets?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: SpaceDorf on December 29, 2017, 08:57:45 AM
I'll try

=== EDIT ===

I made one and tried to put it on a pawn.

Some pawn followed the chosen one saying he will put the straightjacket on.
Once he reached the pawn he dropped the jacket.

Does this happen to you as well ?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Canute on December 29, 2017, 11:11:11 AM
Yep, thanks.
Same happen to me, time for a Github issue.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: jecrell on December 30, 2017, 09:46:23 AM
(https://steamuserimages-a.akamaihd.net/ugc/909031094405405264/F0963242598E7F91BFF4CF0028D59F5177684AC7/)

Rim of Madness - Vampires - GHOULS Update (v1.18.1.1)
New Features:
+ Added Ghouls. Vampires can now right click humans and give them vitae to give them Ghoul powers.
+ Added natural damage soaking for Vampires and Ghouls.
+ Added Heal Scars to hide scars on characters.
+ Added Vitae addiction effects.
+ Added Blood Bonding between Vampires and Ghouls.
+ Added Vampire interactions. Vampires will now share vampiric lore with other vampires and share experiences (and XP) with other Kindred.
+ Better Sunlight pathing. Rewrote and tested in various situations. Vampires should no longer prove problematic when the sun is rising.
+ Vampire bats now have a sitting animation.

Changes:
+ Vampiric healing, Heal Scars, and Regenerate Limb now all appear and disappear depending on the context. For example, Vampires that are not wounded, will not see the healing icons, but those that are, will.
+ Colonist vampires, when Diablerie'd, will turn Berserk and resist the attempt to drain their souls.
+ All JobGivers, JoyGivers, and WorkGivers now check for sunlight conditions for vampires before giving the jobs to vampires.
+ Ghouls now also have immortality like vampires.

Bugfixes:
+ Sarcophagi now have proper beds.
+ Vampires no longer feed on insectoids, Boomrats, or Boomalopes naturally.
+ Limbs that are regenerated now display the name of the limb properly.
+ Visiting vampires will start with maximum vitae. This way they will not hunt on the player's map.
+ Magic graphic effects after casting discipline skills no longer cause damage or aggro characters now.
+ If a player "awakens" a vampire that is in torpor state inside of a Hidey Hole, the Hidey Hole now disappears properly.

Available Now!
Patreon ->https://www.patreon.com/posts/rim-of-madness-15927244
GitHub -> https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/releases/tag/1.18.1.1
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Harry_Dicks on December 30, 2017, 12:20:12 PM
These mods are absolutely breathtaking, you never fail to impress!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: PreDiabetic on December 30, 2017, 04:22:26 PM
I thought werewolves are strong. Especially against other animals. My lvl 8 werewolf (biggest type that does AOE damage) that I raised got killed by manhunter bucks and does..... (She only managed to kill 2 of them) Werewolves not worth raising. You may forget randomly and break havoc in your colony during full moon. Visitors/Traders also can be werewolf that goes full berserk during full moon.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Call me Arty on December 30, 2017, 09:50:18 PM
 Sure, most of this thread already is just praise, but I really have to thank-you so much for making these. I love the game to death, but you just give me so much more to explore and interact with each run, whether it's a tribe of werewolves, giant cults, or some monstrous vampire dictator.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: Call me Arty on December 31, 2017, 01:03:44 AM
 Quick couple problems with the Vampire mod that takes away from my previous comment a little.
I'm on a tundra, so having a vampire prowling for prey in winter's a little. . . dangerous, what with all the predators and no livestock or game lacking fangs. So, my vampire (also the doctor) extract a blood vile from the only human in the colony so far (just started, only other pawn is an Android). So, they go to perform the "surgery", if you could call filling a vial with blood surgery. They failed and there was some message about the "special challenge of extracting blood". "Okay, so there's going to be a gash in their arm or something. No big deal, I've got plenty of medicine." Nope. (https://i.imgur.com/VwMe7KU.png) Bowman was literally never injured before that, and my Doc had six medicine -not a lot, but fine for something minor. Her death looks like someone mixed-up a pacemaker and a hand-grenade! If there could be some change to this so I don't lose colonists because a Vampire got hungry and the lights were out, I'd really appreciate it. (hope that didn't come off as sarcastic or condescending!)
Additionally, as a small detail, dressers will work on normal beds, but not coffins. Easy fix, I just have my vampire sleeping extra comfy in a bed, but that kinda diminishes the use of the coffin from pseudo-cryptosleep.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-17-2017)
Post by: jecrell on December 31, 2017, 10:10:38 AM
Quote from: Call me Arty on December 31, 2017, 01:03:44 AM[snip]
(1) They failed and there was some message about the "special challenge of extracting blood". "Okay, so there's going to be a gash in their arm or something. No big deal, I've got plenty of medicine." Nope.
That looks really odd. I'll try and recreate a failure with extracting a blood vial and get back to you.

Quote(2) Additionally, as a small detail, dressers will work on normal beds, but not coffins.
You're right. It's an easy fix. I'm making changes to the XML now. Expect it in the next patch.


And in other news~~

(https://steamuserimages-a.akamaihd.net/ugc/85969930485120997/DAF1CD82EC479DABF7B47FDC668C590A1D1F3F1D/)

v1.18.0.1 (12/31/17)

* Added different refrigerator types (try rotating the original for more types!)
* Added temperature control for refrigerators.
* Fixed CompBetterRottable bugs for refrigerators.

(https://media.discordapp.net/attachments/391099643292811265/397020114865618955/Jecrell_Refrigerator_back.png) (https://media.discordapp.net/attachments/391099643292811265/397020117193588746/Jecrell_Refrigerator_front.png)  (https://media.discordapp.net/attachments/391099643292811265/397020121748602891/Jecrell_Refrigerator_side.png)

Download is here:
https://www.patreon.com/posts/15927516
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-31-2017)
Post by: SzaryKaptur on December 31, 2017, 02:35:51 PM
[Edit]
I have figured it out, It was Rimsenal Federations.

My game can't create a new world after installing werewolves.
Here is mods list.

There is something wrong with Rimsenal Factions ekhem.. trying to fix that
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.8.0</li>
    <li>Humanoid_Alien_Races</li>
    <li>GiddyUpCore-18.2.0</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Harvest_Organs</li>
    <li>SimpleSidearms</li>
    <li>OmniCoreDrill</li>
    <li>WildAnimalSex 1.2</li>
    <li>While_Youre_Up</li>
    <li>VergeOfGalaxy18.0</li>
    <li>Various_Space_Ship_Chunk</li>
    <li>T-MoreFloors</li>
    <li>StuffedVents18_0</li>
    <li>StackXXL</li>
    <li>RIMkea 1.2 -A18</li>
    <li>RimFridge</li>
    <li>Rambo Weapons Pack</li>
    <li>QC_Quantum_Cooling</li>
    <li>Psychology</li>
    <li>PlantCuttingIsForGrowers-1.0</li>
    <li>LinkableDoors</li>
    <li>Faction_Control</li>
    <li>Fabryka</li>
    <li>ED-SafeTraps</li>
    <li>ED-Embrasures</li>
    <li>DefensivePositions</li>
    <li>CustomDeathRandomness</li>
    <li>CrashLanding</li>
    <li>battlemounts-18.2.0</li>
    <li>Apparello</li>
    <li>No_Debris</li>
    <li>MapReroll</li>
    <li>Right-Tool-for-the-Job-Rebalanced-0.18.1.2</li>
    <li>TechAdvancing</li>
    <li>ChangeDresser</li>
    <li>Miniaturisation-0.18.0</li>
    <li>Fast_regen</li>
    <li>GlitterWorldPrime [A18]</li>
    <li>Hardworking_animals</li>
    <li>High_Tech_Laboratory_Facilities</li>
    <li>Locks</li>
    <li>Kings_slaves</li>
    <li>Immersive_Human_Sounds</li>
    <li>LT-DoorMat</li>
    <li>Hunt_for_Me</li>
    <li>More_Trade_Ships</li>
    <li>Realistic_Rooms</li>
    <li>Training_Console</li>
    <li>Xevas_Rimhair</li>
    <li>Mad_Skills</li>
    <li>EdBPrepareCarefully</li>
    <li>MechanoidsExtraordinaire_b18</li>
    <li>More Vanilla Turrets B18</li>
    <li>Tend_Wherever</li>
    <li>Exotic Joy</li>
    <li>TechnologyBlueprints</li>
    <li>SparklingWorlds Full Mod</li>
    <li>TMagic</li>
    <li>RunAndGun-master</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>StackMerger</li>
    <li>Hospitality</li>
    <li>Wandering_Caravans</li>
    <li>Facial_Stuff</li>
    <li>Wall_Light</li>
    <li>Tobe's Dining Room - 18</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Call-of-Cthulhu---Cults</li>
    <li>Call-of-Cthulhu---Factions</li>
    <li>Rim-of-Madness---Vampires</li>
    <li>Rim-of-Madness---Werewolves</li>
    <li>Rim-of-Madness---Arachnophobia</li>
    <li>Children_school_and_learning</li>
    <li>Raiderpedes B18</li>
    <li>MultipleRaids</li>
  </activeMods>
</ModsConfigData>


Logs as attachment


[attachment deleted by admin: too old]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-31-2017)
Post by: MCreeper on January 03, 2018, 04:49:14 AM
Why did discord chat got closed?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-31-2017)
Post by: jecrell on January 03, 2018, 10:44:52 AM
Quote from: SzaryKaptur on December 31, 2017, 02:35:51 PM
[Edit]
I have figured it out, It was Rimsenal Federations.
[...]
Glad to hear you got it sorted out my good fellow!

Quote from: MCreeper on January 03, 2018, 04:49:14 AM
Why did discord chat got closed?
It's not closed.
We had a pruning of members as we had too many duplicates. You missed the opportunity to write out a message saying you were still around. Go ahead and use the Discord chat links to rejoin.

And in other news...



Rim of Madness - Vampires Update


v1.18.1.3 1/3/18
Ghouls now receive level up notifications.
-Bugfix - Prevents existng ghouls from losing their XP when losing all vitae.Their XP and levels will persist after losing their powers, so if they gain vitae again, they can continue from where they left off without being penalized.

v1.18.1.2 1/3/18
-Bugfix - Ghoul abilities now always appear properly on load.
-Bugfix - Ghoul abilities now only use vitae, instead of using vitae and blood.
-Bugfix - Heal Scars should appear properly now.
-Bugfix - Removed strange double reference to Vampire beds in ThingDefs.
-Added (Add/Remove Ghouls Blood) to the dev window.
-Added end table and dresser support for Vampire beds (not visible, but it works)

Available Now!
Patreon ->https://www.patreon.com/posts/rim-of-madness-15927244
GitHub -> https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/releases/tag/1.18.1.3
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Riael on January 03, 2018, 12:48:43 PM
How do you turn off the daylight things?

It's 2 in the morning  and my vampire's been sleeping for the past 3 days, drafting him and taking him outside next to his jobs then pausing the game and undrafting him, right clicking next to things right next to him say "no path".
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 03, 2018, 01:16:50 PM
No path in this case means, that vampire don't enter area's with sunlight by default to avoid damage.
To change this,
select the vampire
open the Character sheet
Click at the icon top right "Vampire skill sheet"
Look for the icon right of "Disciplines" with the tooltip "Sunligh Policy".
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Wanderer_joins on January 03, 2018, 02:15:13 PM
Awesome mode, i love it, it blends particularly well with medieval times.

A small detail, but during the blood moon event from H.P. Lovercraft vampires go rotschreck whereas it's dark (0%), iirc they're fine during regular eclipses.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Riael on January 04, 2018, 09:28:24 AM
Quote from: Canute on January 03, 2018, 01:16:50 PM
No path in this case means, that vampire don't enter area's with sunlight by default to avoid damage.
To change this,
select the vampire
open the Character sheet
Click at the icon top right "Vampire skill sheet"
Look for the icon right of "Disciplines" with the tooltip "Sunligh Policy".

It's 2AM. There IS no sunlight. He's also been sleeping constantly day and night for 3 days whenever I wake him up with draft he just goes back to bed rest not going over 10%.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 04, 2018, 11:29:12 AM
Ok, you wrote vampire's, so thats affect all of your vampire's them.
Could you try to disable all other mods beside hugslib,jecstools and vampires.
Just to check if this still happen .
If you use Modswitch or Mod-E you can restore the modlist very easy from your safegame.
If your vampires can sleep normaly with just the basic mods, one of the other mods you might use cause trouble.
When you don't get error's while your gameplay special when your vampire's are sleeping, there is no info how to search.
And you need to deactivate/activate them to narrow the problem down.

Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: wwWraith on January 04, 2018, 05:01:40 PM
Some issues with Vampires:

1.  While starting Rimworld (but it doesn't prevent playing):
XML error: Could not register node named "ROMV_DrugAddictionNeedBase" in mod Rim-of-Madness---Vampires because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


2. When I captured a vampire (Molina):
Molina started 10 jobs in one tick. newJob=ROMV_Feed (Job_265386) A=Thing_Human329262 jobGiver=Vampire.JobGiver_GetBlood jobList=(ROMV_Feed (Job_265376) A=Thing_Human329262) (ROMV_Feed (Job_265377) A=Thing_Human329262) (ROMV_Feed (Job_265378) A=Thing_Human329262) (ROMV_Feed (Job_265379) A=Thing_Human329262) (ROMV_Feed (Job_265380) A=Thing_Human329262) (ROMV_Feed (Job_265381) A=Thing_Human329262) (ROMV_Feed (Job_265382) A=Thing_Human329262) (ROMV_Feed (Job_265383) A=Thing_Human329262) (ROMV_Feed (Job_265384) A=Thing_Human329262) (ROMV_Feed (Job_265385) A=Thing_Human329262) (ROMV_Feed (Job_265386) A=Thing_Human329262)  lastJobGiver=Vampire.JobGiver_GetBlood
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


3. After that my pawns became stuck idle while trying to feed her and refusing to do other jobs (even can't be forced to deliver food to other prisoners). Setting Molina to "No food" didn't change anything. The following errors were spammed in console:
Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.WorkGiver_Warden_DeliverFood.FoodAvailableInRoomTo (Verse.Pawn prisoner) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Warden_DeliverFood.JobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work+<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region r) [0x00000] in <filename unknown>:0
  at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
  at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, RegionType, Boolean)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted_Patch3(Object, Boolean)
RimWorld.<GetGizmos>c__Iterator0:<>m__0()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

and
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.WorkGiver_Warden_DeliverFood.FoodAvailableInRoomTo (Verse.Pawn) <0x001ef>
at RimWorld.WorkGiver_Warden_DeliverFood.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x001cc>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x0001e>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0003d>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000c3>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x0019b>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x00295>
at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x00bee>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00381>

Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted_Patch3(Object, Boolean)
RimWorld.<GetGizmos>c__Iterator0:<>m__0()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


4. Some other vampire came to my map with the caravan. Once the sun raised he didn't manage to hide under roof (there were some nearby) but just tried to "desperately dig a hole". No wonder it wasn't helpful. Also other caravan members began to shoot him as he burned. Probably they were very surprised.
This problem may also apply to guests/passerbies and captured vampires sold to slavers.

5. Some IMHOs:
  a). Vampires should not be slowed by darkness. They are able to see through it well.
  b). Vampires should not burn "under sunlight" during eclipses. As they sometimes go to watch sunrise/sunset for joy, evidently they can withstand a dim light. Or maybe vice versa... but I'd prefer this way.
  c). Vampires should resist pain. Vampire that I captured was downed after a single LMG bullet in the leg.
  d). Vampires should be scared by fire.
  e). Vampires should not become unhappy by observing corpses or "disturbed sleep". They are dead themselves.
  f). Vampires should not keep food in their inventory.
  g). Diablerie should give a huge penalty in others' opinion (ideally only for those who saw it).
  h). Vampires should have difficulties waking up in daytime.
  i). Probably their needs for comfort and space should be reconsidered. Actually they don't need them, though may still want. Also cabin fever.
  j). What will be after removing the fangs by surgery? (or by dev's tool "restore part")
  k). Is it ok to send my vampires in caravans?

I hope someone will mention it in their Discord :)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: RyanRim on January 05, 2018, 04:55:02 AM
First time I'm gonna add these mods on B18, but, which of these beside factions are safe to add mid-game. Talking about cult specifically, it doesn't conflict with psychology or anything?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 05, 2018, 05:01:05 AM
wwWraith,
- do you use the latest version ?
- did you add vampire to existing colony or started a new one ?

You warden try to feed vampire's with meals, but vampire don't eat meals, you should set a stockpile with bloodpacks inside the prisoner area.
Similar to your first error, vampire don't use drugs (so far i know) and maybe you got some policy with drugs from vampire ?

k.) you can't start a mixed caravans. It need to be a vampire only caravan, and they move at night. During daytimes they hide in a ground hole.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: wwWraith on January 05, 2018, 07:43:06 AM
Quote from: Canute on January 05, 2018, 05:01:05 AM
wwWraith,
- do you use the latest version ?
- did you add vampire to existing colony or started a new one ?

You warden try to feed vampire's with meals, but vampire don't eat meals, you should set a stockpile with bloodpacks inside the prisoner area.
Similar to your first error, vampire don't use drugs (so far i know) and maybe you got some policy with drugs from vampire ?

k.) you can't start a mixed caravans. It need to be a vampire only caravan, and they move at night. During daytimes they hide in a ground hole.

1. Latest.
2. New colony.

About warden: I see, but I thought that vampire could just feed on other prisoners ;) At least it shouldn't make my colonists stuck. I'll try with a bloodpacks stockpile next time I'll capture some new vampire :)

About first error: it appears on starting screen (main menu), before any game loaded, so I think it's not related to policies.

k). Thanks :)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 05, 2018, 09:49:34 AM
I think these erros must come from another mod-conflict.
I use vampires too, and don't got these errors one startup.

Try to move vampires at the end of modlist, maybe that override somethings another mod did.
If that don't help you need to narrow it more down.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: asquirrel on January 05, 2018, 01:24:05 PM
Dude, Star Vampire can't grapple.  Swiper no swiping.

https://gist.github.com/f40fb8063d72a212240de2ed6e227498


[attachment deleted by admin: too old]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (12-31-2017)
Post by: jecrell on January 05, 2018, 01:42:16 PM


Rim of Madness - Vampires Update


v1.18.1.4 (1/6/18)
- Vampires now regenerate their fangs when restoring parts.
- Restore Limb renamed to Restore Part.
- Vampires no longer walk back and forth between doorways and beds.
- Coffins, caskets, and graves no longer throw errors if dead bodies are inside instead of vampires.
- Fixed issue with the latest version of Dubwise's Hygiene mod that prevented vampires from farming (Odd, but true).

Available Now!
Patreon ->https://www.patreon.com/posts/rim-of-madness-15927244
GitHub -> https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/releases/tag/1.18.1.4
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Sarge on January 05, 2018, 03:05:19 PM
Rim of Madness Vampires v1.18.1.4

XML error: Could not register node named "ROMV_DrugAddictionNeedBase" in mod Rim-of-Madness---Vampires because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <damageType>Blunt</damageType> doesn't correspond to any field in type HediffCompProperties_DamageSoak.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <damageTypesToExclude><li>Burn</li></damageTypesToExclude> doesn't correspond to any field in type HediffCompProperties_DamageSoak.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: wwWraith on January 06, 2018, 03:39:14 PM
Some more notes :)

Is it possible to get vampires with different bloodlines? So far I encountered several vampires but all of them were Lasombra as my starting one.

The first thing vampires from the caravans do is to get into my stores and drink my (forbidden) bloodpacks. I hope they will learn to bring some bloodpacks themselves. And/or hunt.
On the other hand, I saw some non-vampire guest who brought some bloodpacks and he preferred to consume it rather than pemmican that he also had in inventory.

Tooltips for Potence and Fortitude in Vampire Skill Sheet say "Type: Targets Other" which is confusing. Also after Potence was acquired by my vampire the tooltip for "Vampire" in her Health screen became broken (picture in the attachment).

Edit: just got another raid with vampire, after some reloadings I finally managed to get Pijavica (I figured out that the bloodline is chosen after the pawn actually spawns). But in about 10 attempts in a row he was Lasombra, looks like really bad luck for me or the chance should be reconsidered.
Also he got killed by his allies when he began to burn under the sun while they were "preparing for the attack".

