Blood Lessons: RimWorld Vampire Survival From Crisis to Colony Domination
📜 Mod Overview
Rim of Madness – Vampires (RoM: Vampires) is a comprehensive RimWorld mod that transforms the survival experience into a gothic vampire saga. Inspired by Vampire: The Masquerade, it introduces vampirism as a complex condition that can turn your pawns into powerful undead beings with unique needs, abilities, and weaknesses. If you're new to RimWorld, check out our complete beginner's guide to understand the basic game mechanics first.

A vampire colony showcasing the dark atmosphere and unique challenges of undead survival
🩸 Key Features
- 8 distinct vampire bloodlines (clans)
- Custom vitae (blood) need system
- 50+ vampiric abilities (Disciplines)
- Ghoul creation and management
- Immortality with resurrection mechanics
- Sunlight vulnerabilities and scheduling
⚙️ Version Status
Official: RimWorld 1.4 (Biotech)
Unofficial: RimWorld 1.5 (Community port)
Creator: Jecrell (Rim of Madness series)
Status: Active community support
💾 Installation & Setup
⚠️ Prerequisites
- JecsTools - Core library (required)
- Humanoid Alien Races (HAR) - Recommended for compatibility
- Harmony - Usually included with RimWorld
📋 Load Order
🚫 Known Conflicts
- Moody - UI mod incompatible with caravan food checks
- Dub's Bad Hygiene - Vampires die of thirst (disable thirst for vampires)
- Vanilla Expanded Androids - Vampires can feed on androids (bug)
- Achtung! - Command mod causes pawn freeze issues
- Facial Animation mods - Can cause visual bugs with vampire faces
🔗 Download Links
RimWorld 1.4: Steam Workshop (original by Jecrell)
RimWorld 1.5: Unofficial 1.5 Update (Workshop ID: 3317712737)
JecsTools: Workshop ID: 932008009
GitHub: Rim-of-Madness-Team/Vampires
⚗️ Vampire Mechanics
🧛♂️ Becoming a Vampire ▼
- Start with vampire: Use custom scenario or editor
- Embrace: Capture a vampire and have them bite a human (kills and resurrects as vampire)
- Generation system: Each embrace creates a weaker vampire (higher generation)
- Fresh game recommended: Mid-save addition requires dev mode. For scenario setup tips, see our getting started guide
🩸 Vitae & Blood System ▼
Feeding Methods
- Live feeding (humans/animals)
- Blood packs & vials
- Blood wine (from drunk victims)
- Hemogen packs (Biotech)
- Magical feeding (some disciplines)
Blood Values
- Human blood pack: 3 points
- Animal blood: 1 point
- Hemogen pack: 2 points
- Blood wine: 1 point + intoxication
⚠️ Starvation Warning: Low blood triggers Beast Frenzy - vampire attacks everything nearby!
💚 Healing & Immortality ▼
Healing Abilities
- Vampiric Healing: 1 vitae - rapid wound recovery
- Heal Scars: 1 vitae - remove permanent scars
- Regenerate Part: 2 vitae - regrow limbs/organs instantly
Resurrection
- Death enters torpor state
- Any vampire can resurrect allies
- Revived vampire has 0 blood (frenzies)
- Body must be intact (not ash/destroyed)
☀️ Weaknesses ▼
Sunlight
- Rotschreck: Terror response to sunlight
- Burning: Takes fire damage in sunlight
- Final Death: Turns to ash if killed by sun
- Day Sleep: Forced to sleep during daylight
- Safety Holes: Can dig emergency shelter
Other Weaknesses
- Fire vulnerability
- Holy damage (some mods)
- Cannot reproduce
- No reflection (cosmetic)
Mod Settings
- Disable sun damage
- Disable forced day sleep
- Sunlight policy per vampire
- Blood consumption rates
👥 Ghouls ▼
Ghouls are humans fed vampire blood without full transformation. They serve as loyal thralls with limited vampiric powers.
Ghoul Benefits
- Daylight immunity
- Blood bond loyalty
- Limited discipline access (level 1 only)
- No food requirement (need vampire blood)
- Enhanced physical abilities
Management
- Require periodic blood feeding
- Revert to human if abandoned
- Can be emergency blood source
- Ratio: 1 vampire : 2-3 ghouls
🏰 Vampire Bloodlines
Eight distinct vampire clans, each with unique disciplines and playstyles. All trace back to Caine, the First Vampire.

