RimWorld

RimWorld

The Profaned
893 Comments
Bobbarækus 3 hours ago 
I'd like to suggest the following:
- Make all food sources equal. Cooked, raw, insect meat, human meat etc. But don't give the profaned mood bonuses from cooked food and high quality meals, to balance it out.
- Either cut their need for recreation or add some undead-specific recreation like a torture rack (it feels uncanny that your undead warlord is mad because he can't play horseshoes)

That aside thanks for a great mod! I love these guys!
Bobbarækus 3 hours ago 
Hey Botch, I wanted to bring something up after starting a Profaned game recently.
I started in a mountainous ice biome and I thought that it was perfect because of the profaned cold resistance. Since no animals go there, I figured I would have to live entirely off of human meat. That also seemed very on-brand.
Colour me VERY surprised to find the Profaned get massive mood buffs from eating human meat. Of course I understand that you can choose to be good guys that would never eat people, and you can use prepare carefully to pick the cannibal trait, but wouldn't it make more sense if they weren't at all affected by the need to consume human flesh? Additionally they're also bothered by food being raw, which seems such an odd complaint for walking corpses that just needs any sustenance.
tachi 4 hours ago 
My console is being spammed by this https://imgur.com/a/Wq8BrDh it started happening randomly when a colossus spawned on my map and was downed. I deleted it was dev options but my console is still being spammed tanking performance heavily
Botch_Job  [author] Jul 15 @ 1:51pm 
Hey, sorry i missed the last message. After being revived a pawn will be in a coma for a few days which shouldn't last long enough for them to starve.

They will have a sickness after that though that lasts a little while and lowers consciousness, if they have something else going and their consciousness drops too much they'll be downed. At which point you might have to tend them.
RocketMan Jul 15 @ 1:01pm 
Figured it out! you need a medical bed and have to feed them.
RocketMan Jul 12 @ 2:51pm 
Hey botch, how do I raise my profane? When I do bestow curse they eventually die of malnutrition before waking up.
ArmyOfLight Jul 7 @ 3:48am 
botchjob. Idk didnt work out so I made a new savegame.
so far it works again. Rebuilding/moving etc didnt work out
Starkingson Jul 6 @ 8:38pm 
Using an older local copy of VEF I had lying around appears to resolve the issue
Starkingson Jul 6 @ 8:36pm 
With just "Vanilla Expanded Framework" on version 1.5 the cosmetic genes are missing with red errors on startup:
"Could not resolve cross-reference to Verse.GeneDef named BotchJob_SkeletalBody (wanter=genes)"
Similar errors aswell for RottingFlesh twice and ProfanedShield.

I think VEF changed again in preparation for 1.6.
Botch_Job  [author] Jul 6 @ 12:56pm 
@ArmyOfLight I've heard about that happening in the past and thought it was fixed :/ I think it can happen based on the angle pawns approach it, you could try moving or rotating it and see if that fixes the issue.

@LaSchuii The Undead Warg is technically a different race than the regular warg so it would need a patch to work, if you are at all familiar with XML you could add to the def for the Warg armour. It might look a bit off though.
Gideon Jul 5 @ 11:22am 
LaSchuii <3 Jul 3 @ 11:16am 
the undead wargs can't wear the warg armor from Animal Gear (but I love them and want to protect them) - is there a way I can tweak this manually? :BEheart:
ArmyOfLight Jul 3 @ 2:45am 
got a bug with my pawns not being able to use the ritual circle at all. they are stuck in an endless motion to deliver the undead creatures walking up and down. kinda started today/yesterday? beforre it was fine
Bimbo Advocate Jul 2 @ 11:19am 
Thank you for updating this glorious mod.
Botch_Job  [author] Jun 29 @ 5:38am 
Just updated with a fix to the starting scenario for both 1.5 and 1.6.

I've disabled the starting crypt from spawning in 1.6 for now as it doesn't seem to be be working.
Botch_Job  [author] Jun 28 @ 1:56pm 
@Banshee Are you using 1.5 or 1.6?
Banshee Jun 28 @ 10:07am 
Found a fix, had to edit the scenario and remove the custom crypt spawn for the map!
Banshee Jun 28 @ 9:23am 
Hi there, Really love this mod. However when selecting the Profaned starting scenario and trying to load on any map ( tested with the map made for these guys and regular forest) I am getting a (failed to generate map) error and I go back to main screen. I tested this with another scenario, works fine.
Botch_Job  [author] Jun 28 @ 7:20am 
Just updated with the fixes for the 1.6 VE Framework, everything seems to be working as it should but let me know if any issues pop up.