[attachment deleted by admin: too old]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Wanderer_joins on January 06, 2018, 04:55:26 PM
I've been playing a colony with vampire vor 4 years, now they've reached a population of 20, half vampires - half mortals. I've tried to rely on prisoners to get a steady supply of blood. It works fine but then i realized black cats i tamed for fun generate as much blood per day as prisoners or cows (1 unit per day). The only advantage of prisoners being a larger blood mass to refill after raids (https://imgur.com/a/AzmVM)

Maybe the blood mass/ regen rate of blood for animals could be scaled on body size.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: wwWraith on January 07, 2018, 02:56:11 AM
A little tracking down for the problem with captured vampire that I mentioned earlier. I found that my pawns become stuck idle when trying to give food not to the vampire but to other prisoners (common humans) in the same cell. A workaround was to move the vampire into solitary confinement. Though I'm glad to mention that he successfully fed on roommates (while he was in first cell) before they became hungry. In his new cell he refused to drink animal blood packs but accepted average blood vials when I added it in the stockpile for him.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: doomtrout on January 07, 2018, 06:10:16 AM
Is there a way to get a vampire or werewolf pawn other than starting with one? So far the only times I've ever seen a vampire are when I choose the vampire start and I've never had a werewolf colonist join me outside of me using the "Prepare carefully" mod. Are they just that rare to see?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Call me Arty on January 08, 2018, 04:00:39 PM
Quote from: doomtrout on January 07, 2018, 06:10:16 AM
Is there a way to get a vampire or werewolf pawn other than starting with one? So far the only times I've ever seen a vampire are when I choose the vampire start and I've never had a werewolf colonist join me outside of me using the "Prepare carefully" mod. Are they just that rare to see?

Yeah, they're pretty rare. Things can be aided if you're close to a Werewolf village, but most of it is pure luck.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 08, 2018, 04:32:38 PM
Best would be to use Hospitality mod too, then you can try to recruit visitors.
But i saw many vampire at raids, and capture a few of them as prisoner, but i never wanted to recruit them, so i can't say anything about the difficulty about that.

Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Harry_Dicks on January 08, 2018, 04:44:03 PM
I think I just got the unholy trinity of vampire, werewolf, and magically gifted. Also, they are the colony dictator, warrior type.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Harry_Dicks on January 08, 2018, 05:07:54 PM
Does anyone have any information on the WIP - Blood Cults? I'm quite interested in what that entails.

Also, I still haven't delved too deep into all of these mods, but I thought it would be pretty cool if you could "impregnate" some of your cultist with the spawns of whatever deities/monsters you worship. Anyone ever seen Roman Polanski's Rosemary's Baby? Great movie by the way, it really messed with me. Something like that, perform some crazy ritual on a sacrificial pawn, who then gets progressively sicker or something cool throughout the pregnancy, where you must take care of them, or perform more rituals, anything interesting. Eventually spawning something special or grotesque as a pawn or colony animal or whatever.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: MysteriousStranger on January 08, 2018, 09:50:49 PM
https://pastebin.com/DaFaugWP

Getting errors; it says that all of the mods are incompatible with each other or something.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 09, 2018, 04:13:27 AM
MysteriousStranger,
delete the old Mod's + jecstools.
Download the newest version and install them.

Then look if these errors still appear.
If yes, please post the error log and/or the link from "Share logs" button at the error window.

Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Harry_Dicks on January 09, 2018, 10:34:16 AM
Would there be a way to mute the radio/gramophone from us hearing it, but pawns can still enjoy it? I ask because mine my pawns always leave it playing non stop unless I ask them to stop, I just don't like having to always do it because they just turn it right back on. I saw the "Disable Siren Sound" button on Rikiki's MiningCo. Alert Speaker and thought of this.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 11, 2018, 05:25:11 PM
Jecrell,
a suggestion to the vampire.
When you milk a prisoner for blood packs or vial. The pack stay at the prisoner area because they count as food.
It is possible to remove them from the food list, but vampire still use them when they in need of vitae ?
Then hauler could haul them out of the prisoner area.

And why does a vampire get bad mood when someone's blood get harvested, when they can feed on them without bad mood.
I can understand when a non-vampire get some bad mood about it.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: jecrell on January 13, 2018, 05:49:30 AM
Quote from: Harry_Dicks on January 09, 2018, 10:34:16 AM
Would there be a way to mute the radio/gramophone from us hearing it, but pawns can still enjoy it? [...]
Sure! I'll add it to my todo list.

Quote from: Canute on January 11, 2018, 05:25:11 PM
It is possible to remove [blood packs/vials] from the food list, but vampire still use them when they in need of vitae ?
And why does a vampire get bad mood when someone's blood get harvested[?]
1) Right, right. How about if I make it so that vials/packs are forbidden after extraction? Or should I make it so that they are considered raw human meat-like? This is a tough problem actually. If I do make some changes in some way, it's bound to cause problems in other ways.
2) I'm not sure how to represent their humanity other than "Is this vampire a psychopath or not?" What do you think I should do to represent vampiric personalities better? Should they ignore all human suffering? When do they ignore human suffering? Etc. Etc.

Also...

Rim of Madness - Vampires - Generations Update
v1.18.1.6 (1/13/18)
-Added bonuses for different generations of vampires
-Vampires below the 7th generation no longer lose 3 blood points per day.
-Vampires can now travel together with animals.
-Added melee skill boost to Potence.
-Added immunity to Cirrhosis for Vampires.
-Adjustment :: Set commonality of vampire bite attacks to 10% in melee combat
-Adjustment :: Blood Shields now block melee damage as well.
-Bug Fix :: Colonies with vampires no longer receive alerts if Vampires aren't dressed properly.
-Bug Fix :: Vampires no longer have issues during eclipses and blood moons.
-Bug Fix :: Vampires can now restore their broken spines when downed.
-Bug Fix :: Vampires should now never receive Sensory Mechanites, Fibrous Mechanites, Muscle Parasites, or Gut Worms.
-Bug Fix :: Vamires no longer experience Slept in Cold / Slept in Heat.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: Canute on January 13, 2018, 06:05:57 AM
Quote from: jecrell on January 13, 2018, 05:49:30 AM
Quote from: Canute on January 11, 2018, 05:25:11 PM
It is possible to remove [blood packs/vials] from the food list, but vampire still use them when they in need of vitae ?
And why does a vampire get bad mood when someone's blood get harvested[?]
1) Right, right. How about if I make it so that vials/packs are forbidden after extraction? Or should I make it so that they are considered raw human meat-like? This is a tough problem actually. If I do make some changes in some way, it's bound to cause problems in other ways.
Both way don't solve the problem that they stay inside the prisoner room's and can't be hauled out. Don't forget any food item inside prisoner room's are reserved for prisoner.
Maybe  move the blood item into medicin/drugs, so they arn't food anymore and can be hauled out.
Add a blood pack option at the vampire Blood feed mode, and when the option is on, they look for a blood pack instead for a prisoner/humanoid/animal to feed.
Currently i need to forbid Blood pacts, or vampire use them for their needs before to use prisoner/animals.

Quote
2) I'm not sure how to represent their humanity other than "Is this vampire a psychopath or not?" What do you think I should do to represent vampiric personalities better? Should they ignore all human suffering? When do they ignore human suffering? Etc. Etc.
For a vampire it shouldn't matter if someone got blood harvested. Some like it maybe to drink the blood fresh out of the victim, other like a comfortable way and relax at the armchair while drinking the blood pack out of some good crystal glass.
Similar to human who like their beer fresh out of the barrel other prefer bottles.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
Post by: jecrell on January 13, 2018, 06:39:00 AM
Quote from: Canute on January 13, 2018, 06:05:57 AM
Both ways don't solve the problem that they stay inside the prisoners' rooms and can't be hauled out. Don't forget that any food item inside prisoner room are reserved for prisoners.
Maybe  move the blood item into medicin/drugs, so they arn't food anymore and can be hauled out.
Alrighty. I'll make a note on the GitHub issues page for Vampires (http://"https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/issues"). I can try to move it to the medicine/drugs category and I'll see what happens.

Quote from: Canute on January 13, 2018, 06:05:57 AM
Add a blood pack option at the vampire Blood feed mode, and when the option is on, they look for a blood pack instead for a prisoner/humanoid/animal to feed. Currently, I need to forbid blood packs, or vampires use them for their needs before they use prisoner/animals.
I see, well I can add a toggle for "prioritize blood packs" on the Vampire's needs menu. How about that?

Quote from: Canute on January 13, 2018, 06:05:57 AM
For a vampire it shouldn't matter if someone got blood harvested. Some like it maybe to drink the blood fresh out of the victim, other like a comfortable way and relax at the armchair while drinking the blood pack out of some good crystal glass.
Similar to human who like their beer fresh out of the barrel other prefer bottles.
Fair enough~~
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Harry_Dicks on January 13, 2018, 07:05:53 AM
Jecrell again, you never fail to impress! I personally think you should have varied vampire's personalities, if at all possible, on their thoughts on blood and many other things. For example, maybe you have a more "refined, civilized" vampire, who doesn't think you should feed on humans, or it should be kept private only (similar to Dubs Bad Hygeine, pawns react differently to using the bathroom in private or in front of someone.) You could also have a more "savage, young punk" style guy, who might be a psychopath and doesn't give a damn what happened. I love variety, and I think the more, the better! You could maybe even have a "gradient" of how civilized or uncivilized they are, with appropriate incremental buffs and debuffs at both ends of the spectrum. Maybe the more civilized the vampire gets, the higher his social skill, or more chance to recruit prisoner, certain skills are buffed, they can research faster, and other colonists can get along with them easier. But he also gets physically weaker, maybe a melee dps drop, or physical skills (like mining, construction) take longer. The uncivilized vampire could maybe have no malices from wherever blood is taken by whoever, maybe his vitae drops slower, his melee skills could increase. But the uncivilized vampire could have poor ranged weapon skills, bad at medical tending/operations, terrible social malus, is much more likely to have a mental break, etc.

Also, maybe other factions start to like you less if you have too many uncivilized vampires, they won't do business with you, or eventually try to start hunting you down. I'm not sure if you have that as an event or not in RoM, but I think it's a neat idea if you have a vampire or werewolf, and the Agency or whomever it was sends a party to "investigate" and they might come check out your base. But if they see a vampire, they could start fighting from the inside of your base, actually make people have something other than killboxes. Or maybe, they only have a chance to detect the vampire. The more uncivilized he is, the more likely they are to detect he is a vampire and start firing, once they are close to him and have conversations. If they see a vampire feeding they instantly go hostile.

In case you haven't noticed, I like to ramble on about my fantasy ideas for mods ;)

Lastly, any clues on the benefits for different generations of vampires, or should I keep it as a surprise? ;D

EDIT: The most recent download link for Vampires from your Patreon does not have a base folder when you go to extract the files. Also, is it possible to just have the files in the same folder as the last Vampires, as long as I just remove everything? The reason I ask, is because I like when mod authors such as yourself have the mod version number in the rar/zip file name, but not so much the base folder that will go into your Mods folder. Because if it is a different folder name, that means you have to always start RimWorld, turn off old mod and put new one in, then restart. Unless you know how to add the mod to your ModsConfig file, but I know not everyone is going to be that keen on this stuff. But some mod authors will just use the same name for the base folder of their mod. This makes it even easier for us, the users, to swap the new updated files in and out. Like Dubwise, when he updates Rimatomics, the rar file will have the mod version number in it, but the base folder will always be just "Rimatomics." So you just delete the old one, and put in the new folder. This way when you start RimWorld, you don't need to turn off old mod, remember the spot it's in (easy with ModSwitch but not everyone has it,) then activate new mod, put it back into the same slot as before, and then restart RimWorld. I'm not trying to tell you how you should release your mods or anything like that, and I am VERY grateful for all of the awesome stuff you put out, but this is just my suggestion as an end user how I think you can make things just a little easier for us! But I know you are a smart man, and you probably have some reason for doing things the way you do ;)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: jecrell on January 13, 2018, 07:52:12 AM
Quote from: Harry_Dicks on January 13, 2018, 07:05:53 AM
Jecrell again, you never fail to impress!
Well, firstly, thank you, my good man, for taking the time to create some feedback for me. I'll endeavor to continue to work hard to make quality content.

Quote from: Harry_Dicks on January 13, 2018, 07:05:53 AM
I personally think you should have varied vampire's personalities, if at all possible, on their thoughts on blood and many other things. [...]
I think we are in agreement. It will have to be something I implement at a later time. Feel free to design and speculate on systems until I get around to it. Currently, the community has prioritized Blood Cults, so I'll do my best to push for that to be completed as soon as possible.

Quote from: Harry_Dicks on January 13, 2018, 07:05:53 AM
[...] I think it's a neat idea if you have a vampire or werewolf, and the Agency (or whomever it was) send a party to "investigate" [...] but if they see a vampire, they could start fighting from the inside of your base [...].
You mean the Hellsing branch of the Agency? *wicked smile*

Quote from: Harry_Dicks on January 13, 2018, 07:05:53 AM
Lastly, any clues on the benefits for different generations of vampires, or should I keep it as a surprise? ;D
Simply put, senses, vigor, and damage soaked are increased with lower generations. The lowest generation possible (which is debug mode only) is quite insane.

Quote from: Harry_Dicks on January 13, 2018, 07:05:53 AM
The most recent download link for Vampires from your Patreon does not have a base folder when you go to extract the files.
Ah. Not intended. I'll see what I can do about that. I'm trying a new "mod release system".
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: wwWraith on January 13, 2018, 08:27:22 AM
Quote from: jecrell on January 13, 2018, 06:39:00 AM
Quote from: Canute on January 13, 2018, 06:05:57 AM
Add a blood pack option at the vampire Blood feed mode, and when the option is on, they look for a blood pack instead for a prisoner/humanoid/animal to feed. Currently, I need to forbid blood packs, or vampires use them for their needs before they use prisoner/animals.
I see, well I can add a toggle for "prioritize blood packs" on the Vampire's needs menu. How about that?

Is it possible to make a list of feeding options with checkboxes instead of chosing only one? Something like

[x] Colonists
[v] Prisoners
[x] Neutrals
[v] Colony animals
[v] Neutral animals
[x] Blood packs

[x] Allow feeding until death
[x] Prioritize blood packs

Also I'd suggest that vampires should choose the healthiest victim when they want to feed. Now after raids they often go to feed on just captured prisoners who are already suffering from other wounds, and additional blood loss often kills them.

About personalities and other things related with morale: this realization is mostly inspired by World of Darkness - a setting for various games including pen&paper and "Vampire: the Masquerade" serie (consisting of "VtM: Redemption" and "VtM: Bloodlines") on PC. You should read its rules if you are interested. The things you are speaking about are mostly covered by its Humanity system. But implementing it would be an overhaul of existing RimWorld system comparable with something like Psychology and even more complicated because it would require patches for many modded traits and thoughts. Thus I think it's better to pretend that all vampires have an equal Humanity level with exceptions regulated by traits like Psychopath, as it is with common humans. However there are some things that are ok for vampires while "prohibited" for humans, blood harvesting can be a good example. I think, looking for such differences between vampires and humans will be more productive.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Harry_Dicks on January 13, 2018, 08:49:54 AM
Quote from: jecrell on January 13, 2018, 07:52:12 AM
I think we are in agreement. It will have to be something I implement at a later time. Feel free to design and speculate on systems until I get around to it. Currently, the community has prioritized Blood Cults, so I'll do my best to push for that to be completed as soon as possible.
Could you please give some hints as to what Blood Cults entail? Man I just know already it's going to be flippin' awesome!

Quote from: jecrell on January 13, 2018, 07:52:12 AM
You mean the Hellsing branch of the Agency? *wicked smile*
Wait, so you already have something similar to this? I haven't progressed at all into RoM, just been busy building my mod list, but your team's content is one of the ones I look most forward to.

Quote from: jecrell on January 13, 2018, 07:52:12 AM
Simply put, senses, vigor, and damage soaked are increased with lower generations. The lowest generation possible (which is debug mode only) is quite insane.
What do you think about an end game ritual, where you can birth a first generation vampire, starting a new blood line? It could take a lot time with all kinds of other cool & interesting mechanics. Maybe the last quadrum while you are "creating" this new blood line, it will be hell for you with lots of attacks from other vampires and monstrosities.

Quote from: jecrell on January 13, 2018, 07:52:12 AM
Ah. Not intended. I'll see what I can do about that. I'm trying a new "mod release system".
Is the new system what you've been doing recently, where you have the links on Patreon?

Also, my very last thing, I promise! At least for this post! ::) Do you think in the future, we can have some more insignificant items that are just there for aesthetic? Nothing really big or too crazy, just like a beauty object or something. Hang some crazy looking goat head from the walls (I'd actually really like a lot more stuff to hang on walls from any mods, really,) some cool cosmic monster painting, or something awesome that I know you can think of. Also, maybe some kinda statue or taxidermy of more monsters/deities that we can have around the base. What about a small little personal alter that pawns can have in their room (just one or two cells, with some candles and little desk things on them relating to RoM,) effigies (an effigy mod just came out but I think you could expand on that greatly) or corpses on spikes? The corpses could deteriorate at a normal corpse rate, or even freeze if it is cold enough. They could give a combat penalty to raiders who see them, but not your guys (the effigy mod has something like this, but it is only for mood I think.) It would look really awesome I think, and make it so raiders might think twice about attacking you, or at least be very shaken by the time they get to you, after seeing a dozen of their old mates posted up on spikes outside of your base. I can't really think of too much more stuff off the top of my head, but personally, I think it would just go great with RoM to have a few more cool little things like these. You know, more dungeony and cultist kinda stuff!

Okay last idea ;D What do you think about a sort of monster you can summon from cults, but you must keep him chained up in a "dungeon" or something, and feed him a pawn or prisoner maybe once every 2-4 weeks. If your monster doesn't get fed, he progressively gets angrier and angrier, eventually wrecking havoc. Also you could require your god you worship to be pleased with you, otherwise he turns his creation against you. You could use this monster to your advantage though against raiders. Many chances for things to go wrong with him, at home and on the battlefield. Maybe eventually you could have it that this is the monster you worship?

I posted the other day about how I was watching the second half of Conan the Barbarian. In case you haven't seen it, there is a snake worshiping cult in the movie (classic Arnold Schwarzenegger movie by the way) and they have a giant snake they keep deep within their compound. Honestly I can't remember if they worship the giant snake or not, but snakes are definitely their theme. So maybe you could have a sort of "snake" cult, and their deity is a snake monster. But after enough praising and sermons and such, this snake god will allow a "lesser form" of themselves (or their spawn, creation, or whatever) to be at your command, as long as you can keep your god and the monster happy.

Alright, that's enough bombardment of ideas for now. Don't fret though, I know I'll have another wall of ideas for you by next time! ;D
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: wwWraith on January 13, 2018, 09:03:25 AM
One more suggestion that I forgot: vampiric healing shouldn't heal burns :)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Canute on January 13, 2018, 09:51:12 AM
Jecrell,
at first i though you wanted to add a version check for your mods if the right version of Jecstools is installed.
I got plenty of damage soak error and just though lets take a look at jecstool.
And after an update the errors was gone.

About the feeding,
i would like to see a feeding selection like wwWraith mention.
Just put something at the skill page, not to forget a button to aply these setting for all vampire at the colony.
This would need more display room, but is easyer to read then the icon and the tooltips for the current system.

The Monstrosity you can create with the spell.
Don't you think this should be trainable at some way? With 100% wildness it is impossible to train anything to it.
You just can move them with zone assignment. Maybe automatical Obedience training on creating. Then you can assign it to follow the master at combat and fieldwork.


QuoteOne more suggestion that I forgot: vampiric healing shouldn't heal burns :)
I don't see the point why burn damage shouldn't be healed.
I only could see a reason for silver,garlic or holy water, depend on the background of the vampire.
But ok, until some other damage types against vampire are added, the very strong vampire could have a backdraw and can't heal burn damage.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: wwWraith on January 13, 2018, 10:52:44 AM
Quote from: Canute on January 13, 2018, 09:51:12 AM
QuoteOne more suggestion that I forgot: vampiric healing shouldn't heal burns :)
I don't see the point why burn damage shouldn't be healed.
I only could see a reason for silver,garlic or holy water, depend on the background of the vampire.
But ok, until some other damage types against vampire are added, the very strong vampire could have a backdraw and can't heal burn damage.

In WoD setting, silver/garlic/holywater have no real effect on vampires, but fire (and sunlight, of course) deals them "aggravated" damage that can't be healed by "normal" blood healing.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Canute on January 13, 2018, 11:40:27 AM
Ahh ok WoD, didn't read any novell from them so far.
But you know nearly any author/universe add/change their own strenght and weakness about vampire.
Not sure which one follow jecrell's team.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: wwWraith on January 13, 2018, 12:33:17 PM
Quote from: Canute on January 13, 2018, 11:40:27 AM
Ahh ok WoD, didn't read any novell from them so far.
But you know nearly any author/universe add/change their own strenght and weakness about vampire.
Not sure which one follow jecrell's team.

