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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on September 28, 2014, 02:01:25 PM

Title: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on September 28, 2014, 02:01:25 PM
(http://s17.postimg.org/vrjdxlsan/screenshot.png)
(http://i.imgur.com/YVAOsFP.jpg)
Hello everyone,

this is Blood Pact - my new mod. Its built around the Blood Pact which is some abstract chaotic power based on blood and death. You can severe dead bodies for blood and skulls and sacrifice them to the Blood Pact.

Sacrifice system: give sacrifices to the Blood Pact and strengthen your bond with the chaotic powers. You can sacrifice blood, skulls, Blood Leaf and corpses to gain Pact Strength. The more Blood Sigils, Skull Piles and Blood Ivy (only grows on Blood Fields) you have the stronger your bond gets -> more Pact Strength per sacrifice. Pact Strength can be used to pray for gifts like XP in a random skill or even a steam geysir which needs a LOT of Pact Strength and a Ritual of the Geysir. More to come.

The Blood Sigil: followers dedicated to the Blood Pact wear a Blood Sigil which grants them special traits but there is no return. Pacta sunt servanda!
PORTED TO ALPHA 7!
I didnt test anything though because I was too upset (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)

UPDATE:
Armor, weapons and factions as well as a dynamic alignment system based on the buildings and Blood Ivy on your base. Unfortunately you have to create a new world to register the factions. Im sorry about this :(



New Buildings:
The Chop Block - low tier worktable which allows your colonists to chop off heads from corpses.
The Skull Altar - the main building of the mod. Your colonists can severe bodies for skulls and blood, sacrifice and pray for gifts.
Skull Pile - a pile of skulls also acts as storage for skulls.
Blood Sigil Painting - the Blood Sigil painted with blood.
Skull on a Pole - self explanatory.
Pact Forge - craft your armor and weapon there.
---
new Items:
Jar of Blood - human blood from corpses.
Human Skull - a human skull.
Blood Sigil - the mark of the followers of the Blood Pact.
Blood Leaf - the leaves of the Blood Ivy
Blood Pact Powerarmor - a powerful armor for your cultists.
Nailer - a powerful rapid fire weapon.
---
Stuff:
Blood Ivy - only grows on Blood Fields
Blood Fields - soak the earth with the blood of your enemies. This cursed land is very fertile.
Rim Marines and Blood Pact Rim Marines - the soldiers of "good" and "evil" whoever defines what those are.


Although I put a lot of work into this mod it is more or less a proof of concept and is not performance optimated. I never had any problems but the mod uses "some" foreach loops and "not so elegant" Unity Engine tick updates. So please report any problems you may experience especially on huge maps - I will work on the tick time some time soon(tm).

DOWNLOAD! (https://www.sendspace.com/file/8ggkt4)
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Krantz86 on September 28, 2014, 02:22:40 PM
Blood for the Blood God!.. BUAHAHAHAHA!.. ahem... i mean... interesting
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on September 28, 2014, 02:25:01 PM
Quote from: Krantz86 on September 28, 2014, 02:22:40 PM
Blood for the Blood God!.. BUAHAHAHAHA!.. ahem... i mean... interesting

*Pact - we cant have any copyright lawyers here (http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-ddc6e3a8732cb50f-25x28.png)

Milk for the Khorneflakes!
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Krantz86 on September 28, 2014, 02:27:44 PM
BTW, i'm more like a  Gaunt Ghosts fan (WH40k for those who don't know) so i'd like to see some blood pact raiders
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on September 28, 2014, 03:01:28 PM
This looks impressive, is it possible as the mod expands to make as above blood pact raiders, but as you do more sacrifices and so on they like you more and other factions like you less?
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on September 28, 2014, 03:06:44 PM
Quote from: shadowstreaker on September 28, 2014, 03:01:28 PM
This looks impressive, is it possible as the mod expands to make as above blood pact raiders, but as you do more sacrifices and so on they like you more and other factions like you less?

