[A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)

Started by Justin C, May 20, 2014, 02:09:20 AM

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skyarkhangel

#1005

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Bonus A13: Zombie could ressurect AGAIN, if the head was not destroyed.

Standart version


+ EPOE 1.63 patch*

*EPOE mod must come first in the list.


Helixien

Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Bonus A13: Zombie could ressurect AGAIN, if the head was not destroyed.

download from mega


I love you! Does it work with EPOE?

skyarkhangel

#1007
Quote from: iWilliBlecha on June 10, 2016, 09:25:40 AM
I love you! Does it work with EPOE?

Ohh man, you remind me, i forgot to remove not vanilla recipes from race. Updated link.
Its possible to make a separate patch.

Tested on vanilla, now works without errors with "unknown recipes".

xeonxifiaction

Thank you so much Skyarkangel! Something for us to play while we wait for the official update :D!

II7II LOCKDOWN

anyone know if this unofficial update works with the mai robots?

Helixien

Quote from: skyarkhangel on June 10, 2016, 11:22:29 AM
Quote from: iWilliBlecha on June 10, 2016, 09:25:40 AM
I love you! Does it work with EPOE?

Ohh man, you remind me, i forgot to remove not vanilla recipes from race. Updated link.
Its possible to make a separate patch.

Tested on vanilla, now works without errors with "unknown recipes".

Thanks you the best!


SmartererThanYou

Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Bonus A13: Zombie could ressurect AGAIN, if the head was not destroyed.

Standart version


+ EPOE 1.63 patch*

*EPOE mod must come first in the list.

I saw this and thought I clicked on Hardcore SK by accident :)

AllenWL


Fregrant

Probably, as there is new faction for the zeds.

skyarkhangel

#1015
Quote from: SmartererThanYou on June 10, 2016, 10:57:52 PM
I saw this and thought I clicked on Hardcore SK by accident :)

Already uploaded on hardcore sk github with support 3.0

Quote from: AllenWL on June 11, 2016, 09:39:39 AM
Is a new world needed to play this mod?

Yes. Zombie - new faction.

Der Failer

#1016
Quote from: skyarkhangel on June 09, 2016, 11:56:22 PM
-snip-
In my attempt to add this to Mega Mod Pack I found this bug:
Exception ticking Scharf: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ZombiePawn.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

In order to find the presumed mod causing a incompatibility i removed one by one. In the end only "Core, ExpandedProsthetics&OrganEngineering, and Zombie Apocalypse_SK_EPOE" were left, but i also found it in the "normal" version without EPOE.

It sometime occurs when a zombie gets shoot to death. I tried a bit around to pinpoint why it only happens for some zombie but i was unable to do so. As far as i can tell it don't seem to impact gameplay, but i didn't do any longer tests.
Also know this will come up: I've test this on a fresh install and also did all the necessary restarts. Full outputlog attached.

[attachment deleted by admin - too old]

Ph34rthemachine

Hi there! The mod looks really cool! Thanks for making this.

For some reason, I can't get the mod to work. I put the mod in the mods folder, enabled the mod in the game, and went to create a new world as the instructions say to... but it doesn't work. I click generate, then it moves to the 'generating world' screen. When that is finished, nothing happens, it just reverts back to the seed generation window. It also doesn't allow me to start a colony on a pre-mod seed.

It is entirely possible I messed up with the process of installing the mod, since I have no experience doing such things. I downloaded the mod from Nexus (the link given by JustinC), and then I extracted the mod files into the mod folder. Afterwards, I started the game and enabled the mod. Alas, like I stated before, nothing is working.

Did I make an oops when I installed the mod? Or is there some bug that I couldn't have anticipated?

Shirimoto

Quote from: Ph34rthemachine on June 14, 2016, 12:37:29 PM
Hi there! The mod looks really cool! Thanks for making this.

For some reason, I can't get the mod to work. I put the mod in the mods folder, enabled the mod in the game, and went to create a new world as the instructions say to... but it doesn't work. I click generate, then it moves to the 'generating world' screen. When that is finished, nothing happens, it just reverts back to the seed generation window. It also doesn't allow me to start a colony on a pre-mod seed.

It is entirely possible I messed up with the process of installing the mod, since I have no experience doing such things. I downloaded the mod from Nexus (the link given by JustinC), and then I extracted the mod files into the mod folder. Afterwards, I started the game and enabled the mod. Alas, like I stated before, nothing is working.

Did I make an oops when I installed the mod? Or is there some bug that I couldn't have anticipated?

I think you downloaded the A11 version, if you scan a bit ahead of your post you can see a non offical updated version for A13 by our lord and saviour Skyarkhangel

Exende

very interesting, now before I start this, are there any mods that this is NOT compatible with?