"Heavily inspired by Vampire the Masquerade, this mod introduces a disease known as vampirism." - from his Patreon. And VtM is, so to speak, a part of World of Darkness. It's not novells, it's a set of rules and lore for various games. You can take a look on https://en.wikipedia.org/wiki/Vampire:_The_Masquerade (https://en.wikipedia.org/wiki/Vampire:_The_Masquerade). Of course, I don't suggest to copy WoD as is. But I think it'd be good to adapt some more details that fit well in RimWorld and are not too complicated to implement. (Actually, in WoD healing 1 "aggravated" wound requires a full day of rest and then spending 5 blood points; it's possible to heal 1 additional wound per day if vampire spends another 5 blood points and 1 point of Willpower. I think in RimWorld it'd be fine to let burns just regenerate with a natural speed.)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: asquirrel on January 13, 2018, 04:44:21 PM
Is there any way I can change the song "Ain't Misbehaving" to something else?  It's playing over and over.  Doesn't matter if it is the radio or the gramophone.  It's weird because it used to play different songs like "take the A train."  How can I put more song in there? I'm going crazy, man.

I figured it out.  Don't use radio and gramophone at the same time.  The gramophone will control and will apparently only play one song (Ain't Misbehavin' in my case).  You need to shut off gramophone and the radio will play the tracks.  Wish I could add more music though.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Canute on January 13, 2018, 04:51:43 PM
inside
\Call-of-Cthulhu---Industrial-Age-1.18.0.1\Sounds\Radio
you find the audio file for radio, grammofon is similar.
Just convert you favoured song from mp3 into ogg, replace that file and the game should play it.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Canute on January 13, 2018, 05:49:29 PM
Another issue,
Spell "Enter the Abyss", the description say "anywhere on the map" but get a radius circle for the max range.
And i think the spell need a line of sight, or same room. I couldn't teleport so far through walls.
But the spellcaster lost the bloodpoints and the spell is on cooldown, but that happen to other spells too.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Onasaki on January 13, 2018, 06:07:24 PM
I'm having a weird issue that keeps coming up since I've updated the vampire mod, the last update before this one. I've adjusted the load order, but nothing seems to be working.

Some kind of blunt soak issue. Debug thing attached. If you need the Harmony Log, let me know.

I don't have any combat mods outside of what comes with Werewolves, Vampires, and Simple Side Arms.

[attachment deleted by admin: too old]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: jecrell on January 13, 2018, 10:09:28 PM
Quote from: Onasaki on January 13, 2018, 06:07:24 PM
I'm having a weird issue that keeps coming up since I've updated the vampire mod, the last update before this one. I've adjusted the load order, but nothing seems to be working.

Some kind of blunt soak issue. Debug thing attached. If you need the Harmony Log, let me know.

I don't have any combat mods outside of what comes with Werewolves, Vampires, and Simple Side Arms.

Delete both JecsTools and Vampires.
Redownload JecsTools and Vampires.
It should work fine.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Canute on January 14, 2018, 10:26:02 AM
If anyone wonder why his vampire spell's don't work anymore, check if that pawn use a shieldbelt.
Shieldbelt prevent the success of any target based spells, the pawn walk to the target and nothing happen.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: knainoa on January 14, 2018, 07:41:30 PM
With the new updates im noticing guests don't visit sermons anymore, feature or conflict on my modlist?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: wwWraith on January 15, 2018, 11:43:28 AM
Another notes for Vampires :)

1. Generation (I mean vampiric stat) of Thinblood vampires remains -1 instead of 14, it causes weird behavior: they have a bloodpool of 100 (6/100 at spawning, so the beast is very likely to be unleashed quickly) and diablerie attempts tell that their generation is higher than of my vampires (10-12).

2. Arm of the Abyss (Obteneration I) looks too overpowered for 1st level ability. Enemies often prefer to target it while it is invulnerable so colonists can shoot without retaliation. A couple of these "arms" can effectively disable a whole raid. I think it should be made killable or enemies should not target it.

3. I think that "common" vampires should be able to soak only blunt and sharp damage (or at the very least do not soak the damage from sunlight), and only Fortitude should allow soaking all damage types.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: WitchLyfe on January 15, 2018, 05:30:14 PM
Just noticed that vampires suffer from global "working in the dark" penalties.  Is this intended or is there a chance it could be fixed?  Atm a lot of their bonuses are removed or negligible at night because of this if they aren't lit up.

Also I think it was already mentioned, but Blood Boil is really difficult to use.  I had a clear line of sight against an in range enemy rushing towards my vampire (No friendlies nearby), and my vamp wouldn't use it.  They kept canceling it and switching to aiming with their sniper, then when the enemy finally came in melee range she tried running away to use it, went back into cover near her allies, and finally cast it on the enemy when it was right on top of her (Blowing herself up as well).  It's at the point where it's almost useless in actual combat.  I can never get it to fire properly...though it's fun to hunt with.

Blood Strike and Blood Salvo occasionally have issues as well, though it isn't as obnoxious since I don't end up blowing myself or allies to bits with mistimed/misused abilities.  They're not wearing a shield belt btw. 

For some reason my vampire won't cast any abilities unless she's in between doorways in my killbox.  She'll either switch to her rifle if I try to use an ability or run between doors before casting it, even when the enemy is at mid or max range of the ability.  I can't figure out what's causing it, no allies nearby, no chance of being struck by the explosion, has line of sight, it's night time as well.  It's really odd.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: CrimsonPhalanx on January 16, 2018, 12:37:20 AM
Is it just me or is anyone else having a problem with Unspeakable Oath?

The zombie rises, but is permanently facing forwards, the original body does not dissapear and more zombies rise from it

I run a ton of mods so I'm just trying to see if anyone else is having the problem without many mods, or if anyone knows what mod conflict is causing this.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: jecrell on January 16, 2018, 11:05:27 AM
Rim of Madness - Vampires



v1.18.1.7 (1/17/18)
-Vampires of lower generations now have a 10% chance of spawning.
-Vampires of lower generation will be pin-pointed to help players spot them when they arrive.
-Mesmerize has been fixed (thanks to @Samboy063#3826)
-Updated Russian translation (thanks to @𝒌𝒓33𝒎𝒂𝒏#3157)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-13-2018)
Post by: Harry_Dicks on January 16, 2018, 11:18:03 AM
Quote from: jecrell on January 16, 2018, 11:05:27 AM
Rim of Madness - Vampires



v1.18.1.7 (1/17/18)
-Vampires of lower generations now have a 10% chance of spawning.
-Vampires of lower generation will be pin-pointed to help players spot them when they arrive.
-Mesmerize has been fixed (thanks to @Samboy063#3826)
-Updated Russian translation (thanks to @𝒌𝒓33𝒎𝒂𝒏#3157)

YES! Between you having a notification for vampires, and TMagic having a notification for Magically Gifted pawns, my dreams are coming true! Now if only someone would make a mod where you could specify whatever trait or health condition (bionics, vampirism, werewolf, jogger, brawler, etc.) you wanted to be notified of if a pawn enters the pawn with your parameters. That way when you are late game with 50+ raiders attacking, you don't have to go through them all one by one, checking TWO screens on each (their traits and medical page.) You could start making preparations for capturing whoever, to make sure you don't kill them in the capture process.

Do you think we could get a notification for werewolves as well? If not, I'm still happy with whatever you give us. Thanks, Jecrell and the Rim of Madness team! ;D I can't WAIT to see how blood cults turns out! ;)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: wwWraith on January 18, 2018, 05:55:12 PM
Another vampiric story :)

Just got a Methuselah (Tremere of 5th generation) in a raid after only half a year from starting the colony. That guy looked nearly impossible to defeat with his 35/35 soaking as we had no chance to get sniper rifles yet. Shouldn't there be more relation with the raid's combat power?

Luckily my starting vampire (Tremere of 10th generation) just has learned Sleep (Dominate II) so I captured that guy without a fight. Shouldn't there be at least some chance to resist vampiric abilities based on difference between generations?

After defeating the remaining raiders I decided to diablerize that vampire. It involved some fighting and I realized that actually he didn't soak any damage: autopistol's bullets, bow used in melee, unarmed fists/head strikes - all dealt its full damage. Probably something is wrong here.

When finally my vampire succeded on diablerie, her generation became 5. I think it'd be better to limit the lowering of the generation, like making 1 check per level of generations difference with 20% chance so the probability to get several decrements won't be high.

Blood pool of my vampire became 13/40. Shouldn't it be filled after a successful diablerie?

Just several seconds passed, and some caravan has arrived. There were 13 tribals. And 3 of them were again Methuselahs of 5th generation. Something seems definitely wrong here. Or maybe it's intended to make them like "defaults"?

Also they haven't followed to my base, just kept wandering near the edge of the map and leaving after a short time. Perhaps it could be somewhat related with that it was during daytime with eclipse.

And I didn't see how those vampires were pin-pointed.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: knainoa on January 18, 2018, 06:21:23 PM
I'm having an issue of guests (Hospitality) and visitors in general not attending sermons with my colonists. I know they used to, was this intentionally removed or is there an error on my part? No devlogs ever indicate a conflict, so I came here for help. Thank you!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: asquirrel on January 18, 2018, 06:58:41 PM
Hey man, the Star Vampire is just hanging in a corner doing nothing.  Maybe he was digesting something?  He didn't come after me so I sent my team out and turned it into mush.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: vel10 on January 18, 2018, 11:05:03 PM
A vamp set to nonlethal animal draining keeps making a beeline towards an insectoid hive to feed on them. There are plenty of other animals on the map, though they seem to be further away.

Is there any way Vamps can be set so that they don't target and aggro insect hives unless there's no other option?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 19, 2018, 03:10:43 AM
vel10,
just build some walls/doors(hold open but forbid for colony use) so your vampire don't can path in that bug area.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: wwWraith on January 19, 2018, 06:21:52 AM
I've probably found the cause of the issue with only Methuselahs spawning as I've posted earlier.

"Vampires - Strange cargo" scenario adds a part "Vampirism" by default, but in scenario editor there is "Vampirism(Random)", and evidently it's not the same thing. Changing ROM_VampirismRandom to ROM_Vampirism in the savefile solved that problem:
<li Class="ScenPart_ForcedHediff">
<def>ForcedHediff</def>
<chance>0.05</chance>
<context>NonPlayer</context>
<hideOffMap>True</hideOffMap>
<hediff>ROM_Vampirism</hediff>
<severityRange>1~1</severityRange>
</li>
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: WitchLyfe on January 20, 2018, 05:00:24 AM
Had a vampire fleeing from pirates begging for refuge come during the day.  They didn't last long...  Was especially bad since the digging in the hidey hole thing has never seemed to work for me.  They try at first then just stand there and burn alive.  I just deal with it by going out and trying to rescue them before they become ashes.  I'll probably start building little shade shelters around the map just in case something like that happens again.

Oh well, it was entertaining anyways and they managed to take down one of the raiders and wound another before death.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Wanderer_joins on January 20, 2018, 05:28:32 AM
I have a few diggey holes on the map. But most vampire raiders burn to death or rush to the colony. That said, with the increase of vampire raiders, if they all successfully dug their hole the map would be littered with diggey holes in the end game. Or maybe they should be able to wake up and leave the map at night.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: wwWraith on January 20, 2018, 05:49:58 AM
Quote from: Wanderer_joins on January 20, 2018, 05:28:32 AM
I have a few diggey holes on the map. But most vampire raiders burn to death or rush to the colony. That said, with the increase of vampire raiders, if they all successfully dug their hole the map would be littered with diggey holes in the end game. Or maybe they should be able to wake up and leave the map at night.

You can order your colonists to open these "odd dirt patches" and then deal with awakened vampires as you want.


I need help with making Smarter Food Selection (https://ludeon.com/forums/index.php?topic=30708.msg386876#msg386876) to work with Arachnophobia. Currently tamed spiders just hunt (if allowed) and spin cocoons but never drain them, starving until there is no more living prey on the map, then eating kibble or other available things. Simply marking cocoons as "corpses" and adding a food policy which prioritizes it doesn't help.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Wanderer_joins on January 20, 2018, 07:17:56 AM
I mean if they dig their hole successfully they shouldn't spawn at dawn or in daylight, it makes little sense to have them come to your base just to dig a hole.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 20, 2018, 09:45:44 AM
At my vampire playthrough most of my raids came at sunset, but not all.
Not sure if i was lucky or planned through the mod.
But i don't think there is much change. The storyteller throw in a raid, and a precentage (based on the scenario) are vampires.
Lower vampire don't have much time to dig a hole and burn down. More advanced got more resistance and maybe mange it to finish the hole.

Maybe normal raids shouldn't include Vampire anymore, and add vampire raids which appear at sunset/midnight maybe with a special Eclipse event so they got more time to raid.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: WitchLyfe on January 21, 2018, 10:22:00 AM
Quote from: Canute on January 20, 2018, 09:45:44 AM
At my vampire playthrough most of my raids came at sunset, but not all.
Not sure if i was lucky or planned through the mod.
But i don't think there is much change. The storyteller throw in a raid, and a precentage (based on the scenario) are vampires.
Lower vampire don't have much time to dig a hole and burn down. More advanced got more resistance and maybe mange it to finish the hole.

Maybe normal raids shouldn't include Vampire anymore, and add vampire raids which appear at sunset/midnight maybe with a special Eclipse event so they got more time to raid.

A vamp raid that has a 48 hour eclipse event when it spawns would be terrifying, lol.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: wwWraith on January 22, 2018, 01:35:03 PM
A little investigation regarding previously mentioned issue (https://ludeon.com/forums/index.php?topic=26078.msg393020#msg393020) with tamed spiders hunting but not eating. I realized that they can drain cocoons at least if they are already in stockpiles. But when there are no more cocoons in the stockpiles, spiders begin their endless hunting again until restarting (or maybe reloading) the game. So probably it's not related to Smarter Food Selection.

These errors appear when the spider finishes spinning the victim:

Constructed TargetInfo with cell=(194, 0, 85) and a null map.
Verse.Log:Warning(String)
Verse.TargetInfo:.ctor(IntVec3, Map, Boolean)
Arachnophobia.Building_Cocoon:get_NextValidPlacementSpot()
Arachnophobia.JobDriver_SpinPrey:CocoonPlace(Building_Cocoon)
Arachnophobia.JobDriver_SpinPrey:<MakeNewToils>b__12_4()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Arachnophobia.PawnWebSpinner:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



Exception ticking ROMA_SpiderRaceGiant639085: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenGrid.Walkable (Verse.IntVec3,Verse.Map) <0x00009>
at Arachnophobia.Building_Cocoon.get_NextValidPlacementSpot () <0x00324>
at Arachnophobia.JobDriver_SpinPrey.CocoonPlace (Arachnophobia.Building_Cocoon) <0x001f5>
at Arachnophobia.JobDriver_SpinPrey.<MakeNewToils>b__12_4 () <0x000a3>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0027a>
at Verse.AI.JobDriver.ReadyForNextToil () <0x00015>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x00445>
at Verse.AI.JobDriver.ReadyForNextToil () <0x00015>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x000a5>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at Verse.Pawn.Tick () <0x00155>
at Arachnophobia.PawnWebSpinner.Tick () <0x00010>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
(second error doesn't appear every time)

A few seconds after that 2 more errors appear:

ROMA_SpiderRaceGiant639085 had to be broken from frozen state. He was doing job ROMA_SpinPrey (Job_2371049) A=Thing_Ibex617934 B=Thing_ROMA_Cocoon825644, toilindex=6
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Arachnophobia.PawnWebSpinner:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



JobDriver threw exception in initAction. Pawn=ROMA_SpiderRaceGiant639085, Job=ROMA_SpinPrey (Job_2371049) A=Thing_Ibex617934 B=Thing_ROMA_Cocoon825644, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.GenPath.ShouldNotEnterCell (Verse.Pawn,Verse.Map,Verse.IntVec3) <0x0000c>
at Verse.AI.GenPath.ResolveClosestTouchPathMode (Verse.Pawn,Verse.Map,Verse.IntVec3) <0x0002a>
at Verse.AI.GenPath.ResolvePathMode (Verse.Pawn,Verse.TargetInfo,Verse.AI.PathEndMode&) <0x00248>
at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.StartPath_Patch1 (object,Verse.LocalTargetInfo,Verse.AI.PathEndMode) <0x000fd>
at Verse.AI.Toils_Haul/<CarryHauledThingToCell>c__AnonStorey4.<>m__0 () <0x000e3>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=Arachnophobia.JobGiver_GetFoodSpider, curJob.def=ROMA_SpinPrey, curDriver=Arachnophobia.JobDriver_SpinPrey
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Arachnophobia.PawnWebSpinner:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
and the spider becomes just Standing for a few seconds more, then goes to hunt some other prey.



Also I'd suggest to add <milkFemaleOnly>false</milkFemaleOnly> into <comps><li Class="CompProperties_Milkable"> for spiders.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 23, 2018, 03:42:30 PM
I really want to have Arachnophobia running, but I was getting a lot of issues with their stuns and webbing, and I'm worried about the cocoons as well once I get going into mid game
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Rocket_Raccoon on January 23, 2018, 05:11:22 PM
I startet with colonists already being vampires. Can i remove the vampire trait from them without error and add werewolf/vampire  back again if i want to? That being asked in general, ie if i can do that with every person. The options are there, just don´t want to destroy my latest run.
Thanks in advance  :)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 23, 2018, 05:49:03 PM
Since they are traits it could be possible. Maybe you loose the vampire/werewolf levels.
Unless you are playing permadeath (very bad idea with mods) just keep a safegame.
Remove the traits and look what happens.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 23, 2018, 06:12:52 PM
There was one mod that let you either remove traits, get a random new one, or it might have been both. I can't really remember, but it is out there, as I was looking at it last week.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: wwWraith on January 23, 2018, 07:18:30 PM
But vampirism is not a trait, it's a hediff.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 23, 2018, 07:27:20 PM
Quote from: wwWraith on January 23, 2018, 07:18:30 PM
But vampirism is not a trait, it's a hediff.

I was thinking about the werewolf and classes from TMagic.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 24, 2018, 03:35:44 AM
Quote from: Harry_Dicks on January 23, 2018, 06:12:52 PM
There was one mod that let you either remove traits, get a random new one, or it might have been both. I can't really remember, but it is out there, as I was looking at it last week.
With cults, you can sacrifice a deity (can't remeber which one) what he rewrite your bad backstory which result that your pawn isn't longer incapable of some things.
Other deity can give you psychopath/cannibal traits.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Rocket_Raccoon on January 24, 2018, 11:37:42 AM
Per developer options you can simply remove the vampire condition. I just wanted to know if somebody already did so or with werewolfes as to prevent errors ; First hand experience if you want to call it like that :D
Don´t want to start a new colony, that´s the reason for asking.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 24, 2018, 12:08:57 PM
You don't need a new colony.
Just an extra safe before you do this.
Then remove the vampire/ww things play a few days in hurry up mode.
Safe it to another, load it and check if you have trouble.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 24, 2018, 01:05:29 PM
Quote from: Canute on January 24, 2018, 12:08:57 PM
Just an extra safe
play a few days in hurry up mode.
Safe it to another

I think we could all use some extra safe every now in then in hurry up mode  ;)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: WitchLyfe on January 26, 2018, 10:41:17 AM
I do think ghouls are pretty OP right now.  They're better than full blooded vampires in a lot of cases.  No daytime penalty, can heal instantly and use a bit of magic.  In all my vampire playthroughs, my hospital goes completely unused.  I just make sure to feed vitae to all my non vamp colonists every 2-3 days and they always have enough to heal from social fights, raids, or manhunter issues.  My one vampire can keep at least half a dozen fed herself (Especially if she can feed off blood on the ground).

I wonder if there could be an option to make their abilities a bit weaker or something?  Or make it harder to manage so many ghouls.  I'm sure some people don't mind, but I'd like making a ghoul to be about as difficult as a decision as making a vampire.  They should have some trade off, right?  Right now there's really no reason not to make your human colonists ghouls.  I've never had any of them go berserk from lack of vitae and I usually only have 1 or maybe 2 vamps a run to feed them.  Only downside for all that extra survivability and combat power right now is that my vamp has to waste a few hours running around to feed them all every few nights (But since they're usually my researcher or crafter, not a big deal).

Vampirism I'm usually really stingy with in comparison since they'll be crippled during the day.  Can't have my main builders, healers, and social pawns become them because they'd be useless during a lot of emergencies.  No issue with making them ghouls though.  Actually now that I think about it, how do ghouls manage in long caravans?  Can they starve out on vitae in them?  I haven't tried sending out any yet.  I guess that's one thing to consider.  I always plant myself a day or less walk from a allied colony or two for trading, so it hasn't be an issue yet.