it SHOULD be possible but I would have to write my own faction and pawn generators and stuff. MAYBE I can highjack the core pawn spawner but I would have to do some research first within the core assembly
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on September 28, 2014, 03:07:57 PM
Don't feel the need to add it or rush it if you do, it'd just be a cool idea :)
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Viperlol on September 28, 2014, 11:16:04 PM
This mod is amazing, i was planning on making something like this, as well as making an Imperial Guard mod.
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Goldsmyths on September 29, 2014, 11:40:33 AM
(http://cdn.meme.am/instances/500x/54835698.jpg)[/appreciation]
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on September 29, 2014, 04:02:35 PM
Quote from: shadowstreaker on September 28, 2014, 03:07:57 PM
Don't feel the need to add it or rush it if you do, it'd just be a cool idea :)

I put it on the top of my todo list. I love the idea.
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on September 29, 2014, 04:18:02 PM
Sweet :D and on the tooltip for the steam geyser ritual can you add the amount of pact strength required for it? It'd just make it easier to understand how much more is needed to be done ^.^
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Zeta Omega on September 29, 2014, 04:32:02 PM
Wait...You can summon a steam geyser? Is it a random location or can you chose....
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on September 29, 2014, 04:56:30 PM
Quote from: Zeta Omega on September 29, 2014, 04:32:02 PM
Wait...You can summon a steam geyser? Is it a random location or can you chose....
The geyser will be spawned by the Ritual of the Geysir so you can choose.

Quote from: shadowstreaker on September 29, 2014, 04:18:02 PM
Sweet :D and on the tooltip for the steam geyser ritual can you add the amount of pact strength required for it? It'd just make it easier to understand how much more is needed to be done ^.^

its 10k - but psht ^.^
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on September 29, 2014, 05:00:35 PM
Heh I kept getting stupid amounts of pact strength by combining this, WW1 mod and Zombies mod
Essentially neverending supply of blood :D
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on September 30, 2014, 02:09:17 AM
Quote from: shadowstreaker on September 29, 2014, 05:00:35 PM
Heh I kept getting stupid amounts of pact strength by combining this, WW1 mod and Zombies mod
Essentially neverending supply of blood :D

Yes thats the problem with mods which provide endless amounts of corpses but I cant think of a proper solution which wont break anything right now.
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on September 30, 2014, 03:47:25 AM
It's not really a problem just alot of fun ^.^
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Romi on September 30, 2014, 10:34:20 AM
is this mod compatibile with others mod?Sorry to say but the mod is a little bloody.LOL did u got it?
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on September 30, 2014, 10:52:42 AM
As far as i can tell it has no issues with any other mods, since it doesn't really change much just adds some great new things
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on September 30, 2014, 04:00:54 PM
Quote from: shadowstreaker on September 30, 2014, 10:52:42 AM
As far as i can tell it has no issues with any other mods, since it doesn't really change much just adds some great new things

^This - the mod doesnt change anything so it should be compatible with any mod - even Superior Crafting and TTM.
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Zeta Omega on September 30, 2014, 05:12:24 PM
Does everyone in your colony have to be a cultist...or can you just use one person and a lot of skulls and blood
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on September 30, 2014, 05:15:16 PM
I believe it's in the form of a crafting recipe at the moment, so whoever you have on crafting will do it, whether it be one person or many, and you'll get alotta skulls and blood, careful though, people will drink the blood over raw food and it gives a -20 mood debuff
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on September 30, 2014, 05:33:42 PM
Quote from: Zeta Omega on September 30, 2014, 05:12:24 PM
Does everyone in your colony have to be a cultist...or can you just use one person and a lot of skulls and blood

Quote from: shadowstreaker on September 30, 2014, 05:15:16 PM
I believe it's in the form of a crafting recipe at the moment, so whoever you have on crafting will do it, whether it be one person or many, and you'll get alotta skulls and blood, careful though, people will drink the blood over raw food and it gives a -20 mood debuff

