RimWorld

RimWorld

The Profaned
952 Comments
Auradiver Nov 4 @ 10:53am 
Not sure if this has been mentioned but it'd be cool to get a precept that makes becoming profaned desirable.
NinjaBeest Oct 25 @ 8:04pm 
I have Nal's realistic bodies and thigappe to help patch into the other body. Will that work with this mod?
puppygirlpitjob Oct 25 @ 9:25am 
Had a cursebearer who was incapable of violence, turns out the ability to raise the dead is considered "violent".........
WJSabey Oct 25 @ 5:58am 
I have to ask, why on earth did you give the profaned bed the class name "Bed"?? Any other mod that has any bed inherit from the vanilla bed is screwed up by that. Please fix ASAP.
The Ghost Knife Oct 23 @ 12:25pm 
CE has this patched if you want to update that FAQ
Saglun Oct 23 @ 9:21am 
Is there a way to actually get yourself a new cursebearer? (Outside starting two and prisoner recruitment)
Like a ritual to upgrade regular one to cursebearer somehow?
SlayerBur Oct 14 @ 3:13pm 
Mhmhmh, no
Legalas Warrior Oct 14 @ 2:08pm 
@SlayerBur did you do this on a dead pawn?
SlayerBur Oct 14 @ 9:49am 
I'm trying to curse someone, but it won't let me. I don't get any errors or anything.

I click "curse," and when I click on a settler, nothing happens. The circle doesn't even appear as if I'd selected it.

(Google Translate, sorry)
Simvoid Oct 11 @ 3:56am 
Incompatible with face animations mods? It seems the profaned get human faces in my game
Addie Oct 3 @ 12:58pm 
is there a way to change the cool down
Nattly Oct 2 @ 5:02am 
or just use a vpn because the world should tell the uk government to get bent
Lionheart Sep 30 @ 2:45am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
mailrik828 Sep 26 @ 2:56am 
ive encounter a weird bug but my pawns just run back and forth when trying to disassemble the bodies of the dead. any suggestions are welcome.
All Might Sep 25 @ 4:21am 
The weapons feel underwelming.

Standard weapons are fine but the cool crafted ones don't do much damage / armor pen.
cool effects are cool, but plasteel sword at 13 and the special one at 9 feels off.
Vlad Draculea Sep 22 @ 4:47pm 
do we have to unsubscribe from LTS systems now?
DOCTOR CROW Sep 20 @ 8:10pm 
any upcoming lich xenotype?
Jamerific Sep 16 @ 11:13pm 
Why would the corpse of a creature be just as powerful of the original? That doesn't make sense.

On another note, I don't think this mod scales with other mods. It is it's own thing.
Draco137955 Sep 13 @ 7:22am 
hey there I'm not sure if this is intended or if maybe there's a bug with armor ratings due to my mod list but is the undead dragon supposed to be super underwhelming when compared to any of the dragons from dragons decent? i know that it takes dragon horn and scales to create which would imply killing a dragon in order to make it. and i may just be misleading myself but shouldn't that equate to it being of at least equal strength to the dragons that it requires to be the materials for its creation? sure it might not compare to an elder true dragon but at least being able to fight off a yellow or red, perhaps even a silver since the profane have such high cold resistance. just kind of got under my skin because if the undead dragon isn't even going to match there power or utility (since the dragons shed scales that give them more use) then i would rather just tame or raise a dragon then killing it for a less powerful version.
Melon Sep 11 @ 2:04pm 
Is it possible to make the undead animals either not be picked for manhunter raid incidents, or not be immune to scaria? They current can be picked for the event, then after a few seconds they lose the scaria and just wander around.
Brett Sep 11 @ 8:08am 
Fantastic mod! I had so much fun in the first few hours with your mod in my medieval playthrough.
MannenMyten Sep 10 @ 9:02am 
@SpaceDorf so far it's been bloody marvelous and I'm only on Day 35!

The design of this mod + One With Death +Bone Reapers Remarrowed + All the Dark Ages mods makes for a pretty thematic undead/necromancer/lich playthrough!

Human sacrifices for everybody!
Laquillare Sep 6 @ 6:36pm 
Is there a way to rename them from profaned to something else?
osg2778 Sep 2 @ 4:43pm 
How do I get off that person?
SpaceDorf Sep 2 @ 9:43am 
Just stumbled upon this.
Not my cup of tea for Rimworld.
But still insanely beautiful.
Cyberwolf Aug 29 @ 10:53pm 
is it supposed to have custom settlements ?
Z.E.R.T. Aug 28 @ 6:58pm 
and Abyssal glaive need a big rework its legit annoying you can turn it off and that spell do way more damage to ally i legit need to load my save again since they just keep making my faction in fear and leave the map foever...
Z.E.R.T. Aug 28 @ 5:25pm 
hi you make comission for add on ?
CodyProductions Aug 22 @ 8:49pm 
OH WAIT ♥♥♥♥ NEVERMIND WRONG MOD, it's not even RELATED TO THIS ONE.
CodyProductions Aug 22 @ 8:31pm 
Was the Profaned Reliquary removed?
Rhaeven Aug 20 @ 12:15am 
Just had a wraith die from vacuum exposure. Goodnight sweet prince..
Morcalvin Aug 19 @ 6:56am 
Since LTS Systems is being phased put will you be changing double doors to no longer need it?
Gandalf the Morally Grey Aug 16 @ 5:35am 
I have vannila expanded framework, but i cant equip both the shield and a melee weapon at the same time, even though the weapon says it is usable with shields.
Goldengear1111 Aug 16 @ 4:00am 
why are all the entities on my map wraiths
harhell Aug 15 @ 9:37am 
Will you add a magic mod to your mods?
Crouton Aug 14 @ 12:51pm 
hey im having trouble using the profane ritual circle. whether my colonist is forced or just doing it on their own, they cant seem to harvest the undead. they keep walking to the circle, turning around, taking 1 step, putting the corpse down, immediately picking it back up, turning around, repeat endlessly. i dont think any mods i have installed are interfering with this mod, but i just cant seem to use the circle for the corpse thing. While testing creating tainted bones, i had a small hicup where the same thing was happening, but it fixed itself after drafting and drafting
Botch_Job  [author] Aug 11 @ 7:24am 
Just updated to fix a few issues, there shouldn't be any errors with Dragon's descent and the wandering undead events should be fixed.

The orientation of the lectern should be correct now aswell.

@Lio No integration with Anomaly as of right now.
LioTheManlyBadAssHero Aug 10 @ 9:59pm 
Tho yeah, cant wait to make those ♥♥♥♥♥♥♥ meet my Anti Material Rifle!
LioTheManlyBadAssHero Aug 10 @ 9:58pm 
Also btw @Botch_Job does this mod have any integration with Anomoly?
Botch_Job  [author] Aug 10 @ 1:38pm 
@Cal I looked into it a bit more and it looks like the errors were due to an issue with the events popping, gonna test things a bit more but I think I've fixed it. Update soon.

@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.
LioTheManlyBadAssHero Aug 10 @ 8:34am 
how do they work against guns?
Tlewie Aug 7 @ 5:43pm 
Anyone having issues with pregnancies? I have a colonist in labor and as soon as the process is complete their baby gets deleted by the Debug, saying:
Pawn generation error: Generated pawn with disabled requiredWorkTags. Too many tries (120), returning null. Generation request: kindDef=BotchJob_ProfanedCursebearer
Any suggestions?
Cal Aug 7 @ 7:43am 
@Botch_Job I guess its not a VE thing, show two errors with just this running.

https://gist.github.com/HugsLibRecordKeeper/63a737ea8356d7c6119b4fa5097d96d0
Botch_Job  [author] Aug 7 @ 6:33am 
Has something recently changed with VE? Just gave it a quick try and it seem to be fine as far as I can tell.
Botch_Job  [author] Aug 7 @ 6:32am 
Hey, sorry been a bit busy, to address a few things..

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.
HoningKoning Aug 6 @ 8:56pm 
VE?
Cal Aug 6 @ 6:33pm 
Looks like another mod that needs to be recompiled for the VE changes.
Lucio Magno Aug 6 @ 4:09pm 
would be interesting if the undead creatures were anomalies if anomaly is installed, or maybe even the entire "profaned" creature line (including pawns, beasts and the faction)
MrKampfCookie Aug 6 @ 12:34pm 
I have the exact same problem as Eisenkrone. :(
Latex Santa Aug 6 @ 4:08am 
Thanks very much for updating this.