[1.4] Call of Cthulhu - Rim of Madness Expansion Pack (10/21/2022)

Started by jecrell, September 14, 2016, 08:17:04 AM

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wwWraith

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 :)
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

RyanRim

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?

✯✯✯✯✯✯✯✯✯✯✯✯✯

Canute

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.

wwWraith

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 :)
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Canute

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.

asquirrel

Dude, Star Vampire can't grapple.  Swiper no swiping.

https://gist.github.com/f40fb8063d72a212240de2ed6e227498


[attachment deleted by admin: too old]

jecrell



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
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Sarge

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()

wwWraith

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]
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Wanderer_joins

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.

wwWraith

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.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

doomtrout

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?

Call me Arty

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.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Canute

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.


Harry_Dicks

I think I just got the unholy trinity of vampire, werewolf, and magically gifted. Also, they are the colony dictator, warrior type.