People dont HAVE to be cultists but yes you have to be very careful with all those skulls and blood jars. I MIGHT think of a way to force people to be cultists but for now they are completely "free" to not be a cultist although the cult brings a lot of "nice" trait gifts.
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Romi on October 01, 2014, 06:38:46 AM
but i haze zombie mod and great war mod soo i will have a lot of blood and skulls isn't this cheat?
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: shadowstreaker on October 01, 2014, 06:50:27 AM
It's not really, since you still have to kill all that stuff, and it takes a hell of alot of sacrifice to get the 10k required for a geyser, though the blood can also be used as food (with -20 debuff) and fertilizer for slightly more productive ground, it still takes alotta work to benefit, alot of the stuff is decoration at the moment (Which looks very cool)
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: Romi on October 01, 2014, 07:15:19 AM
Well awesome i'm already playng on this mod soo cool and thanks for reply :D
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
Post by: JuliaEllie on October 01, 2014, 04:21:23 PM
Quote from: shadowstreaker on October 01, 2014, 06:50:27 AM
It's not really, since you still have to kill all that stuff, and it takes a hell of alot of sacrifice to get the 10k required for a geyser, though the blood can also be used as food (with -20 debuff) and fertilizer for slightly more productive ground, it still takes alotta work to benefit, alot of the stuff is decoration at the moment (Which looks very cool)

Cultists dont suffer from the -20 debuff and the "decoration" and Blood Ivy rises your Damnation which means that you get more Pact Strength per sacrifice for any "decoration"
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie - FACTION UPDATERINO!
Post by: JuliaEllie on October 02, 2014, 04:13:07 PM
(http://i.imgur.com/YVAOsFP.jpg)

PORT TO ALPHA 7 ON THE WAY!
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie - FACTION UPDATERINO!
Post by: shadowstreaker on October 02, 2014, 04:14:13 PM
Ooooo Interessant
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie - FACTION UPDATERINO!
Post by: Shinzy on October 02, 2014, 05:11:42 PM
You Updaterinate this really really fast, okiday?
because I just saw how they look with that webby ploodpactsigilthingie and powerarmor on (let's just say I can't contain myself anymore ;D)

Only wish the bullets would be itsy bitsy skulls, but you can't have *everything* right? *sigh*
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie - FACTION UPDATERINO!
Post by: JuliaEllie on October 02, 2014, 06:32:45 PM
Quote from: Shinzy on October 02, 2014, 05:11:42 PM
You Updaterinate this really really fast, okiday?
because I just saw how they look with that webby ploodpactsigilthingie and powerarmor on (let's just say I can't contain myself anymore ;D)

Only wish the bullets would be itsy bitsy skulls, but you can't have *everything* right? *sigh*

as you wish ;)


[attachment deleted by admin: too old]
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie - FACTION UPDATERINO!
Post by: Viperlol on October 03, 2014, 01:24:23 AM
Can we expect more chaos forces in the future, im hoping that some day we will be able to have CSM duke it out with tribals. So far this mod is amazing, its literally what I have wanted from this game for a while now :P
Title: Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie - FACTION UPDATERINO!
Post by: JuliaEllie on October 03, 2014, 11:39:09 AM
Quote from: Viperlol on October 03, 2014, 01:24:23 AM
Can we expect more chaos forces in the future, im hoping that some day we will be able to have CSM duke it out with tribals. So far this mod is amazing, its literally what I have wanted from this game for a while now :P

At the moment I have to focus on porting the mod to alpha 7 which is a huge pain where the sun doesnt shine - fortunately I "only" have to port the XMLs
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 03, 2014, 05:18:43 PM
(http://i.imgur.com/HCEzA2V.png)

PORTET TO ALPHA 7
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: shadowstreaker on October 03, 2014, 05:23:29 PM
Thank you for the update and the beautiful meme comic :')
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Killaim on October 04, 2014, 02:25:45 AM
now we just need a silver throne for the king of pawnkind - perhaps a stasis throne or something
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: shadowstreaker on October 04, 2014, 02:35:06 PM
For some reason I'm not getting any pact strength for my sacrifices, any ideas?
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 04, 2014, 06:28:33 PM
Quote from: shadowstreaker on October 04, 2014, 02:35:06 PM
For some reason I'm not getting any pact strength for my sacrifices, any ideas?