Still haven't figured out anything about revenats yet either.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 26, 2018, 11:22:10 AM
WitchLyfe, I think with the new Rim of Madness Blood Cults, you can store blood. It is still a work in progress, so it might have some bugs or unfinished things, but it looks fucking awesome! You can grab it from the Rim of Madness Team github, here https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults-Blood-of-Uvhash
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: WitchLyfe on January 28, 2018, 10:44:24 AM
Yay, new release fixes the dark global work speed penalties.  Does extracting blood still cause penalties?  Oh it's -2, I think it used to be worse.  I guess that's manageable.  Seems like extracting blood is actually worth it and working properly now.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: AllenWL on January 30, 2018, 02:13:03 AM
Is there anywhere where I can read about what the specifics of what the mods do? Like, a wiki or something?
I've tried looking, but couldn't find anything.

Also, I tried making a 1st generation vampire then use prepare carefully to customize their looks, but the moment you open the 'prepare carefully' screen, the vampireism turns to gen 10~13, rather than whatever generation you had before.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 30, 2018, 03:34:27 AM
Prepare carefully is pretty old and the vampires are new.
And ofcouse they don't 100% well together.
Just remove the 10-13 bloodline inside PC and add the one you wanted.

But my suggestion, vampire are allready very powerful, when you create an elder one right at start he is very overpowered.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 30, 2018, 04:31:35 AM
I believe you will also get errors if you make them that low of a generation, playable but with errors. In case anyone hasn't read, that is not the intent behind them I believe, but rather a side consequence.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: knainoa on January 30, 2018, 01:55:55 PM
Anybody know why my visitors and guests won't attend sermons?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 30, 2018, 02:12:56 PM
And why do you think they should attend them ?
They removed or fixed that that non colony pawn want to attend them with the B18 version.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 30, 2018, 02:45:06 PM
Yes, I thought that pawns get a huge mood debuff for seeing a sermon for a cult they are not a member of?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 30, 2018, 04:47:28 PM
Maybe you jump on discord and ask jecrell self if this is a bug or feature.
But i think it's more a planned thing, since at previously version some nasty things happen to visitors and attackers while a sermon.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Call me Arty on January 30, 2018, 10:15:44 PM
 Since Vampires is in the same thread as Elder Things and Cosmic Horrors, shouldn't there be more consideration for their. . . "diet"? Afterall, the blood in the Elder Things is called "Vile Liquid", and if the meat from the creatures causes insanity, wouldn't the blood do the same?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: TerrorThomasCao on January 30, 2018, 11:17:49 PM
I've been banging my head against the wall for a while but I still can't figure out how to transport PRISONER vampires. Can't caravan them since they're not in a casket/coffin but I can't stuff them in there since they're a prisoner :\
Plz help...
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on January 31, 2018, 02:03:55 AM
Quote from: TerrorThomasCao on January 30, 2018, 11:17:49 PM
I've been banging my head against the wall for a while but I still can't figure out how to transport PRISONER vampires. Can't caravan them since they're not in a casket/coffin but I can't stuff them in there since they're a prisoner :\
Plz help...

Maybe with the mod Simple Slavery it will help. With that mod, you can put a slave ring around a prisoners' neck, and then you can control them like you would a regular pawn. I haven't tried this out yet ingame, but I was reading about others using this I think for the human sacrifices as well, which is what I plan on probably doing too.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: AllenWL on January 31, 2018, 03:30:59 AM
I'm trying to make a 'worthy' offering in my cult, but it keeps on telling me that it couldn't find the ingredients for the offering.
The alter says you need 50 nutrients, which, by my calculations, I have(1000 meat), and it's in stockpiles too.
I just can't figure out what I'm doing wrong.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on January 31, 2018, 03:35:24 AM
Maybe just start with a smaller offering and look what the pawn is carry to the altar.
And btw. i think offering arn't worth it. You just gain standing with the deity. Daily sermon give less standing but increase the akzeptance of the cult thats why i prefer them.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: knainoa on January 31, 2018, 12:59:07 PM
Quote from: Canute on January 30, 2018, 02:12:56 PM
And why do you think they should attend them ?
They removed or fixed that that non colony pawn want to attend them with the B18 version.

Thanks for the info, took a long break from the game. Bummer, I kind of liked making huge temples where visitors would see the eldritch truth and try to end my colony.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Dargaron on February 03, 2018, 10:44:44 AM
So, I've been trying to use the Lovecraft storyteller, and a lot of the features are pretty neat (I only just recently noticed that pawns with Bloodlust actually like the bloodmoon!) However, there are some oddities that don't seem to have been mentioned earlier in the thread:

-Your pawns get a negative mood for the Bloodmoon, even if they haven't been outside since the event started: I had a cleaner who is literally restricted to indoor areas except for the rare times I draft them to get rid of Cabin Fever, and she still has the -10 mood penalty.

-The implementation of the Mist Stalkers seems...really odd. I got a Manhunter Pack of Mist Stalkers (which, fortunately, despawned almost instantly), which probably shouldn't happen. Also, they do odd things like track blood around. Finally, they seems to add Insanity at an enormous rate: in the course of walking 25 tiles (from one side of my base to the other), my primary pawn can go from Sanity Loss (Initial) to Sanity Loss (Major). That seems a little extreme, especially with the -10 Something in the Mist debuff as well. None of the other events added by this storyteller are even close to this punishing.

Would it make more sense if The Mist was based on Toxic Fallout, only adding to the Insanity Hedef instead of Toxicity?

-On a related note: the AI caravans/visitors have NO IDEA how to deal with many of the Lovecraft Events. The Mist is, again, a serious offender: AI caravans will stand in the middle of Mist until the chain-Berserks start. The AI will normally leave the map if they start suffering Hypothermia or Toxic Fallout; maybe they should similarly leave the map if they start suffering sanity damage?

As a stopgap measure, does anyone know of a mod that allows me to tell visitors/caravans to GTFO? That would also be useful in non-Lovecraft conditions (when I'm being swarmed by a Squirrel manhunter pack, for example).
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Jackalvin on February 07, 2018, 10:09:53 AM
Sorry for not going on the discord for this (my account isn't working with me), Jecs Tools doesn't work. At all. A modlist of core hugslib and Jecs Tools swamped me with errors. I'll copy the logs by tomorrow, I cannot do it right now. Any ideas on the problem?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on February 07, 2018, 12:10:41 PM
When you get get errors with just these 3 mods, you should check if you got the right version for your rimworld.
Then check if you installed them correct.

You shouldn't have any errors with just these 3 mods.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Jackalvin on February 07, 2018, 01:32:41 PM
I'm quite sure I'm on B18. I'll check once I have the time. It's very strange. One day it was working with A Rimworld Of Magic, then I just couldn't use Jecs tools, even with 3 mods.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Harry_Dicks on February 07, 2018, 03:25:38 PM
I think what we're saying is, you shouldn't have errors with only Core, HugsLibs, JecsTools. I would say there is a 99% chance you have a wrong version downloaded if you are getting errors with just those 3, or maybe trying to load one of them before Core, or something else that keeps getting easily overlooked. Either way, those 3 by themselves work for fine for essentially everyone else. So if you are having issues with just those going, then the issue is probably not those mods, but maybe something else entirely, and I would recommend just starting with a clean, fresh download and install, of not only RimWorld but also the few mods you do use.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Jackalvin on February 08, 2018, 07:30:29 AM
Thank all of you for the help. I think it's fixed.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: Canute on February 08, 2018, 10:35:08 AM
Glad we could confuse you more to clear you problems ! :-)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-17-2018)
Post by: jecrell on February 19, 2018, 10:08:10 AM
Call of Cthulhu - Elder Things
v1.18.0.1
------
-Fixed psychic damages. Now they heal properly when bandaged.
-Laser weapons now dependent on JecsTools.

https://www.patreon.com/posts/15927570
https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Elder-Things/releases/tag/1.18.0.1
https://steamcommunity.com/sharedfiles/filedetails/?id=882126182&searchtext=
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-20-2018)
Post by: Canute on February 22, 2018, 10:12:51 AM
Anyone playing with the latest Elder Thing release ?
Does you can craft Laser gun's ? Or does they forget to add the recipe ?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-20-2018)
Post by: Harry_Dicks on February 22, 2018, 10:49:36 AM
I haven't tried to make them yet, but looking at the defs makes me think you can't. For example:
<ThingDef ParentName="BaseElderThingWeapon">
<defName>ElderThing_LaserGun</defName>


The parent that the laser gun is pointed to has no recipeUsers in it, unlike this:
  <ThingDef Name="BaseElderThingMakeableGun" ParentName="BaseElderThingGun" Abstract="True">
    <recipeMaker>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
    </recipeMaker>
  </ThingDef>

The code above is a base abstract in the same xml, but I don't know of any weapons that are pointed towards it.

Maybe Jecrell doesn't want us to be able to manufacture it? I'm thinking about changing this myself :)

Anyway, changing line 29 to the following in Defs\ThingDefs_Weapons\ElderThings\Weapons.xml to the following should enable you to make it

<ThingDef ParentName="BaseElderThingMakeableGun">

It's weird, because there is a research prerequisite for the laser gun, which I checked does exist. Hmmm, not sure, but I'm betting there's a reason in the mod why you aren't supposed to be able to build it?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-20-2018)
Post by: Canute on February 22, 2018, 11:07:04 AM
The gun was craftable at pre-B18 version's, and the material/work cost are defined at the weapon.xml self like you notice, but no workbench.

Let's say what he mention.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-20-2018)
Post by: Harry_Dicks on February 22, 2018, 11:10:08 AM
Quote from: Canute on February 22, 2018, 11:07:04 AM
and the material/work cost are defined at the weapon.xml self like you notice, but no workbench.

If it's swapped to "BaseElderThingMakeableGun" for the parent then it will use the machining table.

      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-20-2018)
Post by: jecrell on February 27, 2018, 09:32:26 PM
HP Lovecraft Storyteller
(v1.18.0.3) (2/28/18)
===============
+ Now includes A Dog Said patches for Cats, Penguins, and Crows. No seperate download required.
+ Mist stalkers no longer haunt your game (by making it flash the main menu when killed).
[/color]
https://www.patreon.com/posts/15927624
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-20-2018)
Post by: jecrell on February 27, 2018, 09:36:18 PM
Introducing....

Rim of Madness - Bones

(https://steamuserimages-a.akamaihd.net/ugc/920294966022955058/609C5994C64B7632C1718E570DC036726182FB7B/)

Previously "Bone Mod," this mod adds bones as a craftible resource to RimWorld. Now includes a variety of polished assets from yours truly.

Download: https://www.patreon.com/posts/17233561
Ludeon: https://ludeon.com/forums/index.php?topic=32560.0
Github: https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones


Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Harry_Dicks on February 28, 2018, 02:22:00 AM
Very spooky, thanks guys! ;D

Will the skull candles have all 5 candles lit in future releases?

Also, how the heck do you get your drafted pawns to stand facing a specific direction?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Tridentviper on March 03, 2018, 11:51:24 PM
I'm not very familiar with the vampire lore but can you nerf the vampires? I'm talking about the instant resurrection ability, maybe increase the blood cost or a long cooldown?
If not, can you tell me how to do it on my own? If it is allowed...
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Harry_Dicks on March 04, 2018, 09:32:04 AM
Quote from: Tridentviper on March 03, 2018, 11:51:24 PM
If not, can you tell me how to do it on my own? If it is allowed...

You're only allowed to use what the mod makers give you. Also, no questions either!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: wwWraith on March 04, 2018, 11:29:53 AM
Quote from: Tridentviper on March 03, 2018, 11:51:24 PM
the instant resurrection ability, maybe increase the blood cost or a long cooldown?

If I remember it right, the resurrection drains the whole blood pool so the vampire will have their Beast unleashed after that, uncontrollable feeding on anyone until it'll be filled.
But if you mean "regular" vampiric healing which costs 1 BP, I'd say it fits the lore. Vampires are meant to be OP. Though I'd wish their downsides were more serious (vulnerability to the fire, problems staying awake at daytime).

Also I'd very like to see enemy vampires spawning with some abilities learned (depending on their age) and using them in combat (including healing).

Btw a little issue: choosing a Sire when generating a new vampire should consider their bloodlines. I had some Pijavica which had a Tzimisce child.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Coolphoton on March 04, 2018, 09:34:14 PM
The clan downsides are planed. But the mod author is also making at least 2 unrelated mods, so there is a bit of a delay.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: wwWraith on March 05, 2018, 04:08:06 AM
I'd really like to see some details about Cosmic Horrors, Cults, The Elder Things and Werewolves. At least something like https://www.patreon.com/posts/vampires-clans-15205080 (https://www.patreon.com/posts/vampires-clans-15205080).
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Harry_Dicks on March 05, 2018, 04:14:22 AM
Quote from: wwWraith on March 05, 2018, 04:08:06 AM
I'd really like to see some details about Cosmic Horrors, Cults, The Elder Things and Werewolves. At least something like https://www.patreon.com/posts/vampires-clans-15205080 (https://www.patreon.com/posts/vampires-clans-15205080).

I purposefully avoided any documentation on this mod pack, just so that I could save the surprises for everything that happens for my first play through.

But yes, I would be interested in something like this as well, if it were to exist.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: wwWraith on March 05, 2018, 05:06:36 AM
Quote from: Harry_Dicks on March 05, 2018, 04:14:22 AM
Quote from: wwWraith on March 05, 2018, 04:08:06 AM
I'd really like to see some details about Cosmic Horrors, Cults, The Elder Things and Werewolves. At least something like https://www.patreon.com/posts/vampires-clans-15205080 (https://www.patreon.com/posts/vampires-clans-15205080).

I purposefully avoided any documentation on this mod pack, just so that I could save the surprises for everything that happens for my first play through.

But yes, I would be interested in something like this as well, if it were to exist.

I fully understand this intention, but now I need this info to decide if I'm going to add these mods (I'm using 200+ atm so I don't want to add ones that won't fit in my desired playstyle); and then I'd better to plan ahead how I'll be able to use them, at least roughly. E.g. I'd be disappointed if my pawns would establish a cult for some deity that I personally don't like.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Canute on March 05, 2018, 05:41:30 AM
Do you know there exist a Wiki about this ?
Rim_of_Madness_Wiki (http://rim-of-madness.wikia.com/wiki/Rim_of_Madness_Wiki)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: wwWraith on March 05, 2018, 08:31:46 AM
Quote from: Canute on March 05, 2018, 05:41:30 AM
Do you know there exist a Wiki about this ?
Rim_of_Madness_Wiki (http://rim-of-madness.wikia.com/wiki/Rim_of_Madness_Wiki)

Thanks, it might be the proper place if someone would like to share the info. But unfortunately it's nearly empty atm.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Coolphoton on March 05, 2018, 08:55:18 PM
The werewolves are White Wolf weres. there are no OWoD factions yet. its just the forms and a cupple communities

Cosmic Horrors...think of it as an animal pack with too many tentacles, teeth and eyes. many of the horrors are treated as un-capturable factions instead of animals but they don't count as sentients. That's all I can really say without spoiling.

The Elder Things...there a pentagalaly symmetrical fungoid life form that refuses to do dumb labor(its the backstorys) wears no clothing(there extremely temperature tolerant) has lots of upgrade able limbs(bionics and blessings) and can only uses one weapon, the elder thing laser.

Cults...you can worship all the gods in turn, but in general:
Cthulhu: use this if you don't have prosthetic or your defenses are weak
Shub-Niggurath: use this if you like combat pets
Nyarlathotep: is a mixed bag of nice abilities
Hastur: has some nice social abilities and a nice utility pet
Dagon: a cupple decent loot spawns
Tsathoggua: I haven't used this much, I think there is a pet spawn and a super food.

Incidentally, the 'Chosen' ability granted by worship is a game ender. Its suppose to be a space ship ending alternative.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Canute on March 06, 2018, 03:25:48 AM
Tsathoggua: You can get some powerful totem from him. The first one is a totem that let enmies turn unconscious for a short time. You just need to pickup them to capture.

Cthulhu: can give out some tentacle they are like bionic's, and a brain to enhance mellee attacks.

Dagon: it the master of resources, he let crash ship on your map, and you can get resources and sometimes more victim to sacrify.

Nyarlathotep: the best is that he can change the Backstory to remove these "incappable of ..." from pawn.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Coolphoton on March 06, 2018, 03:59:29 AM
Nyarlathotep's Starry Wisdom and Dark Emissary are generally more useful than Chaos Theory to me.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Canute on March 06, 2018, 04:21:25 AM
Jecrell,
i would have a request for the Cult of Madness.
Would it be possible that the altar the current chance for a succesful sacrifice when you select it.
Yes the chance varie when people enter the room with or without cult appareal.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: asquirrel on March 06, 2018, 06:37:55 PM
I had to uninstall your spider mod and your rim of madness mod.  Your spider mod throws red errors when spiders spawn.  Your Rim of Madness creature mod throws an a grapple error with that purple creature that beats people to death with its' tentatcles.  Wondering if your jecstools isn't working right with the mods.  Jecstools is right at the top of my load order.  Then the other mods far below that. 


Just an FYI.  The starwars mod causes a crash on my pawn generation screen.  That sucks. Now I'm down to only 100 mods that are playing well in my game.


Edit - where is Jecstools supposed to go in my load order?  I have it set up as core, hugslib and then jecstools.  Is that right?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Harry_Dicks on March 06, 2018, 06:59:58 PM
Quote from: asquirrel on March 06, 2018, 06:37:55 PM
I had to uninstall your spider mod
I was having an issue with the spiders. When one of the came to attack my pawn, after they triggered the trap, the screen went all gray. Except I could only see the white numbers of things in my stockpile. But the error log worked, and I could exit to the main menu. However, when starting even a new, separate game (without having yet restarted) the screen was still stuck being all gray like this. I even tried changing the speed, but nothing at all was happening, as far as I could tell, gameplay wise.

Quote from: asquirrel on March 06, 2018, 06:37:55 PM
I have it set up as core, hugslib and then jecstools.  Is that right?
That's how I have mine.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: asquirrel on March 06, 2018, 07:11:51 PM
Thanks HD for the load order.  I just re-enabled everything again but changed the load order.  Same error and the game is lagging like a mofo now.  Going to disable all this stuff and call it a cthulu day.

[attachment deleted due to age]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: jecrell on March 06, 2018, 08:20:47 PM
Quote from: asquirrel on March 06, 2018, 07:11:51 PM
Thanks HD for the load order.  I just re-enabled everything again but changed the load order.  Same error and the game is lagging like a mofo now.  Going to disable all this stuff and call it a cthulu day.

Looks like a version mismatch is going on. Did you update JecsTools? Be sure to DELETE the directory first before placing a new version in your mods folder.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: asquirrel on March 06, 2018, 09:08:14 PM
Hi Jecell!

I was having a problem with the Jecstools first with the manual one that I downloaded from Github.  The folder that the mods was extracted to was JecsTools-master.  I then deleted that folder and downloaded the Steam version because I thought maybe it was newer.  I still had the problem.  Is there another folder that might causing this problem as well?  Maybe something in the C:\Users\myname\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios folder?  Thanks!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Harry_Dicks on March 06, 2018, 09:30:00 PM
Try from this link: https://github.com/jecrell/JecsTools/archive/1.0.9.5.zip
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: asquirrel on March 06, 2018, 09:44:23 PM
I think I already had that version but I'll disable the one from Steam and try the version you posted again.  Can't hurt to try! :)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Canute on March 07, 2018, 02:51:05 AM
Or it is maybe another mod that cause the conflict.
I am using Cult of Madness, cosmic horror and Rim of Magic and don't encounter these problems.
Maybe do a Share log from hugslib (if that don't work you need to update hugslib) if these error happen.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: asquirrel on March 07, 2018, 11:07:09 AM
Hi Canute!

How do I upload the sharelog from hugslib?  I checked my C:\Users\username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\HugsLib and found two text files.  Lastseennews and modsettings.  I went to github and noticed there was an update 5 days ago to hugslib.  The version I currently have is Version: 4.0.1.  The new version is 4.1.1.  Going to try the update and see if that resolves the errors. Thanks! :)

https://github.com/UnlimitedHugs/RimworldHugsLib/releases
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Canute on March 07, 2018, 12:07:05 PM
Just at the Error log window.
Click at the "share log" button and post the link you are geting there.
If it fail to upload, you need to update hugslib.