Also, big thanks to Zaljerem for providing a fix for the the melee special weapons counting as ranged weapons.
Bloodyfist Jun 27 @ 9:03pm 
Cool thank you. hope this is ready soon io love this mod but sadly VeF is what i started the game on
Arkansas Jun 26 @ 4:00pm 
Botch_job, i just came here to ask about that. looks like it is already on your radar. thanks for working on this to make it compatible with ve. i like my stable of ethereal horses.
Botch_Job  [author] Jun 26 @ 1:29pm 
Yeah unfortunately it looks like the 1.6 update to VE framework broke a bunch of stuff with Divine Order and Profaned, I'm looking into it and will update with a fix as soon as I can.
Demelios Jun 26 @ 12:19pm 
This mod is not yet compatible with Vanilla extended
Tree4Life Jun 25 @ 12:40pm 
same issue as draylynn :( would me an amazing combination!
Draylynn Jun 25 @ 4:59am 
Won't load with Vanilla Expanded Framework/Harmony. Causes the new game 'next' button to fail to progress.
YashaSkaven Jun 25 @ 4:06am 
Finally, Ossiarch Bonereapers in rimworld
Ender's games Jun 23 @ 6:52am 
Hi, are undead colossus supposed to heal? I had "created" one, I used it in a fight against a cluster mech (wouldn't be noticed by the proximity beacons, by the way), it got hurt pretty badly but it was rescued and "healed". After that I had a permanent message that it was starving despite having his food bar completely full and also it wasn't healing. It spent several days in 35% health and at some point I decided to harvest it so at least I could get useful stuff out of it.
KΞNTΛR Jun 22 @ 11:11am 
@harhell they need to die first :)
Botch_Job  [author] Jun 22 @ 9:58am 
Hey people, apologies been busy IRL but I've just updated my mods to 1.6. Everything seems to be working as it should but let me know if any issues pop up.

Also, bear in mind this mod utilises VE framework for a lot of things which hasn't been updated as of yet. It works without it but a lot of features will be missing until the framework is updated.
harhell Jun 21 @ 4:36am 
I have a human settler, but I can't cast a curse
harhell Jun 20 @ 10:03am 
Are they getting old or not
KΞNTΛR Jun 18 @ 3:54am 
That bug I mentioned is probably just a visual glitch
Absolut Jun 16 @ 6:46am 
when mod is going to be updated?
KΞNTΛR Jun 14 @ 2:51pm 
There is a bug which occurs every I reload the save. If I have the Profaned as allies, the goodwill with them always resets to 60.
Muad'dib May 28 @ 2:29pm 
There is mention of research. But I'm not understanding how you gain access to researching this stuff or what you can even research.

In addition is one of the researches going to let me instantly turn a corpse into the new xenotype? Can my vampire end up raising someone just by doing a certain research chain?

If not able to do a research that raises dead, do you think maybe patch so that people using Vanilla Expanded Psionics will see one of it's necromany powers create these instead of doing the 24 hour raise dead effect?
Jamerific May 24 @ 11:59pm 
Rotten Limbs, Jaws, Hands, and Eyeballs as "prosthetics" would be cool. Either have them harvest able from corpses or craft them through the work bench would be a cool way to go.
TraffiCCone May 24 @ 10:30am 
Loving this mod, although i wish to know if there's possibly a way to actually "re-attach bones" as the "gravetender robes" description actually mentions
Cheeks McClapperson May 18 @ 10:55am 
my guys are suffering from starvation and malnutrition...
Addaward May 16 @ 1:33pm 
ahh but it seems all profaned for me just have skeleton body be the dominant gene, i even tried spawning in a couple of raids to check
BaloneyOs May 16 @ 3:34am 
To follow up on Psyduck's question, manhunter pack threats can spawn the undead animals and almost immediately be cured of scaria which makes them no longer hostile. It seems rather strange for a major threat to just defeat itself.
Psyduck May 6 @ 11:37am 
this is a very cool mod. my undead horses, spectral and skeletal, have gotten the plague. should they be immune to this and other forms of disease or it is intended?
Botch_Job  [author] May 3 @ 7:18am 
No worries, glad you figured out what the issue was.
SS5DEJAN May 2 @ 5:57pm 
Actually, apologies it looks like its on the Kraltech mods end. I found another item not part of this mod that wont smelt. Likely because those materials have a flammability of 0%
SS5DEJAN May 2 @ 5:51pm 
I can destroy other materials. Super Steel Alloy and Mech variant material Profaned items wont smelt or be destroyed
Botch_Job  [author] May 2 @ 9:10am 
@SS5DEJAN Are you able to destroy it if it's made out of other materials or just the Kraltech material.

@Shiraba Sorry not quite sure what you mean, it should be craftable with any metal or stone + 1 wraith orb.
shiraba May 1 @ 11:43pm 
The Wraith Orb Pedestal cannot be crafted with other materials. This comment may not be translated accurately.
SS5DEJAN May 1 @ 1:40am 
Idk if its something with this mod or the Kraltech mod but profaned apparel made out of Super steel alloy (from Kraltech) is not able to be smelted or destroyed. All other apparel of the same material is able to
Botch_Job  [author] Apr 24 @ 2:30pm 
@Addaward The regular profaned can have either body, they have both genes but it should be random which one shows.
Addaward Apr 23 @ 5:52pm 
im having an issue where profaned are only appearing with skeleton instead of decaying, is that normal? it seems only the cursebears have rotting body
Tenchi Apr 19 @ 1:38pm 
It could be a conflict with one of my hundreds of mods... But apparently reloading the save without changing anything also works.