you not only need the blood altar but also the "decorative" stuff or Blood Ivy to gain pact strength from sacrifices - the more the better.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: shadowstreaker on October 04, 2014, 07:14:38 PM
That's... Actually a very impressive mechanic, awesome
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: LORDPrometheus on October 06, 2014, 05:25:44 PM
Are you planning on making a sort of antagonist to the blood pact mechanic like a 'holy' mechanic or something which can heal and give food but less equipment and useful things. Sort of like in the elder scrolls where worshiping the aedra (the 9 gods) gives very slight benefits but is socially acceptable (if not expected) and "good" whereas worshiping the deadra (the deadric princes) gives very powerful benefits but makes you their servant when you die and somewhat while you live.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Viperlol on October 06, 2014, 05:34:09 PM
Quote from: LORDPrometheus on October 06, 2014, 05:25:44 PM
... 'holy' mechanic ...
Praise the Emperor and pass the ammunition!
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: LORDPrometheus on October 07, 2014, 12:30:02 PM
This could also play into the rim marines that she added with the different factions either being friendly or hostile based on alignment. Admittedly this is probably a bit more ambitious than just about every other mod there is right now since dynamic faction relations are not quite in game yet (all you can do is anger them) and an alignment system would be brand new
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 07, 2014, 12:45:35 PM
Quote from: LORDPrometheus on October 07, 2014, 12:30:02 PM
This could also play into the rim marines that she added with the different factions either being friendly or hostile based on alignment. Admittedly this is probably a bit more ambitious than just about every other mod there is right now since dynamic faction relations are not quite in game yet (all you can do is anger them) and an alignment system would be brand new

You can also get faction goodwill by sending them money over the comms console in vanilla.

At the moment im focusing on Apothecarius again and wont work on Blood Pact in the next few days or maybe weeks. Most of its contents are more proof of concepts.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: LORDPrometheus on October 07, 2014, 01:13:13 PM
Pretty solid for a proof of concept nice job
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 07, 2014, 01:27:04 PM
Quote from: LORDPrometheus on October 07, 2014, 01:13:13 PM
Pretty solid for a proof of concept nice job

Thank you :)
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Smasher5523 on October 12, 2014, 02:25:21 PM
Sorry if this is a dumb question, but i cannot grow bloody ivy, I put down a growing zone and set the zone to bloody ivy and my colonists dont do anything, i see it needs to be on a bloody flo0or thing, but idk how to get tht :( and i also dont know how to get blood jars or leafs, any help?!?!
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: kentauros87 on October 12, 2014, 02:34:32 PM
Quote from: Smasher5523 on October 12, 2014, 02:25:21 PM
Sorry if this is a dumb question, but i cannot grow bloody ivy, I put down a growing zone and set the zone to bloody ivy and my colonists dont do anything, i see it needs to be on a bloody flo0or thing, but idk how to get tht :( and i also dont know how to get blood jars or leafs, any help?!?!

I've just started exploring this mod, very interesting  ;) you need to build the altar in order to slaughter corpses and obtain blood jars, uses to soak the terrain.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: kentauros87 on October 12, 2014, 02:37:02 PM
Other noob question: exactly, how much decorations are needed for obtaining pact strength, and what about the ivy? it's needed a big plantation, or a large quantity of stocked ivy?
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 12, 2014, 02:48:51 PM
Quote from: kentauros87 on October 12, 2014, 02:37:02 PM
Other noob question: exactly, how much decorations are needed for obtaining pact strength, and what about the ivy? it's needed a big plantation, or a large quantity of stocked ivy?

You only need one decoration in order to be able to obtain Pact Strength but you get more for every decoration you have. (1 decoration = 1/sacrifice, 2 decoration = 2/sacrifice, n decoration n/sacrifice) only living Blood Ivy on the fields counts so you need big plantations.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Smasher5523 on October 12, 2014, 03:03:57 PM
Quote from: JuliaEllie on October 12, 2014, 02:48:51 PM
Quote from: kentauros87 on October 12, 2014, 02:37:02 PM
Other noob question: exactly, how much decorations are needed for obtaining pact strength, and what about the ivy? it's needed a big plantation, or a large quantity of stocked ivy?

You only need one decoration in order to be able to obtain Pact Strength but you get more for every decoration you have. (1 decoration = 1/sacrifice, 2 decoration = 2/sacrifice, n decoration n/sacrifice) only living Blood Ivy on the fields counts so you need big plantations.
Ohh, so decorations increase pact strength? if so i'll be to 5000 in a few seconds :D
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 12, 2014, 03:20:30 PM
Quote from: Smasher5523 on October 12, 2014, 03:03:57 PM
Quote from: JuliaEllie on October 12, 2014, 02:48:51 PM
Quote from: kentauros87 on October 12, 2014, 02:37:02 PM
Other noob question: exactly, how much decorations are needed for obtaining pact strength, and what about the ivy? it's needed a big plantation, or a large quantity of stocked ivy?