[attachment deleted due to age]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: asquirrel on March 07, 2018, 03:38:19 PM
Crap.  It looks like it didn't work.  Still got that grapple problem even after the update.   Here's a link to my log file.

https://git.io/vANeH

[attachment deleted due to age]
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Decoherent on March 08, 2018, 02:32:17 PM
I've got a bit of a debugging issue, too. I moved my colony across the world, and the trip (and establishment) took so long that all of my colonists lost their religion. I spawned a new grimoire so I could build a research bench and got my old preacher back up to max religion, but I still can't get him to lead any sermons (the "force worship" button doesn't do anything, either). Is there a command or something to flip colonists back to religion, or restart it, or something?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: jecrell on March 09, 2018, 11:00:41 AM
Call of Cthulhu - Cults
v1.18.0.2 (3/10/18)
==================
+ Fixed the Oathtaker ability. It now properly resurrects.
+ Fixed a typo that appears in the Oathtaker sacrifice's result messages
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: jecrell on March 09, 2018, 11:02:48 AM
Quote from: Decoherent on March 08, 2018, 02:32:17 PM
I've got a bit of a debugging issue, too. I moved my colony across the world, and the trip (and establishment) took so long that all of my colonists lost their religion. I spawned a new grimoire so I could build a research bench and got my old preacher back up to max religion, but I still can't get him to lead any sermons (the "force worship" button doesn't do anything, either). Is there a command or something to flip colonists back to religion, or restart it, or something?

Turn on God Mode. Then select the altar. You will have access to developer commands to force everyone into cultists.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Decoherent on March 09, 2018, 03:15:48 PM
Thanks for the info, I didn't know about the god mode options! However, it's still not working. Below is the log after I first "Force worship" and then "Sacrifice"; it's complaining "InvalidCastException: Cannot cast from source type to destination type."

https://gist.github.com/HugsLibRecordKeeper/82fbdef30261964f8ff160f4e2c291d8
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: henk on March 09, 2018, 03:30:40 PM
Upon completion of the 'ritual attire' research, is it some flat bonus or should I get some new clothing option?

Edit: NM I found the cultist stuff, in the tailor bench bills..  not the medieval tailoring station.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Harry_Dicks on March 09, 2018, 06:36:16 PM
Can anyone get the straightjackets to work on guests properly? Or if this isn't meant to be, could it ever be added, or maybe as an option that could be enabled? Thanks!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Canute on March 10, 2018, 03:49:58 AM
Currently the force feature isn't working for anything.
Not for prisoner,not for your own pawn or guests/caravan.

I am not sure if this is a bug or intended , because you could replace the guests power armor with a shoddy straightjacket.
And the weapon would drop too (i think) since no manipulation.


Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: henk on March 10, 2018, 09:05:19 AM
Some issue with the goats:

Exception ticking Cults_BlackGoat132348: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Verb_MeleeAttackBase.GetDodgeChance (Verse.LocalTargetInfo) <0x0009a>
at (wrapper dynamic-method) RimWorld.Verb_MeleeAttackBase.TryCastShot_Patch1 (object) <0x00345>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.VerbTick () <0x0005c>
at Verse.VerbTracker.VerbsTick () <0x00034>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00117>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Cults_BlackGoat132348 meleed HPLovecraft_MistCreature139254 from out of melee position.
Verse.Log:Warning(String)
RimWorld.Verb_MeleeAttackBase:TryCastShot_Patch1(Object)
Verse.Verb:TryCastNextBurstShot()
Verse.Verb:VerbTick()
Verse.VerbTracker:VerbsTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


This happened when mist walkers became hostile, and I assume the black goat tried to escape and stuck in aloop. I was able to solve the issue by killing goat.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: henk on March 11, 2018, 04:24:51 PM
What is the function of the monolith? while it has an interaction spot there are no available options that I can see.
Is there any purpose to the colorful obelisk, beside looking pretty? it has beauty 10 but at rather steep cost.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: Canute on March 11, 2018, 05:37:03 PM
No further use,
the interaction spot was needed for your 1. pawn to discover the strange runes so he can write the Grimoire later.

The Obelist are a no power light source, and the 300 stone blocks are rather cheap i think :-)
But if you prefer white light i suggest to search for Glowstone mod :-)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (2-28-2018)
Post by: jecrell on March 11, 2018, 10:45:19 PM
Call of Cthulhu - Cults Update
1.18.0.3 (3/12/18)
==============
+ Cults can now view a report of their last sacrifice by researching "Chronicles" in the research tab.
(https://media.discordapp.net/attachments/366065388133548032/422097336374788106/unknown.png)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3-12-2018)
Post by: Call me Arty on March 12, 2018, 03:06:01 AM
Thank-you so damn much, I had no idea that half of those were factors, or that the other half were so important!
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3-12-2018)
Post by: Canute on March 12, 2018, 03:58:48 AM
That's more detailed then i hoped for, and maybe reveal to many mysteries of the cult's.

Btw. Jecrell, is the Aspect of Cthulhu finaly adjusted so it don't overwrite existing ones ? Maybe if that don't work just a selector to choose what part you want to replace.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3-12-2018)
Post by: henk on March 13, 2018, 12:22:43 AM
Trying to reinstall The forbidden knowledge center result in: "Called MaterialsNeeded on a Blueprint_Install." error.

Edit:
Quote from: jecrell on March 11, 2018, 10:45:19 PM
Call of Cthulhu - Cults Update
1.18.0.3 (3/12/18)
==============
+ Cults can now view a report of their last sacrifice by researching "Chronicles" in the research tab.

Is this update save compatible?

Quote from: Canute on March 11, 2018, 05:37:03 PM
...
Thanks.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3-12-2018)
Post by: jecrell on March 14, 2018, 12:03:25 PM
Call of Cthulhu - Cults
1.18.0.4
-Fixed issue where forbidden research was forbidding the new Chronicling feaure

Rim of Madness - Werewolves
1.18.0.1
-Added Portuguese / Portuguese Brazilian translation by Freewayz
-Adjusted melee hit chance and dodge chance offsets

Quote from: henk on March 13, 2018, 12:22:43 AM
Is this update save compatible?
I was able to load previous saves just fine with the new cults update.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3-12-2018)
Post by: henk on March 14, 2018, 11:32:02 PM
Quote from: jecrell on March 14, 2018, 12:03:25 PM
I was able to load previous saves just fine with the new cults update.

After upgrading 1.18.0.2 -> 1.18.0.4 I was also able to load previous save and everything works fine, except the new feature which returns a blank report (https://i.imgur.com/dDxVUcD.png). Oh well I tried.


Still a very nice update, and at least I can gleam from your screenshot what to pay attention to.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: henk on March 15, 2018, 02:16:49 AM
The 'Industrial Age' addon. Gramophone object sometime throw the error:

Inspect string for Estate_Gramophone445694 contains empty lines.

START

Status Off
END
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


This has no gameplay effect that I can see, only the annoyance of having the game pauses for sec.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3-12-2018)
Post by: jecrell on March 15, 2018, 10:36:38 PM
Quote from: henk on March 14, 2018, 11:32:02 PM
Quote from: jecrell on March 14, 2018, 12:03:25 PM
I was able to load previous saves just fine with the new cults update.

After upgrading 1.18.0.2 -> 1.18.0.4 I was also able to load previous save and everything works fine, except the new feature which returns a blank report (https://i.imgur.com/dDxVUcD.png). Oh well I tried.


Still a very nice update, and at least I can gleam from your screenshot what to pay attention to.

After initially updating, you have to perform a sacrifice, otherwise it's blank. Yeah.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: jecrell on March 15, 2018, 10:37:13 PM
Rim of Madness - Arachnophobia
v1.18.0.3 (3/16/18)
==============
-Fixed issue where living prey would try to run away inside of a cocoon.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Call me Arty on March 16, 2018, 09:00:52 AM
Quote from: jecrell on March 15, 2018, 10:37:13 PM
Rim of Madness - Arachnophobia
v1.18.0.3 (3/16/18)
==============
-Fixed issue where living prey would try to run away inside of a cocoon.

Thank-you, for the unintentional image of one of my colonists getting dragged away to the Spider's den, popping only his legs out of the cocoon, and trying to run away.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Umbreon117 on March 16, 2018, 12:57:32 PM
Quote from: Call me Arty on March 16, 2018, 09:00:52 AM
Quote from: jecrell on March 15, 2018, 10:37:13 PM
Rim of Madness - Arachnophobia
v1.18.0.3 (3/16/18)
==============
-Fixed issue where living prey would try to run away inside of a cocoon.

Thank-you, for the unintentional image of one of my colonists getting dragged away to the Spider's den, popping only his legs out of the cocoon, and trying to run away.
Thank you for making me think of that when I didn't before.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Call me Arty on March 16, 2018, 11:07:13 PM
 Official request to make a smaller-scale version of the Spider Queen that's just a pawn who got Gray Widow'd (https://youtu.be/3dZnyxtwydE?t=47s) (gore, language, gross spider stuff, viewer discretion is advised). They impact sanity, have a "oh my god I just saw that!" debuff, and burst out a bunch of spider babies when dead. That'd be delightful.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3-12-2018)
Post by: henk on March 17, 2018, 03:58:44 PM
Quote from: jecrell on March 15, 2018, 10:36:38 PM
After initially updating, you have to perform a sacrifice, otherwise it's blank. Yeah.

It would be nice to have some default text here, as fools free measure for those like me, a cover with basic instruction for the initiate into the black art.


Anyway, I just tried to sacrifice a black cat and encountered this error:

JobDriver threw exception in initAction. Pawn=Tobias, Job=Cults_HoldSacrifice (Job_7555142) A=Thing_HPLovecraft_CatRace713680 B=Thing_Cult_HumanSacrificeAltar372865, Exception: System.ArgumentNullException: Argument cannot be null.
Parameter name: collection
  at System.Collections.Generic.List`1[Verse.Pawn].CheckCollection (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CultUtility.CongregationBonus (System.Collections.Generic.List`1 congregationIn, CultOfCthulhu.CosmicEntity entity, System.Boolean& perfect, System.Boolean& sacrificialDagger, System.Text.StringBuilder s2) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CosmicEntity.ReceiveSacrifice (Verse.Pawn sacrifice, Verse.Map map, Boolean favorSpell, Boolean starsAreRight, Boolean starsAreWrong) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.CultUtility.SacrificeExecutionComplete (CultOfCthulhu.Building_SacrificialAltar altar) [0x00000] in <filename unknown>:0
  at CultOfCthulhu.JobDriver_HoldSacrifice.<MakeNewToils>b__7_6 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Verse.AI.ThinkNode_QueuedJob, curJob.def=Cults_HoldSacrifice, curDriver=CultOfCthulhu.JobDriver_HoldSacrifice
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


After that, I noticed that I can't choose the option 'none' for animal nor human sacrifice, and whatever I choose is set for both https://i.imgur.com/DSP96dH.png (https://i.imgur.com/DSP96dH.png)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: henk on March 21, 2018, 07:35:13 PM
There is a major Issue with mist events which can result into endless debug error spam. It seems to happen when someone goes aggro  and so far effected both animals and prisoners, most recent error:

Yellow: Emily meleed HPLovecraft_MistCreature1149382 from out of melee position.
Red: Exception ticking Emily: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Verb_MeleeAttackBase.GetDodgeChance (Verse.LocalTargetInfo) <0x0009a>


So far the only way I found to solve it is using the GM and kill/destroy the bugged out entity.


Other minor issues from the top of my head:

* Gramophones will sometime throw one red error, not sure why, no gameplay effect.
* I love the gramophone music, but since more than one can be played at the same time, they can be a source of noise pollution.
* Sacrifices, I have sacrificed several animals since last time including black cats, but the previous error wasn't reproduced. However, the sacrifice log is still empty ( I assume this is an issue because I updated the mod mid game)
* The bloody moon can be very tiring on the eyes, maybe tweak the effect to a little more mild.
* The typewriting table book/journal 'do until X' page count does work. I have tried placing 74 pages at stockpiles, and verity other storage items, but it only ever show 1/20. I am using 'Better Workbench Management' mod, but it is the only bench that had such issues.
* The lack of ability to reinstall the bookcases is annoying.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: wedekit on March 22, 2018, 05:05:58 AM
I got so excited when I saw you added the Chronicle research for the altar "report card." I thought I'd mention that it currently doesn't work for Favor spells.

I was also wondering if it would be feasible to add a report card for daily worship scores. I basically taught myself C# to scour your code and determine if all the same things that contribute to sacrifices help with worship too... or if proper attire (which the tooltip reminder indicates) is the only thing that helps.

Also, I tend to get a ceaseless spam of errors when I try to move my Forbidden Knowledge research table. The last time it even spawned a miniature table while leaving the research table where it was... I had to delete both to make the errors stop.

Are these the kinds of things I'm supposed to report on the GitHub? ^^; Next time it happens I'll copy the error and post it.

Also wanted to add that I really love the Bone extension to this family of mods. The floors are probably my favorite part. They all look really nice and are a nice break from all the Vanilla flooring. They're pretty much my new staple for hallway flooring. =]

Oh! And the "dice rolls" being visible is also incredibly helpful. But I tend to be a person that likes to know all the variables involved rather than just surrender to the mystery of mods.

Vampire mod blew my mind as I'm a huge fan of the World of Darkness setting! Now that you have Werewolves and Vampires covered, any thoughts about trying to implement a Mage the Ascension mod? That's my favorite of the three. ^^;  Some of the Conventions/Traditions have some relevance to basic Rimworld mechanics. The most obvious ones are Conventions since it is more SciFi-ish than fantasy: Iteration X and and Bionics and Crafting; Progenitors and Medicine and Animals (including genetic engineering); Void Engineers and travel (space or dimensional; gates to other parts of the map, for example); Syndicate and trade.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: henk on March 22, 2018, 05:43:57 AM
Quote from: wedekit on March 22, 2018, 05:05:58 AM
Also, I tend to get a ceaseless spam of errors when I try to move my Forbidden Knowledge research table.
Confirmed, I reported this a while back. To elaborate, using the "reinstall at" options will result in "Called MaterialsNeeded on a Blueprint_Install" error spiral. This can be avoided by simply uninstalling and then installing again.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: sephirothsrose on March 25, 2018, 05:48:01 PM
hi there, I recently just downloaded all of these except those labelled A17 as I use B18, I seem to have an issue with the vampire mod, every time my vamp bites someone the whole screen goes grey? not sure what could be causing this, I have the most recent JecsTools as well, any ideas on how to get this working?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on March 25, 2018, 06:14:24 PM
You just need jecstools and vampire mod.
But without error log, it is hard to say what's wrong.
look at point 4. and 5. from
https://ludeon.com/forums/index.php?topic=38291.0
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: sephirothsrose on March 26, 2018, 03:41:00 PM
Quote from: Canute on March 25, 2018, 06:14:24 PM
You just need jecstools and vampire mod.
But without error log, it is hard to say what's wrong.
look at point 4. and 5. from
https://ludeon.com/forums/index.php?topic=38291.0
thanks, I'll try get a list of the mods I currently have atm, sadly I can't give an error message as it doesn't throw one, the screen just goes grey but I can still see my pawns up on the top of the screen and the one that was bitten turns red, I'll need to wait though as my man is currently using the laptop that has it installed :)
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on March 26, 2018, 04:34:03 PM
Open the option, enable developer mode.
Then some icon's appear on top. The left icon will open the error window.
You should try it next time the screen goes grey.
And the error log is allways writen even when there arn't error's poping up. And i bet with the grey screen there are some errors.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Usagi.San on April 02, 2018, 09:57:10 AM
Vampire permanent stuck when trying to "eat" and constantly spam red's
Exception ticking Helene: System.InvalidOperationException: Nullable object must have a value.
at System.Nullable`1<single>.get_Value () <0x00041>
at ColonistBarKF.CompPSI.UpdateColonistStats () <0x01e8b>
at ColonistBarKF.CompPSI.CheckStats () <0x00087>
at ColonistBarKF.CompPSI.CompTick () <0x00087>
at Verse.ThingWithComps.Tick () <0x00048>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00069>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on April 02, 2018, 10:10:48 AM
I think that conflict more with ColonistBarKF then vampire.
Since vampire don't need to eat, ColonistBarKF don't recognize it.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Usagi.San on April 02, 2018, 01:29:18 PM
Quote from: Canute on April 02, 2018, 10:10:48 AM
I think that conflict more with ColonistBarKF then vampire.
Since vampire don't need to eat, ColonistBarKF don't recognize it.
OMG THX! Why am i so blind? Is there a way to fix it btw, cause ColonistBarKF is pretty useful mod to disable it?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on April 02, 2018, 02:04:05 PM
You should ask the author of ColonistBarKF.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Usagi.San on April 02, 2018, 02:38:08 PM
Quote from: Canute on April 02, 2018, 02:04:05 PM
You should ask the author of ColonistBarKF.
I'm too lazy for that :) I find a way to "fix" it for now. In ColonistBarKF options need to disable all PSI options. Anyway thanks again for your help.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: ZE on April 03, 2018, 09:15:40 PM
so i just recently tried Vampires n Werewolves and cults (well cults a while ago) and i got a few comments and suggestions

had the odd experience of building a base in a mountain and then suddenly getting a notification that Euryphites broke out of a cryptosleep chamber and started a rampage, so i got my colonists to immediately start digging a tunnel to the location to find my first werewolf shredding a group of machines that was guarding the room.

so far its been interesting but im not sure the mods are working right.  i put on the j r r tolkien storyteller (jk lovecraft) but i only seem to get the tree or obelisk and the odd cat or crow.  i dont know if its a mod conflict or what, but i recall before getting swarmed by anti-cultists in 17, but not anymore.  is there any known conflicts?   also is there any events for vamps / werewolves? if not can i suggest a few? if not for lovecraft then for another?  maybe Bram Stoker? lol
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on April 04, 2018, 05:17:36 AM
tree or obelisk are the starter for the cult. One of your pawn's gain the knowledge about the forbidden knowledge and write the book.
What you are doing with the book is up to you.

Cat's and crow's are just sign's for bad/good things can happen, nothing more.
The Anit-cultist faction (The Agency)  need to discover at first that you have formed a cult, before they turn hostile on you.

Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: actwactw on April 05, 2018, 09:34:16 AM
Hi
I translated the mod straitjacket in Italian
you can add it to the next update if you want
http://www.mediafire.com/file/1k0s9n0o36q4fo8/Straitjackets-+italian.zip
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: jecrell on April 06, 2018, 12:28:48 PM
Call of Cthulhu - Factions - Combat Extended Mod

[ - Initial Release - ]
Download here: https://www.patreon.com/posts/18017425

Bless Saebbi for their most excellent work.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: t.grimm92 on April 17, 2018, 03:20:00 AM
I was playing with your mod set up and my visitors are not leaving my map.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Sebastian Cigar on April 25, 2018, 06:02:34 AM
Quote from: t.grimm92 on April 17, 2018, 03:20:00 AM
I was playing with your mod set up and my visitors are not leaving my map.
what do you mean by 'visitors'? guests added by hospitality, vanilla visitors or traders? I think this might be important  but do they even behave differently? idk, sorry
is CoC the only mod that you have installed? I've experienced this issue before, it had nothing to do with CoC in my case... simply because I never played the CoC mods.
released prisoners would wander my colony's fields and eat raw rice right off the ground, and leave eventually. if I released too many at once, they'd all get stuck, if I did it in small groups or one by one, they were fine but it took them maybe a day or two to realise that they're free  ;D rescued spacers' behaviour was identical btw. maybe this will help, you should try that. if you do have that issue.
as for visitors,
traders would get stuck in perpetual wait mode, with one senile cirrhosic caravaneer going to sleep for 12h+, another bloodthirsty girl attacking small game all around her,
BUT combat friendlies and Hospitality guests always worked like a clock for me, they never exhibited behaviour that could even remotely be described as weird or bugged

tl;dr from my experience having too many mods that affect non-colonist pawns' behavior will bug out your game. this is something you should be prepared for as a mod user  ;D
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: monkmith on April 25, 2018, 09:17:38 PM
so, those cursed red trees gorw back right?  i lost the only one on the map due to a very large forest fire...  i'd have sent a pawn to 'study it' earlier but there's been a t-rex menacing my front gate.

can i still start the cult stuff without the tree if it doesn't grow back?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on April 26, 2018, 01:58:56 AM
You don't need the tree or obelist.
But you need the book you are geting from it, you even can buy books from traders sometimes.
With the book you build the research place, and start to research ....

Once your pawn made the book at the tree , you can chop it.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: monkmith on April 26, 2018, 07:49:58 AM
Quote from: Canute on April 26, 2018, 01:58:56 AM
You don't need the tree or obelist.
But you need the book you are geting from it, you even can buy books from traders sometimes.
With the book you build the research place, and start to research ....

Once your pawn made the book at the tree , you can chop it.

ah, so buy the book.  didn't realize the necronomicon was carried by traders....
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Call me Arty on April 27, 2018, 02:21:45 PM
Quote from: monkmith on April 26, 2018, 07:49:58 AM
ah, so buy the book.  didn't realize the necronomicon was carried by traders....

Well duuuh, furniture, food, art, ancient tomes to corrupt the mind and unleash the evils of the elder gods upon the realm of man, what else would you expect in the way of trade goods?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: matheryn on May 05, 2018, 07:38:32 AM
on one of my playthroughs ive noticed that one of my pawns was bugged so when he was chosen to go to the tree to do the book he didn't so another grew a few days later ironically it chose him again and he didn't go do it then a few days later an oblisk formed and chose a different peon to do it and she went to get the research and made the book so I think it could be possible that if you didn't manage to get it the first time it will repeat the first step by spawning another tree or oblisk
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: SirDarin on May 08, 2018, 09:42:39 AM
So I discovered that the vampires from Rim of Madness - vampires are not able to be assigned to use any of the items from Dubs Hygiene. Is there anyway to make them compatible in order to allow that?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Chaos17 on May 10, 2018, 05:50:46 AM
Vampires are "undead" type, they don't need hygiene stuff, imo.
Maybe a shower if they like but doubt it...
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Jackalvin on May 10, 2018, 10:30:33 AM
They can't go near running water, right?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Call me Arty on May 10, 2018, 02:40:48 PM
Quote from: Jackalvin on May 10, 2018, 10:30:33 AM
They can't go near running water, right?

I remember making a joke about about garlic getting added and some people got a bit defensive. Apparently, these aren't the Bram Stoker vampires, they're almost more of a magic mutant. Running water, garlic, and crosses appear to be fine.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: CrazyMalk on May 20, 2018, 10:19:30 AM
Any plans for EPOE and ADS patches? Sorry if this was asked before, but there are 65 pages of this ._.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: AllenWL on May 22, 2018, 12:35:49 AM
Just out of curiosity, are werewolf attacks considered animal attacks when using combat extended(crits cause knockdown)?

Edit: And there also seems to be some sort of incompatibility? with CE. I dumped a bunch of werewolves inside a room and had them all trigger blood fury which caused this red log to pop up over and over, saying something about CEtools not found and armor penetration or something?
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: SirDarin on May 28, 2018, 07:28:58 PM
Is there a way to cure Sanity Loss in animals? Some of my bonded animals are reaching extreme sanity loss and one of my animals has already died from extreme sanity loss.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on May 29, 2018, 03:30:58 AM
I am not sure, you can try to place gramophone/Radio or restrict an animal zone around some and look if that helps.
But i think only typewriting help to reduce sanity loss and animal's can't write.

So you should restrict them into a "safe" area and don't feed them with strange food anymore.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Gladeflower on June 04, 2018, 11:39:29 AM
The Cthulhu mod helps alot to make Cthulhu towns with

https://imgur.com/a/vae24
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Father on June 06, 2018, 10:29:45 PM
as far as i know, animal can get sanity loss only from eating food made from strange monster aka strange foods. so simply restrict them from eating that. the sanity loss should be cured by itself over time if they didn't eat anymore of the strange foods. i think strange foods is acting as a poisonous food (maybe for killing thrumbos?) although using a werewolf to maul the thrumbos is faster tho ..
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: jmpatag1 on June 10, 2018, 06:26:13 AM
QuoteFaction The Bloodmoon Beasts of def ROM_WerewolfClan has no usable PawnGroupMakers for parms tile=8303, inhabitants=False, points=91, faction=The Bloodmoon Beasts, traderKind=, generateFightersOnly=False, raidStrategy=, forceOneIncap=False. groupKind=Normal
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupKindDef, PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupKindDef, PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TravelerGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute_Patch1(Object, IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

im having a problem with werewolves
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Gerard432 on June 16, 2018, 05:21:35 AM
If i use Prepare Carefully to start with some of the monsters in my colony will they actually function as pets i saw some traders with tamed black goats but what about stuff like the formless spawn or chthonian larvae
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on June 16, 2018, 06:32:08 AM
You can add them with the scenario editor to your start too.
Black goat's arn't a problem, but i wouldn't suggest horror creature as pet's your pawns and other animals will have major sanity loose problems.
Some of them are tameable too.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Exortus on August 05, 2018, 11:45:45 AM
Hello,

I might have found a bug in the current build of Cults, here is the relevant (or at least I think this is the relevant) section of the log:

Pawn Cougar threw exception while executing a global finish action (0), jobDriver=CultOfCthulhu.JobDriver_Investigate, job=Cults_Investigate (Job_3514730) A=Thing_Human68242 B=Thing_Cults_PlantTreeNightmare390587: System.MissingMethodException: Method not found: 'RimWorld.TaleRecorder.RecordTale'.
  at CultOfCthulhu.JobDriver_Investigate.<MakeNewToils>b__8_2 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.Cleanup (JobCondition condition) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:212

The actual bug is that the pawn will investigate, but will not start writing the grimoire. Also, later when I did get the grimoire from traders the cult was not founded, even when I built an altar, thus preventing sermons and sacrifices.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Canute on August 05, 2018, 12:48:57 PM
Exortus,
"current build" did you mean for the unstable 1.0 version or B18 ?
I hope you aware that the unstable 1.0 get daily patches that break many mods, just wait for a new version of cults.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Exortus on August 05, 2018, 02:29:10 PM
I meant the 1.0 one.
I know about the updates, but according to github there were no updates in Cults for a week, so I thought I will report this bug, just so the devs will know about it.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: harperers on August 13, 2018, 07:30:09 PM
Just wanted to let anyone trying b19 know, the mysterious mist always crashes the game when it pops up.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Onasaki on August 28, 2018, 08:32:33 PM
I'm dealing with a weird graphical bug in my current game (recently updated). A giant spider died, and has decayed, and now it's a big pink block on my map. I think there might be a texture missing, but I'm not sure why. Load Order might have something to do with it, but I don't think it would matter here.

If anyone can help, lemme know.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: harperers on August 28, 2018, 11:15:24 PM
Hopefully these bugs will be fixed in b19
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: Onasaki on August 29, 2018, 07:52:34 AM
Um, that's the reason I reported it dude. It is B19. Jec's Patreon updated with mods for B19.
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: rawrfisher on August 29, 2018, 08:58:07 AM
Jec has quite a few mods to update so it will take time.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (8/29/2018)
Post by: jecrell on August 29, 2018, 09:44:11 AM
Cosmic Horrors Updated for B19

Download:
Patreon: https://www.patreon.com/posts/21060828
GitHub: https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/releases/tag/1.19.0.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=765890823
Title: Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (3/15/2018)
Post by: jecrell on August 29, 2018, 09:46:30 AM
Quote from: Onasaki on August 29, 2018, 07:52:34 AM
Um, that's the reason I reported it dude. It is B19. Jec's Patreon updated with mods for B19.

Ohhh yes. It's most likely from the desiccated corpses graphic changes in B19. I'll need to change them.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (8/29/2018)
Post by: jecrell on August 29, 2018, 10:01:28 AM
Cults Updated for B19

Download:
Patreon: https://www.patreon.com/posts/21061032
GitHub: https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/releases/tag/1.19.0.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=815039373
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (8/29/2018)
Post by: jecrell on August 29, 2018, 10:12:59 AM
The Elder Things Updated for B19

Download:
Patreon: https://www.patreon.com/posts/21061282
GitHub: https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Elder-Things/releases/tag/1.19.0.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=882126182
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (8/29/2018)
Post by: jecrell on August 29, 2018, 10:25:53 AM
Call of Cthulhu - Factions Updated for B19

Download:
Patreon: https://www.patreon.com/posts/21061554
GitHub: https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions/releases/tag/1.19.0.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=764375772
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (8/29/2018)
Post by: jecrell on August 29, 2018, 10:33:49 AM
Call of Cthulhu - Straitjackets Updated for B19

Download:
Patreon: https://www.patreon.com/posts/21061774
GitHub: https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Straitjackets/releases/tag/1.19.0.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=824831260
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (8/29/2018)
Post by: jecrell on August 29, 2018, 10:42:42 AM
HP Lovecraft Storyteller Updated for B19

Download:
Patreon: https://www.patreon.com/posts/21061871
GitHub: https://github.com/Rim-Of-Madness-Team/HP-Lovecraft-Storyteller/releases/tag/1.19.0.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=944669553
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on August 31, 2018, 12:24:18 PM
HP Lovecraft Storyteller Update (9/1/2018)
- Fixed a nasty crash bug that came from The Mist event.
- Fixed dessicated corpse sprite errors for Crow, Black Cat, and Penguins.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: wrathofdog on August 31, 2018, 10:04:28 PM
You're a modding beast.  Thanks for the quick updates.  I only tried your Cults mod shortly before the b19 release but it's very impressive.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: Rocket_Raccoon on September 02, 2018, 04:59:58 AM
Great work you are doing :)
Any rough update estimation for werewolfes/vampires and blood cult?
Really looking forward to hail cthulhu in b19 64 bit version :D
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 02, 2018, 01:22:26 PM
Call of Cthulhu - Straitjackets
v1.19.0.1 (9/3/18)
=============
- Adjusted heat/cold issues with straitjackets
https://www.patreon.com/posts/21061774
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 02, 2018, 01:23:31 PM
Quote from: Rocket_Raccoon on September 02, 2018, 04:59:58 AM
Great work you are doing :)
Any rough update estimation for werewolfes/vampires and blood cult?
Really looking forward to hail cthulhu in b19 64 bit version :D

Vampires is ready-ish, but I want to put in a settings screen to avoid confusing newcomers.
Werewolves is currently breaking world generation, and I'm unsure why.

I'd say 2 weeks.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 08, 2018, 11:39:36 AM

Call-of-Cthulhu---Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call-of-Cthulhu---Cults
Version: B19.637
Updated: 09-09-2018
Description: Adds Bast, God of Cats, to the cast of cosmic entities.

Notes from Jec:

Greetings fellow RimWorlder,

This newly introduced deity, Bast, is representative of H.P. Lovecraft's love of all things feline. Previously, this deity existed by itself in a side patch available for the mod, but it seems appropriate at this time to join it in with the other deities going forward. Based on an actual Egyptian deity by the same name, Bast is a cosmic figure that is quite mysterious and a guiding figure for all cats. The update includes new robes and masks. Will you join the followers of the cat god?

Yours
  • Jec


Download now on...
Patreon (https://www.patreon.com/posts/cults-for-b19-0-21061032)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=815039373)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: Onasaki on September 08, 2018, 04:12:10 PM
That looks awesome. I wish someone could make a patch to add Daedric gods from the Elders Scrolls games. They're based on Bethesda's love for Lovecraftian stuff. It'd be fitting.

That being said, is there an ETA on when Arachnophobia is going to be updated with the new desiccated corpse model?
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 09, 2018, 12:29:08 AM
Call-of-Cthulhu---Factions
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions/master/About/Preview.png)


Call-of-Cthulhu---Factions
Version: B19.637
Updated: 09-09-2018
Description: Updated previous apparel detour for adding CutoutComplex shader to apparel that designate it so. This fix will make raincoats properly yellow, nurse outfits properly white, etc.

Notes from Jec:

Greetings fellow RimWorlder,

Thank you so much for sticking with us for your gameplay madness needs. Now it's time to properly attire ourselves. This update uses mrofa's apparel adjuster library updated for B19. If you ever see mrofa, thank them for their hard work.

Yours
  • Jec


Download now on...
Patreon (https://www.patreon.com/posts/call-of-cthulhu-21061554)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=764375772)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 09, 2018, 12:31:31 AM
Quote from: Onasaki on September 08, 2018, 04:12:10 PM
That looks awesome. I wish someone could make a patch to add Daedric gods from the Elders Scrolls games. They're based on Bethesda's love for Lovecraftian stuff. It'd be fitting.

That being said, is there an ETA on when Arachnophobia is going to be updated with the new desiccated corpse model?

Oh certainly. Hold on. I'll get to it right now.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 09, 2018, 01:25:01 AM
Rim-of-Madness---Arachnophobia
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Rim-of-Madness---Arachnophobia/master/About/Preview.png)


Rim-of-Madness---Arachnophobia
Version: B19.637
Updated: 09-09-2018
Description: Fixed dessicated corpses issues.

Notes from Jec:

Greetings fellow RimWorlder,

This should satiate your arachnid needs for now. Do let me know of any issues or bugs, pardon the pun, that might arise from your new 8-legged friends.

Yours
  • Jec


Download now on...
Patreon (https://www.patreon.com/posts/21301097)
GitHub (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Arachnophobia)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=950475543)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: trashpunk on September 09, 2018, 10:09:00 AM
Hey Jecrell, been using your mods for a while now and love them, just installing the b19 updates and noticed theres no link for Call of Cthulhu - Industrial Age. Any idea when this will be available for b19? Thanks mate.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: solvarg on September 09, 2018, 11:01:05 PM
Please update Bones on github.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: Kaaven on September 10, 2018, 06:51:55 PM
The mist walkers can appear as a manhunting animals, but they will instantly disappear as their manhunt event does not include the mist so they cannot exist.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 15, 2018, 04:55:54 AM
Rim of Madness - Vampires
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/master/About/Preview.png)


Rim of Madness - Vampires
Version: B19.643
Updated: 09-15-2018
Description: Welcome to B19



Download now on...
Patreon (https://www.patreon.com/posts/21427965)
GitHub (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires)
Steam (//http://)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: KONO_DIO_DA on September 15, 2018, 12:44:42 PM
So, uh. Any ETA on a B19 way to fix sanity loss? Because there's no way to make a typewriter due to the Industrial Age mod not existing yet. I've had to use devmode to remove the sanity loss due to my colonists going absolutely bonkers every five minutes.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 16, 2018, 09:03:02 AM
Rim of Madness - Vampires
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/master/About/Preview.png)


Rim of Madness - Vampires
Version: 1.19.0.3
Updated: 09-16-2018
Description: Vampire frequency reduced to properly match settings. Fixed issue with tolerances generation. Fixed issue with JobGiver_PackFood.


Download now on...
Patreon (https://www.patreon.com/posts/21427965)
GitHub (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires)
Steam (//http://)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 16, 2018, 09:04:03 AM
Quote from: KONO_DIO_DA on September 15, 2018, 12:44:42 PM
So, uh. Any ETA on a B19 way to fix sanity loss? Because there's no way to make a typewriter due to the Industrial Age mod not existing yet. I've had to use devmode to remove the sanity loss due to my colonists going absolutely bonkers every five minutes.

Give me a day or two. Every moment I sit down to update Industrial Age, another issue or error pops up in another mod. B19 rewrote lots of systems, so I am playing bug whack-a-mole.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/1/2018)
Post by: jecrell on September 16, 2018, 09:21:46 AM
Rim of Madness - Vampires
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Rim-of-Madness---Vampires/master/About/Preview.png)


Rim of Madness - Vampires
Version: 1.19.0.3
Updated: 09-16-2018
Description: Vampire frequency reduced to properly match settings. Fixed issue with tolerances generation. Fixed issue with JobGiver_PackFood.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/16/2018)
Post by: KONO_DIO_DA on September 19, 2018, 07:48:19 PM
Thanks for the quick reply. Your mods are doing damn well so far, despite the "hey we re-wrote EVERYTHING" that comes with an update like this, which I'm taking to either be solid code to begin with or frantic updating when something breaks. Or both. Loving them as always!
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/16/2018)
Post by: jecrell on September 22, 2018, 03:32:41 AM
Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.19.0.3
Updated: 09-22-2018
Description: Right click a character with sanity loss for an option to restore sanity at the cost of suffering a mental break.
Sanity loss should now properly disappear after a time.
Fixed settings menu issue.
Statues now calculated with reports.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/16/2018)
Post by: jecrell on September 22, 2018, 03:33:50 AM
Quote from: KONO_DIO_DA on September 19, 2018, 07:48:19 PM
Thanks for the quick reply. Your mods are doing damn well so far, despite the "hey we re-wrote EVERYTHING" that comes with an update like this, which I'm taking to either be solid code to begin with or frantic updating when something breaks. Or both. Loving them as always!

Bless you my good man!
I'll keep working hard to make everything work well.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/22/2018)
Post by: jecrell on September 22, 2018, 01:29:11 PM
Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.19.0.5
Updated: 09-23-2018
Description: Issues should no longer appear from having Byakhee or Formless Spawn in trade lists. They have been set to tradeability None to avoid future conflicts.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/23/2018)
Post by: jecrell on September 24, 2018, 01:23:35 PM

Call of Cthulhu - Cosmic Horrors
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/master/About/Preview.png)


Call of Cthulhu - Cosmic Horrors
Version: 1.19.0.2
Updated: 09-25-2018
Description: Added right click option to restore sanity by force. Also, sanity no longer acts as a permanent hediff and will disappear... eventually.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/23/2018)
Post by: jecrell on September 24, 2018, 01:28:05 PM

Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.19.0.6
Updated: 09-25-2018
Description: Sanity loss should no longer be permanent and should disappear after a time.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/23/2018)
Post by: CrimsonPhalanx on September 24, 2018, 04:44:03 PM
For some reason I can't deconstruct the ship from bounty of the seas. Is this an intentional nerf or is this just an issue I'm facing alone?
I tried destroying it with force and it gives less resources than the sunken ship.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/23/2018)
Post by: zmadz on September 26, 2018, 02:17:43 PM
Just wondering is there any way in moving vampires currently across the world map ? Can they have like turn in to a bat and fly over to your base :)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/23/2018)
Post by: jecrell on September 29, 2018, 12:26:50 PM
Call of Cthulhu - Factions
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions/master/About/Preview.png)


Call of Cthulhu - Factions
Version: 1.19.0.2
Updated: 09-30-2018
Description: Nurse outfits now include legs as part of the covered body parts list.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/23/2018)
Post by: jecrell on September 29, 2018, 12:28:33 PM
Quote from: CrimsonPhalanx on September 24, 2018, 04:44:03 PM
For some reason I can't deconstruct the ship from bounty of the seas. Is this an intentional nerf or is this just an issue I'm facing alone?
I tried destroying it with force and it gives less resources than the sunken ship.

Huh. Interesting. I'll take a look when I have some time.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: jecrell on September 29, 2018, 03:19:56 PM
Rim of Madness - Arachnophobia
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Rim-of-Madness---Arachnophobia/master/About/Preview.png)


Rim of Madness - Arachnophobia
Version: 1.19.0.3
Updated: 09-30-2018
Description: Spiders now react to manhunter at rate of 10%. Giant spiders at 35%. Queens at 50%. This should better reward diligent hunters.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: jecrell on September 30, 2018, 10:49:25 AM

Industrial Age - Objects and Furniture
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Industrial-Age/master/About/Preview.png)


Industrial Age - Objects and Furniture
Version: 1.19.0.1
Updated: 09-30-2018
Description: Added many new lightsources. Now uses latest JecsTools code so that most added furniture can be safely placed on top of tables or other surfaces.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: just_a_random on October 01, 2018, 11:04:01 AM
Hi, amazing mods, but i can't seem to figure a way to restore sanity, in previus versions we had the writing table wich restored sanity but now i can only remove sanity loss through th go mad command
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: jecrell on October 01, 2018, 11:56:27 AM
Quote from: just_a_random on October 01, 2018, 11:04:01 AM
Hi, amazing mods, but i can't seem to figure a way to restore sanity, in previus versions we had the writing table wich restored sanity but now i can only remove sanity loss through th go mad command

Download RimWriter to get the typewriter. It has its own mod now. Bless
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: jecrell on October 01, 2018, 11:57:03 AM

Rim of Madness - Werewolves
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Rim-of-Madness---Werewolves/master/About/Preview.png)


Rim of Madness - Werewolves
Version: 1.19.0.2
Updated: 10-02-2018
Description: Fixes issue where graphics were not displaying properly for Werewolf transformations.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: Urubaen on October 01, 2018, 12:33:51 PM
hi, i'd download your mod update to b19 but i've a issue with industrial age (and apparently some of your other mod)

I've a lot of error with them and if a disable them completely i didn't have any error.

Here is my log

https://git.io/fxUlx
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: Canute on October 01, 2018, 01:49:21 PM
Urubaen,
when i looked at your mod, i notice you have made many installation error's.
QuoteMod About has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.19.2009</targetVersion>

Mod Assemblies has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.19.2009</targetVersion>

Mod Defs has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.19.2009</targetVersion>

Mod Languages has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.19.2009</targetVersion>

Mod Textures has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.19.2009</targetVersion>
Looks like you just copy the stuff from a mod zip-file into mods, without checking if there are a modfolder inside the zipfile.
Create a new folder with the name of mod (if you remember) and move the folders About,Assemblies,Defs,Languages,Textures into it. Or delete them.

