RimWorld

RimWorld

The Profaned
931 Comments
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 FUCK 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 fuckers 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.
Combine Elite Aug 6 @ 3:23am 
I just wanna thank you for all your mods. Every single one of them is going in my fantasy-themed collection once I get it done, as they are really good additions to it and definitely will stand out the most. I've never played with this one but seeing the screenshots in the description I'm sure it will be fun!
Eisenkrone Aug 1 @ 5:51pm 
Quick question: I did the research and build the ritual circle, gave the bill to extract a corpse and have a wraith and an undead horse lying around, but my pawns only pick them up, carry them to the cirlce and place them around them again and again on different tiles and nothing happens.

Did I do something wrong? Do I miss something? My none of my pawns are a Profaned or Curse Barrer, might that be it?
CluelessLemon Jul 29 @ 6:46am 
The profaned chest mentions a profaned workbench, but I can't that anywhere, not even in dev mode. I can craft the basic items at a fueled smithy but the chest does nothing when next to it.
LioTheManlyBadAssHero Jul 27 @ 11:10am 
will there be intergration with Anomaly?
OneStep Jul 25 @ 10:16am 
XML error: <overrideShouldHaveAbilityTracker MayRequire="onyxae.dragonsdescent">true</overrideShouldHaveAbilityTracker> doesn't correspond to any field in type RaceProperties.
Bobbarækus Jul 20 @ 3:16am 
Had some thought about Profaned/Undead recreations, since it's hard to imagine what monsters do to enjoy themselves.

- 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.
Bobbarækus Jul 20 @ 3:02am 
@Muad'dib They're already infertile, but they can spread their curse to the newly dead who will become profaned at the cost of the one spreading the curse being drastically weakened for a long time.
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.
Muad'dib Jul 18 @ 2:18pm 
Have you considered a possible patch so that vanilla expanded psionics necrophage could also create a profaned instead of the current undead it raises?

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.
SghHanzMullerSW Jul 18 @ 11:21am 
LTS is not gonna update his LTS Systems he made all his mods stand alones
Botch_Job  [author] Jul 18 @ 11:10am 
@tachi Just tested it and things seem fine on my end, only thing I can think of is if you have other mods that affect combat, there may be some sort of conflict going on.

@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.
Bobbarækus Jul 17 @ 10:18pm 
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 Jul 17 @ 10:18pm 
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 Jul 17 @ 9:42pm 
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: