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Not my cup of tea for Rimworld.
But still insanely beautiful.
The orientation of the lectern should be correct now aswell.
@Lio No integration with Anomaly as of right now.
@Tiewie I haven't had any issues reported about pregnancies, was it a profaned pawn that was pregnant? because they should be infertile.
@Lio I made them with medieval colonies in mind but if you want to mow them down with high calibre weaponry then more power to you.
Pawn generation error: Generated pawn with disabled requiredWorkTags. Too many tries (120), returning null. Generation request: kindDef=BotchJob_ProfanedCursebearer
Any suggestions?
https://gist.github.com/HugsLibRecordKeeper/63a737ea8356d7c6119b4fa5097d96d0
There appears to be some errors when used with with the latest version of dragon's descent, I'll look into it a get it fixed asap.
@CluelessLemon The workbenches for this mod would be the alchemy table and the ritual circle, the chest works like a toolbox for those buildings.
@Eisenkrone, MrKampfCookie Yeah I've had a bunch of reports of wacky stuff happening when pawns try to carry stuff to the ritual circle. I think it's caused by the interaction cell being at the centre of the circle rather than offset like most workbenches in the game, meaning access to it can be blocked by walls or other objects. I'm not quite sure how to fix this without having the interaction cell to the side of the circle rather than on it.
I might update the texture to better reflect its orientation at some point but for now try to make sure access to it isn't being blocked, the default placement requires access to the south.
Did I do something wrong? Do I miss something? My none of my pawns are a Profaned or Curse Barrer, might that be it?
- Torture Rack/Table: Could function something like a draincasket, requiring a living pawn to be inserted before it works. Interacting with the rack could be a 2-pawn activity which would have the captive struggling and blood gushing while recreation is gained. The captive is kept in the exact state it was in when it was added to the rack.
- Scrying Stone: An ominous green (or red for vampires) crystal which hovers in the air. Interacting with it is a 1-pawn activity which suffuses the user in a glow while being entertained by glimpsing into the future.
- Sparring/Fencing Ring. A 3x3 area enclosed by rope or chains where 1-2 pawns can train in combat against one another, using the melee animations. Trains the equipped weapon while raising recreation.
Keep two things in mind: The resurrection process does NOT make a new cursebearer, only a standard profaned. If the cursebearer dies you lose the ability to make more profaned.
Secondly, the resurrected will be an autonomous person with the same allegiances as before death, meaning if you give the curse to a trader that died walking through an insect nest, he'll get right up and leave with his friends. Presumably enemies also awake hostile, haven't had the chance for that yet since it takes so long between each curse.
A question about the mod that I might just be missing in the description is do they age and can they procreate? I assume no on aging but if they can procreate maybe put in a gene that makes them infertile.
@Bobbarækus Not sure what is happening there, they shouldn't be getting mood buffs from eating human meat. They can eat raw meat without getting sick and the "one with death" meme makes eating human meat acceptable but that is the only thing in the mod that touches cannibalism.
I do like the idea of undead themed recreation, that might be something I add in the future.
- 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!
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.
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.
so far it works again. Rebuilding/moving etc didnt work out
"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.
@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.
Lightless Empyrean biome was updated here: https://steamcommunity.com/sharedfiles/filedetails/?id=3517488959