Different vampire bloodlines demonstrating their unique abilities and characteristics
👑 Ventrue - Clan of Kings
Aristocratic leaders with mental domination powers. Excellent diplomats and colony commanders. Use mind control to subdue enemies and inspire allies.
🐺 Gangrel - Feral Warriors
Animalistic vampires attuned to nature. Durable frontline fighters who can shapeshift and command animals. Excel at melee and survival.
👹 Nosferatu - Shadow Stalkers
Hideous but deadly. Masters of stealth and invisibility. Permanent social penalty due to monstrous appearance, but unmatched scouts and assassins.
🧬 Tzimisce - Flesh Shapers
Utterly inhuman monsters who craft flesh and bone. Can assume horrific war-forms with extreme combat stats. Abandoned humanity completely.
🔮 Tremere - Blood Mages
Scholarly blood sorcerers. Ranged casters with powerful blood magic spells. Can scry and craft blood potions. Keep protected while casting.
🌑 Lasombra - Shadow Lords
Masters of darkness and shadow. Can weaponize shadows and create darkness fields. Strong leaders with situational powers that excel at night.
⚔️ Pijavica - Blood Knights
Parasitic vampires that prey on both living and undead. Aggressive hunters with combat-focused abilities. Self-sufficient predators.
🗿 Gargoyle - Stone Guardians
Engineered guardians with stone skin and wings. Can fly across the map for rapid deployment. Durable tanks with low social skills.
📊 Quick Reference Table
Bloodline | Primary Role | Combat Style | Special Feature |
---|---|---|---|
Ventrue | Leader | Support/Tank | Mind Control |
Gangrel | Warrior | Melee/Beast | Shapeshifting |
Nosferatu | Scout | Stealth/Assassin | Invisibility |
Tzimisce | Monster | Melee/Terror | Flesh Crafting |
Tremere | Mage | Ranged/Caster | Blood Magic |
Lasombra | Lord | Area Control | Shadow Powers |
Pijavica | Hunter | Aggressive Melee | Anti-Vampire |
Gargoyle | Guardian | Tank/Mobility | Flight |
🔗 DLC Compatibility
👑 Royalty
✅ Compatible Features
- Vampires can use psycasts
- Empire titles work normally
- Ceremonies function (mostly)
- Vampire + Psycaster = Very powerful
⚠️ Known Issues
- Bestower arriving as vampire may burn
- Some ceremony edge cases
- Minor party/wedding errors (patched)
📿 Ideology
⚠️ Limited Integration
- No built-in vampire precepts
- Not recognized as "bloodfeeders"
- Ritual participation issues
- Day sleep conflicts with rituals
💡 Workarounds
- Disable day sleep for rituals
- Create blood cult themes
- Use blood chalice relics
- Roleplay integration manually
🧬 Biotech
⚠️ Note: RoM Vampires and Sanguophages are separate systems!
✅ Blood Compatibility
- Hemogen packs work (2 blood points)
- Can raid sanguophage blood farms
- Compatible with blood extraction
❌ No Gene Integration
- Vampirism is hediff, not genes
- No vampire xenotypes included
- Children born human (need embrace)
🔬 Other Features
- Mechanitor vampires work fine
- Visual genes may not show
- Can consume xenogerms safely
RoM Vampires vs Sanguophages
- 8 unique bloodlines
- 50+ abilities
- Complex mechanics
- VtM-inspired lore
- Single gene-based type
- Limited abilities
- Integrated with genes
- Official Ludeon content
⚡ Gameplay Strategy
🗺️ Colony Development Path
Interactive flowchart showing the complete vampire colony progression from early survival to late-game dominance.