Next time look first into the zipfile to check if there is a modfolder and not About,Defs,....

QuoteReflectionTypeLoadException getting types in assembly GiddyUpCaravan:
Update giddyup Core and maybe Caravan, i think these error are from an older core version.

Quoterror while instantiating a mod of type PawnRules.Mod: System.Reflection.TargetInvocationException:
check the installation or update (don't forget to delete the old folder before you copy the new version).
Normaly pawnrules shouldn't through an error on loading.

QuoteReflectionTypeLoadException getting types in assembly ArkhamEstate:
ArkhamEstate, sounds like one of jecrell (horror) mods !?
I think there is an installation mistake too.



Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: Urubaen on October 01, 2018, 02:16:06 PM
Hi and thanks for your answer

I have downloaded again all the mod you mention in your post, just in case.
I also se an update on industrial age and now it's seem to not send error in my log. Strange because the majority of the mod that i downloaded again had no update...

QuoteLooks like you just copy the stuff from a mod zip-file into mods, without checking if there are a modfolder inside the zipfile.
Create a new folder with the name of mod (if you remember) and move the folders About,Assemblies,Defs,Languages,Textures into it. Or delete them.

Next time look first into the zipfile to check if there is a modfolder and not About,Defs,....
It's strange beacuase i had see this error before sendong my message and i correctly modifie my mod folder so strange that this appear
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: jecrell on October 02, 2018, 09:49:57 AM

Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.19.0.8
Updated: 10-02-2018
Description: Sets the proper dessicated corpses for guardians of Bast


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: jecrell on October 02, 2018, 11:36:52 AM
Call of Cthulhu - Cosmic Horrors
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/master/About/Preview.png)


Call of Cthulhu - Cosmic Horrors
Version: 1.19.0.3
Updated: 10-03-2018
Description: Cosmic horrors are no longer affected by sand in eyes and other terrain hediff effects


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (9/30/2018)
Post by: jecrell on October 02, 2018, 11:50:48 AM

Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.19.0.9
Updated: 10-03-2018
Description: Alcoves now properly overlay on top of walls from other mods. Cultist clothing now has reduced commonality.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/3/2018)
Post by: jecrell on October 03, 2018, 06:45:47 AM

Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.19.0.10
Updated: 10-03-2018
Description: Black Goats and other creatures added by Cults should no longer appear for sale with traders.


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Call of Cthulhu - Cosmic Horrors
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/master/About/Preview.png)


Call of Cthulhu - Cosmic Horrors
Version: 1.19.0.4
Updated: 10-03-2018
Description: Fixes tradeability problems with cosmic horrors. Disables trade tags for CHs as well.


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Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/3/2018)
Post by: Sleeeper on October 05, 2018, 07:59:41 AM
Rightclicking on downed guest Vampire while I also have Star wars mods.
(Trying to do dialbery on it. After 1st failed attempt he vent rage and got downed by my pets eventually)
No menu appears:

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at ProjectJedi.CompForceUser.get_ForceUserLevel () <0x00024>
at ProjectJedi.Building_ForceMeditationPad/<GetFloatMenuOptions>d__0.MoveNext () <0x00591>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch9 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x07a95>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch6 (UnityEngine.Vector3,Verse.Pawn) <0x0030b>
at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist) <0x001ae>
at AchtungMod.MultiActions.<.ctor>b__3_0 (AchtungMod.Colonist) <0x00020>
at AchtungMod.Tools.Do<AchtungMod.Colonist> (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,System.Action`1<AchtungMod.Colonist>) <0x00097>
at AchtungMod.MultiActions..ctor (System.Collections.Generic.IEnumerable`1<AchtungMod.Colonist>,UnityEngine.Vector3) <0x000d6>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x00182>
at AchtungMod.Controller.HandleEvents () <0x000a6>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00048>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch3 (object) <0x0001c>
at RimWorld.MainButtonsRoot.HandleLowPriorityShortcuts () <0x00029>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002a6>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


Modlist (huge): http://hatebin.com/umrhrpsdpw
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/3/2018)
Post by: Dargaron on October 07, 2018, 09:27:46 PM
So, I think there were some unexpected interactions w/ the Beta 19 changes:

-The Mist Stalkers prevent construction of structures outside the base (they continually walk over the blueprints, and since they're programmed to constantly swarm humanlikes...). They also set off traps. Given that traps are now one-use items, this is actually expensive (as opposed to bothersome back when traps were multi-use). Since there's nothing actually *there*, shouldn't they have trap avoidance?

-Also, the Mist From Beyond doesn't seem to dampen fires, like regular fog. WaD?

-The Blood Moon debuff sounds like it's supposed to be applied to pawns who are outside during the Blood Moon, but I've had it affect my colonists while they're sleeping indoors, under a roof. How'd they see the moon?
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/3/2018)
Post by: Agouti on October 08, 2018, 09:23:29 AM
Some thoughts/observations/feedback
-Maddened Werewolfs won't breakdown walls in full doggo form (could be intentional).
-Transformed Werewolfs can still equip all clothing and weapons... not really an issue, just amusing
-Suggest considering using a hostile hungry predator style AI for Maddened Werewolfs in place of the current Manhunter for lore reasons, and emergent gameplay. To balance, maddened state perhaps could not end until they have eaten a few animals/people and fallen asleep or sunrise, and perhaps they should also only return to human (controllable) state at sunrise.  More interesting than running them a few tiles away or just locking them in a triple walled jail cell each time.
This would still make them easier, and they would still be OP, so perhaps Werewolf Fury should be mandatory on? Just a thought.
-Werewolfs could get a mood buff from Blood Moon, and perhaps get other benefits?
-Blood Moon could cause a maddened state for Vampires? They are pretty OP atm.
-Possible to remove Unhappy Nudity debuff for transformed Werewolves?


As an aside, do you currently have the ADS patch updates underway? I'm working on one slowly, but I won't bother if the real deal will be out soon. On the flipside, if you aren't, you can also feel free to copy whatever I do assuming it's up to scratch. Whatevs.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/3/2018)
Post by: jecrell on October 09, 2018, 02:33:11 AM
Fellow Rim Dwellers, I trust you are having a spooktastic October?
I'm currently patching up some of the mods. Even if I don't get to respond to every question, I am actively writing them down and recording them into my todo list.

Quote from: Agouti on October 08, 2018, 09:23:29 AM
Some thoughts/observations/feedback
-Maddened Werewolfs won't breakdown walls in full doggo form (could be intentional).
I believe I made that intentional originally to prevent them from straight out murdering everyone in my colonies when I did gameplay tests.
Quote-Transformed Werewolfs can still equip all clothing and weapons... not really an issue, just amusing
This actually does seem to be an issue. What do you think about allowing the behavior but damaging the apparel slightly when trying to wield it in an oversized form?
Quote-Suggest considering using a hostile hungry predator style AI for Maddened Werewolfs in place of the current Manhunter for lore reasons, and emergent gameplay. To balance, maddened state perhaps could not end until they have eaten a few animals/people and fallen asleep or sunrise, and perhaps they should also only return to human (controllable) state at sunrise.  More interesting than running them a few tiles away or just locking them in a triple walled jail cell each time.
This would still make them easier, and they would still be OP, so perhaps Werewolf Fury should be mandatory on? Just a thought.
You're not the first person to recommend this behavior or gameplay. I think it's a fine variation and I'll consider it. I might even mix it up further with different kind of moon furies to make it more interesting.
Quote-Werewolfs could get a mood buff from Blood Moon, and perhaps get other benefits?
I have yet to actually connect the two mods in this way. I probably should do something soonish.
Quote-Blood Moon could cause a maddened state for Vampires? They are pretty OP atm.
Vampires are incredibly overpowered, indeed. The only counterbalance is to have some other threat to them... Long in development -- someday I will of course release vampire hunters.
Quote-Possible to remove Unhappy Nudity debuff for transformed Werewolves?
Definitely added to my todos.

QuoteAs an aside, do you currently have the ADS patch updates underway? I'm working on one slowly, but I won't bother if the real deal will be out soon. On the flipside, if you aren't, you can also feel free to copy whatever I do assuming it's up to scratch. Whatevs.
I'll save all of my patch work until 1.0 comes out and all my mods are working.

Quote from: Dargaron on October 07, 2018, 09:27:46 PM
So, I think there were some unexpected interactions w/ the Beta 19 changes:

-The Mist Stalkers prevent construction of structures outside the base (they continually walk over the blueprints, and since they're programmed to constantly swarm humanlikes...). They also set off traps. Given that traps are now one-use items, this is actually expensive (as opposed to bothersome back when traps were multi-use). Since there's nothing actually *there*, shouldn't they have trap avoidance?

-Also, the Mist From Beyond doesn't seem to dampen fires, like regular fog. WaD?

-The Blood Moon debuff sounds like it's supposed to be applied to pawns who are outside during the Blood Moon, but I've had it affect my colonists while they're sleeping indoors, under a roof. How'd they see the moon?

These reports are absolutely fantastic. Thank you so much for the reports and terribly sorry for the issues caused.

I'll get on top of fixing these various issues in the coming days.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/3/2018)
Post by: jecrell on October 09, 2018, 02:33:34 AM
Call of Cthulhu - Cosmic Horrors
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/master/About/Preview.png)


Call of Cthulhu - Cosmic Horrors
Version: 1.19.0.5
Updated: 10-09-2018
Description: Star vampires no longer show when they are hunting someone. This change should help improve tension for the arrival of star vampires.


Download now on...
Patreon (https://www.patreon.com/posts/cosmic-horrors-0-21060828)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=765890823)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/3/2018)
Post by: Canute on October 09, 2018, 03:22:41 AM
Quote-Transformed Werewolfs can still equip all clothing and weapons... not really an issue, just amusing

This actually does seem to be an issue. What do you think about allowing the behavior but damaging the apparel slightly when trying to wield it in an oversized form?
But would be a nice feature.
Depend on the methode they transform into werwolf
- Magical exchange, they exchange their bodies. At this way the appareal could stay at the human body in magicstasis.
That would explain a spontan fast transformation.
- Magical transformation, body gaining volume and mass from magical energy. But this takes time.
Maybe you could create special stretch cloth, and appareal made ouf of this don't get droped/destroyed.
And i think skin layer appareal should be damaged/destroyed on transformation.


Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/9/2018)
Post by: KGery on October 14, 2018, 08:36:34 AM
Chthonians seem to drop way too little meat compared to their size, I got around 43 strips from one and they seem to be bigger than say, muffalos which give around 80-90.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/9/2018)
Post by: jecrell on October 15, 2018, 11:05:08 AM
Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.19.0.11
Updated: 10-15-2018
Description:

Updates provided by the encouragable and lovely pjf aka Teellox.
  • Many fixes for Guardians of Bast.
  • Feline Aspect claws now usable in combat.
  • Guardians now compatible with ADS.
  • Bast and Tsathoggua support more apparel.
  • Linkable pews now have 40 percent cover.
  • Stars right and wrong fixed.
  • Sacrificial dagger checks for CultKris, was blank.
  • Lovecraftian omen cats are now targetable by Bast's Guardian spell.
  • Cosmic entity sculptures are now behind Forbidden Sculptures technology.
  • The Sculpture of Bast is now favored by Bast and not Cthulhu.
[/color]


Download now on...
Patreon (https://www.patreon.com/posts/cults-for-b19-0-21061032)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=815039373)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/9/2018)
Post by: Traditionology on October 15, 2018, 03:48:31 PM
i had some weird interactions last night, probably due to the weirdest cargo pod drop ever - eight grimoires of the occult. i sold six, then set up the other two along with the original i had. after this, i noticed they'd use the occult research desk for regular research, over a high-tech research desk with multi-analyzer in the same room. even if i forbid the occult desk, it would unforbid the instant they decided to research, and they'd go to that. so i wiped all the occult research desks out of curiosity, leading no research at all to be done, even if i deconstructed and replaced the high tech one. however, at that point, i saved and reloaded, and they went back to using the good desk.

also, my main researcher doesn't seem to want to use the typewriter desk to practice writing and restore his sanity. as in, i'll right click, choose "practice writing", and he'll walk to the desk and instantly turn around to go back to researching. artist pawns will use it to produce pages and books without trouble, but nobody will use any of the 3 i built to restore their sanity.

anyway, that said, my friend and i have been using this set of mods for years, and i've been really enjoying your LOTR mods lately too. thanks for your hard work!

edit part one: this is all using the most recent versions of your mods as available yesterday - not the 10/15/18 update. i'll muck with that tonight.

edit part two: i can't find the LOTR thread to mention it there, but whatever version of it i'm running kicks up an error message regarding selling price being erroneously set higher than buying price on dwarven crowns? i'm actually using the bug to build crowns and handing them out as gifts to other factions to make them allies, which is almost too funny to me to want fixed.
Title: Re: [B18-B19] Call of Cthulhu - Rim of Madness Expansion Pack (10/9/2018)
Post by: valentinevierra on October 15, 2018, 05:45:18 PM
Are you thinking of doing any more optimisation on the Vampire mod anytime soon? The game seems to borderline crash (I say borderline, it has on multiple occasions) when caravans or raids with vampires arrive, and if the game's not in too much of an anti-vampire mood after they've arrived, it still ends up lagging quite severely.

EDIT: So either I uninstalled a few mods that were conflicting with yours, or the recent abstract fixes solved the issue. Thanks man.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Chagrin on October 31, 2018, 05:48:55 AM
So awesome to see this make it to 1.0
Thanks man!
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Madman666 on October 31, 2018, 01:58:59 PM
After Arachnophobia got rebalanced, i am getting these errors, when spiders get into fights. It seems like a bodypart thats not supposed to be able to get hit, gets hit and the game freaks out. Not critical, but red errors make me nervous, so here's the report.

Error:
Added injury to ROMA_Cephalothorax but it should be impossible to hit it. pawn=ROMA_SpiderRace315476 dinfo=(def=Scratch, amount= 9.120912, instigator=Fox_Red315396, angle=135.0)
Verse.Log:Error(String, Boolean)
Verse.Hediff_Injury:PostAdd(Nullable`1)
Verse.HediffSet:AddDirect_Patch0(Object, Hediff, Nullable`1, DamageResult)
Verse.Pawn_HealthTracker:AddHediff_Patch2(Object, Hediff, BodyPartRecord, Nullable`1, DamageResult)
Verse.DamageWorker_AddInjury:FinalizeAndAddInjury_Patch1(Object, Pawn, Hediff_Injury, DamageInfo, DamageResult)
Verse.DamageWorker_AddInjury:FinalizeAndAddInjury(Pawn, Single, DamageInfo, DamageResult)
Verse.DamageWorker_Scratch:ApplySpecialEffectsToPart(Pawn, Single, DamageInfo, DamageResult)
Verse.DamageWorker_AddInjury:ApplyDamageToPart(DamageInfo, Pawn, DamageResult)
Verse.DamageWorker_AddInjury:ApplyToPawn(DamageInfo, Pawn)
Verse.DamageWorker_AddInjury:Apply(DamageInfo, Thing)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
RimWorld.Verb_MeleeAttackDamage:ApplyMeleeDamageToTarget(LocalTargetInfo)
RimWorld.Verb_MeleeAttack:TryCastShot_Patch2(Object)
Verse.Verb:TryCastNextBurstShot_Patch1(Object)
Verse.Verb:WarmupComplete()
Verse.Verb:TryStartCastOn_Patch2(Object, LocalTargetInfo, Boolean, Boolean)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack(Thing, Verb, Boolean)
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__3()
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey3:<>m__0()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


And another different one a minute later.

ROMA_SpiderRace315477 has no available melee attack, spawned=True dead=False downed=False curJob=AttackMelee (Job_179314) A=Thing_Wolf_Timber316790 verbList= bodyVerbs=RimWorld.Verb_MeleeAttackDamage(Mouth/Thing_ROMA_SpiderRace315477_0_ROMA_Sting)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.Pawn_MeleeVerbs:ChooseMeleeVerb(Thing)
RimWorld.Pawn_MeleeVerbs:TryGetMeleeVerb(Thing)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack(Thing, Verb, Boolean)
Verse.AI.<MakeNewToils>c__Iterator0:<>m__1()
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey3:<>m__0()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Arachnophobia.PawnWebSpinner:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: NoCanDo on November 03, 2018, 02:43:39 PM
Whenever Vampire pawns enter my map, everythings drops to 1fps....what gives?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: cyberian on November 05, 2018, 02:22:00 AM
Do the cosmic horror events scale with wealth? They seem way easier in my game than the normal raids. Could you maybe put a setting in where I can multiply their strength?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Jiro on November 06, 2018, 07:41:17 AM
Is it easy to modify the files to get Factions' ranged weapons to play nice with Combat Extended? Or do they integrate automatically?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Klump on November 10, 2018, 07:30:05 AM
I see that the Bones Mod was updated on Steam, would it be possible to get a direct dl link?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Canute on November 10, 2018, 08:55:27 AM
Download the master from
https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: WitchLyfe on November 20, 2018, 02:07:07 AM
Hi!  Been having a lot of issues with the vamp mod, I hope there's an update/fix for them soon.  This is one of my favorite mods.

1: Hunger doesn't seem to work at all, activates and drains vitae but doesn't restore any or clear blood off the floor like it used to.

2: Batform doesn't seem to raise movespeed at all, though the transformation works.

3: Unstoppable Tide will ignore hostile enemies right on top of it and go for prisoners (Moving fairly slowly thankfully, it tends to explode before it makes it to them).  Just tested it and it drained a prisoner dry even though it's on non lethal feeding.  This also happens with any other feeding method I try.

4: Vamps from caravans sometimes won't dig holes and will just burn to death.  Had some weird interactions with them as well where one time the remaining caravan with a vamp that dug a hole early wouldn't leave and they all just hung around until they started going crazy and killing each other.

I don't have many mods but I tried some different load orders just in case of some unknown conflict but same issues still happening.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Sanarr on December 02, 2018, 12:56:18 PM
Good day to everyone.

I've tried to play with this mod , but I keep receiving message about unknown <targetVersion>. My rimworld verison is latest 1.02059  and I see the same number on  top of about.xml  file. So.. what is wrong?

Thanks for help!
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Canute on December 02, 2018, 01:37:39 PM
Sanarr,
that msg. told me that you didn't install/unzip correct.
Looks like you put all the mod subfolder into mods instead to put them into a seperated mod folder.
Normaly the archive contain these folder.
.../Mods/modfolder/About/About.xml
Could you verify this ?

Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Sanarr on December 02, 2018, 02:19:10 PM
I've downloaded zip files from mod author patreon page and unzipped it into Mods folder of the game. So I've received data structure like:
Rimworld\Mods\JecsTools\many subfolders like JecsTools\About , JecsTools\Source, JecsTools\Defs,  etc.

I'm running Linux version, but WIndows version launched via Wine holds the same issue.



Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Canute on December 02, 2018, 04:11:32 PM
Sounds like you did it right.
But Jecstools is just a libary and not a Call of Cthulhu mod self. But it is nessesary for most of the mod's of these series.

A full log would maybe show more.
If you got hugslib installed use the Share Log button,
without hugslib check the link to locate the logfile.
https://ludeon.com/forums/index.php?topic=513.0

Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Sanarr on December 02, 2018, 04:31:53 PM
Attached Log file .

Thanks for your support



[attachment deleted due to age]
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Canute on December 02, 2018, 06:00:14 PM
I have no clue what's wrong.
The error msg. from jecstools and from the storyteller mod say you have the wrong filestructure.
But from your explains it should be all correct.

But when i look closer at the error msg.
Mod HP-Lovecraft-Storyteller-(RimWorld1.0Release)(1.20.0.0)(10-19-2018)....
This is the name of the downloaded archive. Inside the archive is a folder named
"HP-Lovecraft-Storyteller". So there is something wrong.
Same for jecstools.
Please check again that you unzip the archives, and don't keep the archives at the mods folder.