You only need one decoration in order to be able to obtain Pact Strength but you get more for every decoration you have. (1 decoration = 1/sacrifice, 2 decoration = 2/sacrifice, n decoration n/sacrifice) only living Blood Ivy on the fields counts so you need big plantations.
Ohh, so decorations increase pact strength? if so i'll be to 5000 in a few seconds :D

No they dont increase the Pact Strength but they increase the amount of Pact Strength you gain per sacrifice.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Smasher5523 on October 12, 2014, 04:28:50 PM
New problem, i am sacrificing the leaves i get from the bloody ivy, and i am not getting any pact strength, this supposed to happen?
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 12, 2014, 04:37:17 PM
Quote from: Smasher5523 on October 12, 2014, 04:28:50 PM
New problem, i am sacrificing the leaves i get from the bloody ivy, and i am not getting any pact strength, this supposed to happen?

How many Decorations do you have?
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: kentauros87 on October 13, 2014, 04:39:22 AM
Same problem here: I built 2 bloody art, 2 skull poles, 2 skull piles, the altar and the other buildings and a huge plantation with fully grown ivy. I get no pact strength when I do sacrifices. Other things, like the marines factions, seem to work fine.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: shadowstreaker on October 13, 2014, 06:55:31 AM
I just find it funny how creatures will try and eat the jars of blood, but for whatever reason they cant so they just sit there trying to until they die of starvation
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Smasher5523 on October 13, 2014, 11:08:29 AM
Quote from: JuliaEllie on October 12, 2014, 04:37:17 PM
Quote from: Smasher5523 on October 12, 2014, 04:28:50 PM
New problem, i am sacrificing the leaves i get from the bloody ivy, and i am not getting any pact strength, this supposed to happen?

How many Decorations do you have?
Three skull poles
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Demonlord091 on October 15, 2014, 08:36:50 PM
The Gibbet cage from the very first version of Rimworld (and quite a few after it) might be a good fit with this mod.

You could stuff the animals you don't eat in them since they can't be sacrificed, freak out your visitors and prisoners a bit. Just a random amusing idea.

Haven't actually managed to get any pact strength yet but i still love the idea behind this mod. I've always been a fan of the Warhammer 40k stuff.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Scourge on October 17, 2014, 03:15:02 AM
I'm not getting any Pact Strength either and I got about 6 to 7 blood sigils as well as 2 skullspears and 1 skullgathering place.

When loading the mod I see an error message in the menu

Exception reading nailerrimmarine.xml as xml: expected >, but found s[115]line 157, position 12... (Rest doesn't show)

Config error in bloodpact: TraitDef bloodpact has 0 commonality.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Demonlord091 on October 17, 2014, 03:48:30 PM
Same here, Scourge.

20 Skull Posts, 20 Bloody Art, 20 Skull Piles, 10 Sacrificed Jars of Blood, 10 Blood Leaf, 10 Human Skulls, and 30 semi-fresh corpses.   0 Pact Strength.

I think we can safely say we have an Error.

Also found a compatibility issue with the Recipe Nurse. Seems if you try using the EdB Prepare Carefully mod located here:https://ludeon.com/forums/index.php?topic=6261.0    the button for harvesting organs and replacing limbs stops working.  You can poke the thing for hours and all it'll do is freeze the game for a few seconds.  No Error message in the logs for it though.

[attachment deleted by admin: too old]
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Scourge on October 17, 2014, 04:16:08 PM
Quote from: Demonlord091 on October 17, 2014, 03:48:30 PM
Same here, Scourge.

20 Skull Posts, 20 Bloody Art, 20 Skull Piles, 10 Sacrificed Jars of Blood, 10 Blood Leaf, 10 Human Skulls, and 30 semi-fresh corpses.   0 Pact Strength.

I think we can safely say we have an Error.

Also found a compatibility issue with the Recipe Nurse. Seems if you try using the EdB Prepare Carefully mod located here:https://ludeon.com/forums/index.php?topic=6261.0    the button for harvesting organs and replacing limbs stops working.  You can poke the thing for hours and all it'll do is freeze the game for a few seconds.  No Error message in the logs for it though.