💡 Navigation Tips:
- Zoom: Use buttons above or Ctrl+Mouse Wheel
- Pan: Click and drag to move around the diagram
- Fullscreen: Click fullscreen button for better viewing
- Keyboard: + (zoom in), - (zoom out), 0 (reset), F (fullscreen)
- Mobile: Pinch to zoom, drag to pan, tap fullscreen
🌅 Early Game
Challenges
- Strict blood needs
- Sunlight vulnerability
- Limited abilities
- Social difficulties
Strategies
- Start with blood source ready
- Build underground base
- Schedule night work only
- Feed before every fight
🌆 Mid Game
Power Growth
- Multiple disciplines unlocked
- Stable blood supply
- Ghoul support network
- One-vampire armies
Focus Areas
- Prisoner blood farms
- Covered walkways
- Discipline specialization
- Ghoul management
🌃 Late Game
Overpowered
- Near-invincible vampires
- Multiple resurrections
- Ancient vampire raids
- Self-inflicted dangers
Management
- Multiple blood sources
- Frenzy safety protocols
- Ancient vampire threats
- Diablerize for power
🏠 Colony Management ▼
🕒 Scheduling
- Night schedule (6pm-8am)
- Day sleep (9am-5pm)
- Sunlight zones restriction
- Covered walkways - see our colony layout guide for design tips
🩸 Blood Supply
- Animal farms (pigs/muffalo)
- Prisoner blood banks
- Hemogen production
- Emergency blood packs
🏥 Medical Care
- Vampiric healing abilities
- Blood reserves in hospital
- Resurrection protocols
- Coffin storage safety
🛡️ Safety Protocols
- Frenzy containment room
- Sunlight emergency plans
- Ghoul failsafe systems
- Blood shortage alerts
⚔️ Combat Strategies ▼
Pre-Combat
- Feed to maximum blood
- Coordinate discipline usage
- Night fighting preferred
- Backup blood supply ready
- For advanced tactics, see our combat and defense guide
Team Composition
- Tank vampire + ranged support
- Multiple bloodline synergy
- Ghoul daylight coverage
- Human psycaster backup
- Learn more about military strategy and team tactics
Power Combinations
- Lasombra darkness + Nosferatu stealth
- Tremere magic + Ventrue leadership
- Gangrel shapeshifting + animals
- Death Knight passive healing
⚖️ Balance & Difficulty Settings
Mod Settings Options
- Disable sun damage
- Disable forced day sleep
- Adjust blood consumption
- Vampire AI behaviors
Difficulty Tips
- Start easier: Disable sun damage
- Hardcore: Keep all penalties
- Mountain bases reduce sunlight
- Cold biomes = less daylight
🎭 Storytelling & Roleplay
🏰 Vampire Society
- Camarilla Politics: Multi-clan vampire councils
- Generation Hierarchy: Elder vs neonate dynamics
- Blood Bonds: Sire-childe relationships
- Ancient Secrets: Discover Caine's legacy
🌙 Colony Dynamics
- Secret Vampire: Hidden among humans
- Blood Cult: Willing human servants
- Vampire Lords: Ruling undead aristocracy
- Monster's Lair: Isolated predator base
⚔️ Conflict Stories
- Vampire Hunters: Humans fighting back
- Clan Wars: Inter-bloodline conflicts
- Diablerie Plots: Power through cannibalism
- Ancient Awakening: Elder vampire threats
🎮 Playstyle Archetypes
🕷️ Nosferatu Hermit
Live in shadows, avoid detection. Use stealth and animal allies. Minimal social contact.
Base: Underground tunnels, swamp hideout
Feeding: Wild animals, occasional travelers
⚔️ Blood Knight
Seek combat and glory. Hunt other vampires. Revel in violence and bloodshed.
Base: Fortress with arena, trophy room
Feeding: Enemies, captured fighters, gladiator pits
👑 Vampire Lord
Rule over humans and ghouls. Build a dark empire with yourself as immortal sovereign.
Base: Gothic castle, throne room, court
Feeding: Willing subjects, blood tribute system
🔮 Scholar Mage
Pursue knowledge and magical power. Research ancient secrets and blood magic.
Base: Library, laboratory, ritual chambers
Feeding: Prisoners for experiments, blood farms
🏗️ Thematic Base Design ▼
🌙 Essential Features
- Underground tunnels
- Coffin chambers
- Blood storage rooms
- Covered walkways
- Throne/ritual rooms
🩸 Blood Infrastructure
- Prisoner holding cells
- Animal pens/barns
- Blood extraction rooms
- Hemogen production
- Emergency blood vaults
🎭 Atmospheric Elements
- Gothic architecture
- Skull decorations
- Red carpets/drapes
- Candelabras/torches
- Artwork and statues
🛡️ Defensive Design
- Mountain fortress
- Multiple escape routes
- Sunlight kill zones
- Hidden passages
- Trap mechanisms
🌐 Community Resources
📺 Videos & Guides
- Ambiguous Amphibian playthroughs
- Halloween vampire showcases
- Combat demonstration videos
- Base design tutorials
💬 Community Hubs
- Rim of Madness Discord
- Reddit r/RimWorld discussions
- Steam Workshop comments
- Modding community forums
🎯 Scenario Sharing
- "The Coven" start scenarios
- "Dracula's Castle" setups
- Custom vampire xenotypes
- Storyteller mod recommendations