Edit: could you try to install a different mod and look if you got the same problems ?
Try hugslib, many other mod would need that anyway.
https://github.com/UnlimitedHugs/RimworldHugsLib/releases
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Sanarr on December 03, 2018, 03:40:12 PM
Hugslib works fine. Same as for fishing mod . But still no good for Cthulhu mod. I've tried to re-download jesctools and Lovecraftian storyteller  mods from the gitnub and they worked. So.. Mystical things started even before installation of CoC mods ) Thanks for help!
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: pufis on December 30, 2018, 10:08:26 AM
hi. tell me plz how correctly should i install mods. i have some errors....i've unpacked mods in folder. then clicked in the game but can't generate map. plz with screens from unpacking till the game. i used earlier only some similar modes....they gone well
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Canute on December 30, 2018, 11:02:21 AM
pufis,
maybe you should read the sticky of this forum
HELP: How to Install and Update All Types of Mods
https://ludeon.com/forums/index.php?topic=6223.0
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Beathrus on January 12, 2019, 07:22:27 PM
Does this mod Clash with Giddy up?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Jo The Veteran on January 17, 2019, 07:32:29 PM
Any idea what's going on here, or a way to fix it? As shown in the pics I don't have a skill HUD for the 3 of the 4 of my ghouls in my colony.

(http://i1383.photobucket.com/albums/ah298/Jo_The_Veteran/Game%20Stuff/Rimworld/Nope_zpsv4mrzejl.jpg)

The 4rth one I get this message. I guess that's a game mechanic because my vampire is thin-blooded, but any way to improve their status, and their ghouls in return?

(http://i1383.photobucket.com/albums/ah298/Jo_The_Veteran/Game%20Stuff/Rimworld/Ghoul_zpsnpfik6fw.jpg)
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Lascer on January 18, 2019, 08:41:02 PM
Been having trouble with the bone mod. I've tried redownloading it and re installing. I haven't seen the issues anywhere else, so it's got to be user error, but I've done the exact things I've done every other mod. Anyways, maybe someone else can pinpoint the error.

It halfway works. I can craft the bone related stuff, but the images for some are missing (pink X boxes in their place, for the bone throne and any resource on the ground). Bonecrete spawns as walls, but I can't seem to craft it anywhere (the 'refinery' it is supposedly crafted at is the biofuel refinery?).

So... installation error? I don't use the steam version, so I install manually. In most, I just unzip, and move the files to the mods folder appropriately. It seems to be correct, but obviously isn't. I can make bone ash at the crematorium. Was I supposed to do something special for this install? Order error maybe? I hate tracking those down.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: jecrell on January 19, 2019, 02:55:50 AM
Call of Cthulhu - Elder Things
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Elder-Things/master/About/Preview.png)


Call of Cthulhu - Elder Things
Version: 1.20.0.1
Updated: 01-18-2019
Description: Fixes the cooldown on the Elder Things' abilities


Download now on...
Patreon (https://www.patreon.com/posts/22141589)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Elder-Things)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=882126182)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (10/27/2018)
Post by: Canute on January 19, 2019, 03:59:29 AM
Quote from: Lascer on January 18, 2019, 08:41:02 PM
So... installation error? I don't use the steam version, so I install manually. In most, I just unzip, and move the files to the mods folder appropriately. It seems to be correct, but obviously isn't. I can make bone ash at the crematorium. Was I supposed to do something special for this install? Order error maybe? I hate tracking those down.
Basicly you did it right.
When you manualy update a mod, delete the old modfolder first before you move/copy/unzip the new version to mods.

I just download the master from github, the ony
https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones
and i don't got any problems.
Bone Ash from Crematorium, Bonecrete from Biofuel Refinery.


Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Lascer on January 19, 2019, 04:36:00 AM
I've done that twice, with the same problem. I get a bunch of errors from it. The candelabra specifically seems to pop up errors all over, and I have no options at all to make that.

Moving it around in load order doesn't do anything.

It includes patches. I've not touched those. I honestly have no idea what to do with them. Perhaps the culprit? Obviously, I do have other mods at work.

[attachment deleted due to age]
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Lascer on January 19, 2019, 05:39:03 AM
Whatever attempt this was, apparently it worked. I was downloading the wrong thing. The 'download' link on the first page links to the 'releases' page, which give you the DL for 2.1, not whatever master file is most recent. The github link is the correct one. Swear I tried that too though, but this time it worked. No more errors coming up from it, and the right recipes are appearing.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Trentennisfigati on January 31, 2019, 03:34:56 AM
I get this error - all pawns, including humans, have the elders abilities (psionic blast and short flight).
I think it's a problem of mod compatibility, but I wanted to know if anyone else had this issue.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Trentennisfigati on January 31, 2019, 12:06:03 PM
I've tried unistalling all mods.
I still have this problem with only CoC Elders enabled, yet every human colonist has psionic blast and short flight ... any clues?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Canute on January 31, 2019, 01:19:47 PM
Do you got latest version from jecstools and Alien framework ?
Maybe try the 1. release of Alien framework for 1.0 unstable.

If that don't help, you should ask the devs of the mod at their discord channel, because they rarely post here.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Trentennisfigati on January 31, 2019, 01:35:31 PM
Hey, thanks Canute!
I'm pretty sure I'm updated. I  saw someone else posting this bug.
THanks,I'll try contacting them on discord!
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Jiro on February 09, 2019, 01:37:24 AM
I'm confused... is "Steam Corp" integrated into Industrial Age or is it just obsolete?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Aronia on February 09, 2019, 06:59:03 PM
Okay, this modpack is positively my favourite right now. Especially that vampire mod, I'm always in the market for some vampirism.)
But it also throws one of the most curious glitches ever. Sorry if I'm not the first to speak of this.
Right now, I've got two vampires in my settlement. One is an Elder Tremere girl I started with (Vampire scenario, Prepare Carefully mod). Nothing's wrong with her. The other one, also an Elder, I got through capture and recruitment. Well, every time I load a save, he gets a new bloodline. I chose his skills when he was a Gangrel, and those remained with him when he was a Gargoyle, a Tremere, a Nosferatu. Until I chose a single new one while he was a Ventrue. Well, now that Ventrue one is the only one that remains through all his reincarnations.
Game version 1.0.2059. Non-Steam.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: jecrell on February 11, 2019, 01:04:48 AM
Testing...
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Jo The Veteran on February 20, 2019, 07:04:42 PM
I get this error every time I load "Cults" into my mods list. I don't like errors at startup, so I won't load this. But if you can fix it, it would be cool.

QuoteTranslation data for language English has 3 errors. Generate translation report for more info.
Verse.Log:Warning(String, Boolean)
Verse.LoadedLanguage:InjectIntoData_AfterImpliedDefs()
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: sefer on February 24, 2019, 09:31:03 AM
Hey! Loving everything, just a question regarding werewolves. Is there some secret to metis I don't know about? Was excited when I got one but... It seems really bad in comparison to crinos, or even the others.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Jink23 on February 27, 2019, 11:07:14 AM
Quote from: sefer on February 24, 2019, 09:31:03 AM
Hey! Loving everything, just a question regarding werewolves. Is there some secret to metis I don't know about? Was excited when I got one but... It seems really bad in comparison to crinos, or even the others.

That's the point Metis are basically inbred, Metis are the children on two werewolf parents and they always come out deformed and mired with health issues, it's part of the lore Jecrell uses same as the Vampires
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Aronia on March 13, 2019, 04:28:09 PM
A quick addition to my previous post about my chameleon Elder.
Since I wrote it, I carried off two diableries, you see. One for each of my vampires. And again, everything is fine with the Tremere girl. Wow, she's awesome now. I saw her kill five scythers, alone, in close combat, without even using any skills.
The other one, though, just became an Elder again after the first reload.

And yes, a question regarding another mod. I'm using the Children&Learning, and just now one of my couples had a baby. The parents were both human, but the child turned out to be an Elder Thing. o_O Is that some king of lore, or is it just a glitch?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Jiro on March 24, 2019, 10:18:56 AM
I'm getting this infinite error with the Rhombohedral Energy Weapon (Mi-Go Casting Weapon):
Exception ticking Avery (at (115, 0, 143)): System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x003cb>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch1 (object) <0x00053>
at Verse.Verb.TryCastNextBurstShot () <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at Verse.Verb_LaunchProjectile.WarmupComplete () <0x00021>
at Verse.Verb_Shoot.WarmupComplete () <0x00023>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at Verse.Stance_Warmup.StanceTick () <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00178>
at Verse.TickList.Tick () <0x00487>

I have a lot of mods and I'm still trying to figure out which one is causing this, but I thought I'd post here in the meantime in case it's an issue with the mod itself.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Hydromancerx on May 10, 2019, 01:32:09 PM
@jecrell

So in your Industrial Age mod (https://steamcommunity.com/sharedfiles/filedetails/?id=777197241) you have some items that were in the Industrial Revolution mod (https://ludeon.com/forums/index.php?topic=33189.0) such as the Telegraph and Arc Lamp. Can you please update the other items from that mod and add them to your mod? Especially the Airships? Thanks!

(http://i.imgur.com/OQYXWtG.png)
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: romanrez13 on May 17, 2019, 07:13:07 PM
HI, can't use any ability rim of madness - vampires, have errors like that:
JobDriver threw exception in initAction for pawn  Victoria driver=JobDriver_CastAbilityVerb (toilIndex=1) driver.job=(CastAbilityVerb (Job_2211900) A=Thing_Human155491) lastJobGiver=Verse.AI.ThinkNode_QueuedJob System.NullReferenceException: Object reference not set to an instance of an object at CPWeaponExt.HarmonyRailgun.CanHitCellFromCellIgnoringRange_Prefix (Verse.Verb,Verse.IntVec3,Verse. Some one can help me ?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Canute on May 18, 2019, 02:17:25 AM
romanrez13,
be sure you have latest versions of jecstools and vampire.
If they are uptodate, then
maybe it is a conflict with CPWeaponExt.HarmonyRailgun , does CP maybe mean Chicken Plucker, do you use his Project Red Horse: Tacticool Expansion ?
Then you should report it at his mod topic. Since he work together with jecrell (jectools,vampire) he may solve it better.


Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: romanrez13 on May 18, 2019, 04:16:30 AM
No, I don't use Red Horse mod, I attached mod list what I use. Maybe it another mod, but how I can find him?

[attachment deleted due to age]
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Canute on May 18, 2019, 06:17:19 AM
Sorry  can't say, but you should know your mods better, which one add a Railgun ?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: romanrez13 on May 19, 2019, 06:33:41 AM
Thanks Canute for help, I founded mod which conflict - it was Rimmu-Nation and author Chicken Plucker ))). After deleted him everything works fine ))
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Tgr on June 04, 2019, 01:39:51 PM
can blood packs be used for transfusions on pawns with blood loss?

if not, would be a good idea..
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: RequiemFang on June 07, 2019, 01:00:00 AM
Quote from: TREH on June 04, 2019, 01:39:51 PM
can blood packs be used for transfusions on pawns with blood loss?

if not, would be a good idea..

Yes they can, which is pretty helpful.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: Frosthawk on June 23, 2019, 08:14:39 PM
What are the odds of these getting updated for multiplayer ?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: D@None on July 25, 2019, 04:16:06 PM
Hello! I trying deleted weapons from Call of Cthulhu Items only mod. But I failed it. My trying compatible this mod with Combat Extended failed too. Who help me? I need clothing from this mod only.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (1/18/2018)
Post by: jecrell on November 17, 2019, 01:44:54 PM
Call of Cthulhu - Factions
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions/master/About/Preview.png)


Call of Cthulhu - Factions
Version: 1.20.0.3
Updated: 11-16-2019
Description: Agency and Coastal Village now spawn with leaders. Both factions now have acceptable temperature ranges for arrivals to avoid dead on arrival scenarios. Shirt and ties and plaid shirts now have insulation and defensive stats.


Download now on...
Patreon (https://www.patreon.com/posts/22141460)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=764375772)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: Apposl on November 20, 2019, 03:49:50 PM
So my daughter and I ended up biting the bullet and attempting our first race mod. I've always loved using your mods, and in the course of our mod "development," I needed a cloak texture to cover the texture our new race sprites had. And I cut the top off one of your cultist cloaks and used that as a placeholder. And I love your art and have gotten used to seeing it. I have no problem going off and finding something else available that works, but had to ask - if I gave you credit for the cloak they *all* wear, would you be agreeable to me using it if we ever release this? COMPLETELY understand if not, and either way, love and use your mods every time I play! Take care!
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: 555VICK on November 23, 2019, 09:39:46 PM
Can you make an updated version of this, for the current game doesn't support the download. without this mod the problems still remain please update. It would be much appreciated.  :'(
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: 555VICK on November 23, 2019, 10:00:04 PM
It wont let me generate a world, anymore I have generated one already but anytime I try yo make a new one with vampires and werewolfs mod together it kicks me back to the generate a world tab. I click generate world again it waits some time and kicks me again if anyone knows how to fix this please tell me also if your having the same problem let me know id like to know if its just a problem cause I don't have steam.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: Canute on November 24, 2019, 04:15:17 AM
555VICK,
you should investigate self a bit more.
Try it without other mods at first, just hugslib,jecstools,Alienframework,vampire,werewolfs.
If that work, any other mod you used cause trouble.
But if that even didn't work i would say you should visit their discord channel (link at the first posting) and descibe your problem, don't forget a logfile (green Share log button) after the failed world generation.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: 555VICK on November 27, 2019, 02:42:49 PM
I've been having problems with the mod

1. I downloaded the mods and installed them perfectly fine, however I cant generate a world. Anytime I click generate world it takes me to the loading screen and then spits me back out to the generate world page.
2 Ghouls tab, doesn't show up it appears as a error, as well as the debug menu pops up, the vampires tab works fine. I saw a mod to fix the problem but it doesn't work for the current version of rimworld would someone please update it or make a new mod.
3 I have managed to glitch the system so I do have one rim of madness world generated with vampires, however I am unable to make any new colonies or generate any new worlds, I also have no clue how I did the glitch.
4 Also when I try to incorporate the werewolf mod it has the same problem
5. my debug menu pops up every 5 minutes

Ive tried looking for updated versions of the mod but they say they aren't even for the current version of rimworld

sorry if this isn't the way im supposed to do this but right now I just wanna play and don't really care about the technicalities.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: Canute on November 27, 2019, 04:11:34 PM
Like i mention before,
post error logs from after the failed world generation. Use the green "Share log" button from the log window or debug menu how you call it.

Ok i notice the 1.20 release (latest release at github under release) only contain the 1.19 files or at last the about.xml.
You should download and use the master files instead.

I have just tested it myself, vampire+werewolf activate, world generated.
Ghoul created and access the ghoul skill page (it is a sub page under Bio).
Anything works fine.
So when you got problems it is prolly from some incompatiblity from other mods you might use.

And since the mod author rarely visit the forum you maybe should visit them at their discord channel if you await help from him.

Yes, there arn't new version of werewolfs/vampire but they still should work
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: LeatherCat on December 10, 2019, 01:56:01 AM
Hey! Thank you for this mod!
I am wondering how CompElderThing is added to all pawns?
ElderThingFaction.CompElderThing.CompTick is called every game tick... Is it possible to remove compThing from pawn?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: LeatherCat on December 10, 2019, 02:19:02 AM
Quote from: LeatherCat on December 10, 2019, 01:56:01 AM
Hey! Thank you for this mod!
I am wondering how CompElderThing is added to all pawns?
ElderThingFaction.CompElderThing.CompTick is called every game tick... Is it possible to remove compThing from pawn?
Oh I see... AbilityUser.AbilityUserUtility.TransformPawn from AbilityUser.dll adds components of typeof(CompAbilityUser) to all humanlike pawns via harmony patches. Need to digest...
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: MasterBabble on January 03, 2020, 09:54:10 PM
Love your work! I use most of your mods, they are awesome, and work well.

I recently got back into RimWorld and Werewolfs mod is throwing an error when I load it:

FactionDef ROM_WerewolfClan must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' must be set to true. This is a misconfiguration in Rim of Madness - Werewolves.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckFactionDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.ModBaseHospitality:DefsLoaded()
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: Onasaki on February 28, 2020, 10:48:54 AM
Anyone know if Jecell is going to be updating for 1.1 and Royalty?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: Canute on February 28, 2020, 11:02:02 AM
Even jecstools isn't updated yet, but there is progress at the github page of it.
And without jecstools the other mod's can't get updated, so you need to wait for it.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: LWM on June 19, 2020, 11:11:14 AM
Bug report:  If there is an eclipse while there is a Blood Moon, the blood moon color goes away.
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: Mandragoron on April 28, 2021, 07:34:56 PM
So i am trying this mod pack out, working to create a altar room etc.. but already got now noble title with psychic power... does this stack with the spell powers? Or do i have to choice if my cult leader can cast spells or psychic powers? Dont want to play now until i can cast spells (will take some time) only to find out i destroyed the main char... anyone?
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: Canute on April 29, 2021, 03:34:15 AM
I didn't played it with 1.2 + Royalty so far.
But the Cult don't give you any active abilities, just passive ones like extra psionic mellee blast or chuthulu tentacle which act basicly as bionics.
And it worked well together with vampire/werewolfs and i think Rim of Magic so i don't see any problems with psychic abilities.


Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: creepyguyinblack on May 19, 2021, 09:05:50 PM
Does anyone know how to make these mods compatible with royalty & 1.2? Especially cults as that was one of my favorites before the updates. Is it simply enough to edit the about file with the new version number or is there more problems to fix?
Thanks
Title: Re: [1.0] Call of Cthulhu - Rim of Madness Expansion Pack (11/17/2019)
Post by: JesusKreist on May 20, 2021, 02:43:02 AM
No and there are mod versions on steam for 1.2.
For instance https://steamcommunity.com/sharedfiles/filedetails/?id=2249174783
Not by the original mod author but by a ... well "mere mod porter" but works flawlessly.
Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: jecrell on July 24, 2021, 07:38:58 PM
1.3 update in progress.
Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: jecrell on July 24, 2021, 08:20:46 PM
Call of Cthulhu - Factions
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions/master/About/Preview.png)


Call of Cthulhu - Factions
Version: 1.0.3.0
Updated: 07-24-2021
Description: Includes the 1.2 and 1.3 RimWorld updates provided by mlie (emipa606) in my absence.


Download now on...
Patreon (https://www.patreon.com/posts/54077906/)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=764375772)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: jecrell on July 25, 2021, 12:50:59 AM
Call of Cthulhu - Cosmic Horrors
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors/master/About/Preview.png)


Call of Cthulhu - Cosmic Horrors
Version: 1.3.0.0
Updated: 07-24-2021
Description: Added RimWorld 1.3 support


Download now on...
Patreon (https://www.patreon.com/posts/54083407/)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=765890823)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: Cl3arSky on July 26, 2021, 06:52:13 AM
Great work! Awaiting eagerly for CULTS! It beats the new expansion by a long shot.
Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: Canute on July 26, 2021, 08:41:11 AM
Because the RW developer want try to balance their DLC that they don't become that overpowered without drawbacks.

While Cult give you hugh advances, like resources, totems, animals, body impants,... just with the cost of human sacrifices.
But hey i loved to used Cult and all the other from Rim of Madness, at last once a release even when they are overpowered ! :-)


Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: NeroClaudius on July 27, 2021, 12:38:36 AM
while half of these mods not working on my RW ver, I'm fine with that since the last update bugging a lot of old mods. But one thing I dont understand is the new Cthulhu Faction pack cant work right without thing called "Enable Oversized Weapon" pack that I didn't know where I can get, beside Steam?. Make me feel.. incomplete mid play without the faction.
Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: darklaguna on July 28, 2021, 01:09:25 AM
I'm eagerly awaiting Vampires; Werewolves got updated rather quickly, so hopefully Vampires does as well. A lot of the new features of 1.3 would work really well with them, such as slaves (for feeding on), and a lot of the "morbid" type ideology stuff.
Title: Re: [1.3] Call of Cthulhu - Rim of Madness Expansion Pack (7/24/2021)
Post by: jecrell on October 14, 2021, 07:40:56 PM
Call of Cthulhu - Cults
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults/master/About/Preview.png)


Call of Cthulhu - Cults
Version: 1.0.23.5
Updated: 10-14-2021
Description: Fixes issue with vampires and potentially other non-standard humanoid pawn attendance for worship and sacrifices


Download now on...
Patreon (https://www.patreon.com/posts/54370658/)
GitHub (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=815039373)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)
Title: Re: [1.4] Call of Cthulhu - Rim of Madness Expansion Pack (10/21/2022)
Post by: jecrell on October 21, 2022, 09:12:21 PM

H.P. Lovecraft Storyteller
(https://raw.githubusercontent.com/Rim-Of-Madness-Team/HP-Lovecraft-Storyteller/master/About/Preview.png)


H.P. Lovecraft Storyteller
Version: 1.32.0.0
Updated: 10-21-2022
Description: Updates the HP Lovecraft storyteller for RimWorld 1.4


Download now on...
Patreon (https://www.patreon.com/posts/73618409)
GitHub (https://github.com/Rim-Of-Madness-Team/HP-Lovecraft-Storyteller)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=944669553)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=26078.0)