I can't say that I had a problem with Prepare carefully and harvesting the organs yet. Will have to try that and see if I encounter the same problem.

The blood pact trait also doesn't gets added to the colonists. Maybe thats the problem.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Demonlord091 on October 18, 2014, 01:29:35 AM
QuoteThe blood pact trait also doesn't gets added to the colonists. Maybe that's the problem.

That's the reason I attempted to use the EdB Prepare Carefully mod.

Unfortunately making colonists members of the Blood Pact by adding on that trait does not fix the problem of Pact Strength not increasing with sacrifices.

Added in a few more detailed screenshots of the Error Message. Four images are too large so I'll split them between the two posts if possible.

[attachment deleted by admin: too old]
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Smasher5523 on October 18, 2014, 06:07:53 PM
I give up on the mod, i cant get pact strength and i dont see wth pact strength even does.. anyway, i got tech tree minami now so this mod has no use for me anymore, Sorry
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 18, 2014, 06:11:56 PM
Im sorry. I was looking for the bug but I cant find it and I have no clue why it wont work for some :( for now I simply dont have enough time to keep up with all my mods.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: austinwelser on October 20, 2014, 04:19:42 PM
BLOOD FOR THE BLOOD GOD SKULLS FOR THE SKULL THRONE,
also thanks for the mod Julie!
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on October 20, 2014, 04:54:52 PM
Quote from: austinwelser on October 20, 2014, 04:19:42 PM
BLOOD FOR THE BLOOD GOD SKULLS FOR THE SKULL THRONE,
also thanks for the mod Julie!

MILK FOR THE KHORNEFLAKES!!
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: austinwelser on October 23, 2014, 04:07:41 PM
mmmm someone has been enjoying their chaos khorne flakes
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Berengar on November 20, 2014, 12:15:52 PM
Moin, and greetings!
I found today some old chaos Powerarmors for Rimworld on my PC.
There not very god, but hey maybe you can use them.  ;)
I have some blodpack, Orc and Imperial Stuff to, when you want them, just send pm me.

(http://img5.fotos-hochladen.net/uploads/cpowerarmorhulwskf2qvuyt.png)

(http://img5.fotos-hochladen.net/uploads/cpowerarmorhul26h4tmvrck.png)

(http://www.fotos-hochladen.net/uploads/cpowerarmorhulba8txd2uer.png)

Mfg: Berengar

(http://img5.fotos-hochladen.net/uploads/ivestplatehulktvfxn942ka.png)

Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Clibanarius on November 20, 2014, 12:46:55 PM
A: Those rule. B: This mod could, with just a bit of work (I'm not sure randomly conjuring corpses is something RimWorld handles INNATELY, but JuliaEllie is a genius when it comes to coding), be made to work with her Eugenetics mod to summon fodder for genetic experiments/cloned personality recipients. Lovely.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Berengar on November 20, 2014, 01:06:18 PM
Hmm why not somthing im frankenstein Style?
Im mean.. jo have some Bodypawnts.. some headpawns.. like on with big muscles.. one with 4 Legs an Lizard Head and so on.
And with all that parts, you can buld your own Army of creepy Monsters. :D
But all that Body parts need special abilitis.. like the Strongman Body gives more Meele Sklill, an Health, but slow you Colonist down.
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: JuliaEllie on November 20, 2014, 01:33:34 PM
Those textures are great :) At the moment Im working on something new but Im sure I can use your texures somewhere in the future.

Wow thanks Cliban  appreciate that :) but I no longer support Blood Pact because it was only a proof of concept which broke during porting from A6 to A7
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: Berengar on November 20, 2014, 01:38:39 PM
Naah thanks xD
But im not realy proud? (stolz) on them.
When you need something just pm me, im always looking for new projekts. :)
Title: Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
Post by: ianfkyeah on November 20, 2014, 01:41:19 PM
Initially I saw a bolter. Now Chaos preachers. I hope to see a full-scale 40k integration underway soon!

Something along the lines of starting off with Imp humans, with building options that give you a chance to lead down a Space Marine path, or a sinister Chaos path.

The hope is real.