RimWorld

RimWorld

One with Death
628 Comments
[IHB] Jonathan 13 minutes ago 
Btw I would like to forbid the usage of neural overload for undead. Does anyone know a way for that?
[IHB] Jonathan Aug 28 @ 9:21am 
@Lemonist, have you tried to reset the undead genes?
Nordak Balrem Aug 28 @ 3:16am 
Running into issues where consuming a pawn is a hit or miss for getting necrotic energy, Ate a woodelf child no necrotic energy, ate a vanilla deer, got 10, eating a basliner get 10.
Lemonist Aug 27 @ 6:08pm 
I tried messing with the genes in the options menu, but I couldnt figure out what genes the undead had, it just seemed like a list of all genes. Could you add a brief little blurb of how the options menu gene editing works?
Bone_malone Aug 27 @ 1:20pm 
Is this mod compatible with a rimworld of magic? if so does that mean my undead can cast spells or fighting styles?
Rokuni  [author] Aug 27 @ 3:51am 
@Deskjet6100 check my patreon, I have a few sneak peak posts going into detail on whats coming! I also post stuff on discord. Next update will be huge
@Gakster: Lore wise, because even if they are undead you still perceive them as people. Reality wise, I just forgot about it! I'll add a fix next update, however Overseers won't be getting it as they keep most of their mind intact, even if they are undead.
Rokuni  [author] Aug 27 @ 3:47am 
@Lemonist Next update you'll be able to steal the shooting stats of another pawn and implanting it in your undead. For now, you have to find hussars or create your own genes.
If you don't want to bother and don't care about the current balance, go into mod option and you'll be able to change the genes the undead spawn with, so you can use the shooting one or even some modded ones and have every single undead a capable archer!
deskjet6100 Aug 27 @ 3:44am 
Will there be any further updates and additions to this mod? i can think of a few that would be good if you would like to hear them
Gakster Aug 27 @ 2:42am 
Any particular reason why a recluse necromancer would care about the number of undead in their base? Why do the undead servants count towards the recluse trait's de/buff?
Lemonist Aug 27 @ 1:01am 
Could you please allow the undead to keep their shooting skill or to make it an option? mine all spawn with 0 and so my skeleton archer dreams are dashed
Rokuni  [author] Aug 26 @ 10:46pm 
@Darkstar thank you for the report, I'll add it to the list of things to check before the next release
@God_of_khaos there is a small interface to manage the shamblers (the owd ones), there is a button to enrage them, that enrage has also a powerful regeneration effect
Darkstar Aug 24 @ 2:19pm 
More of a conflict than a bug: If you try to consume corpses while you also have the Vehicle Map Framework mod installed, that mod will throw a bunch of exceptions, blank out the UI briefly and prevent the corpse consumption from happening.
God_of_Khaos Aug 24 @ 11:45am 
also, why dont shamblers get healing from the necrotic emitter? surely there is some way to heal shamlers.. i wanna keep my thrumbo shamblers
God_of_Khaos Aug 24 @ 11:35am 
wanted to try combining this with Rimworld of Magic's Necromancer.. but once you become completely "One with death" you can no longer use magic at all :(
Krakka Dakka Aug 23 @ 12:44pm 
Thank you for such a balanced take on necromancers that feels both natural to the core game and fun.
GrundleTaint Aug 23 @ 9:53am 
killer fucking mod yo! all i want ever is necromancy and this mod is perfect! thank youuu!!!
Krankus Wrexus Aug 23 @ 6:01am 
Well looking forward to your work since the current is already fun
GON112ZALO Aug 23 @ 4:56am 
This mod is the best rimworld mod I've played since I bought it. Is there an approximate date for the next big update?
Rokuni  [author] Aug 23 @ 12:47am 
@Krankus not immediately but the next patch will add a system that will integrate perfectly with what you want, but I'll get the base system first before trying to add more functionality to it or I'll get stuck in development hell forever
Krankus Wrexus Aug 22 @ 7:47pm 
Will there be any buildings that spawn shamblers or undead to defend the base or attack enemies a bit like vanilla expandeds insect hive
[IHB] Jonathan Aug 22 @ 8:33am 
Try trading with tribal settlements. There you should have a 1/3 or 1/2 chance to buy one for 2.3 to 3.2 k
Vod Aug 21 @ 2:37pm 
Loving this mod but I'm having a hard time finding a second book to make another necromancer for my colony even after hours of playtime. Is there a specific way I can get another book or do I just have to get lucky with merchants?
Icaro Aug 20 @ 6:27pm 
any option to no gave social relations to your shamblers sometimes break the game if you use Vanilla Social Interactions Expanded (VSIE)
Нот-Фанни Aug 13 @ 8:14pm 
in multiplayer mod i cant use "consume corpse" ability
Rokuni  [author] Aug 12 @ 9:20pm 
I just made a post on my patreon (free of course), explaining one part of the next update. If you are curious come take a look! you can comment it or give your take on discord if you want!
@Geisthander, its a weird bug that started happening with 1.6 and I still have to investigate, thank you for reporting it nevertheless.
Geisthander Aug 12 @ 9:18pm 
Actually, yeah, it says under the undead health status that it prevents toxic buildup, but they are still accumulating it
Geisthander Aug 12 @ 7:11pm 
Is it intentional that the skeletons are susceptible to toxic buildup? I could see it going either way. On the one hand, undead traditionally aren''t gonna care about toxic environments... On the other, you could say it's interfering with the animating force somehow. My first instinct is that it was odd, however
Kliebst Aug 12 @ 11:52am 
Thank you muchly! I don't mean to bitch, sorry. Otherwise has been an excellent mod <3
Rokuni  [author] Aug 12 @ 3:37am 
@Kliebst thanks for letting me know, I'll throw it in the pile of things to change/fix before the next update.
Sera Aug 11 @ 10:49am 
So i was playing a medieval run and one of my skeletons grabbed some plate armor and gave me a weird idea. What about a kind of counter to the one with death necromancer. A book of soul constructs. Basically the ghost lord i'll call it rather then rising the body rips out a soul chunk and then crafts that with steel to make a living armor like the legacy of kain blood omen armors that are possessed by human souls. It's a counter because while the necro can really modify the army a ghost lord can't they are just powerful combat units. But the ghost lord gets stronger (more units that can be controlled) any time they destroy a necro book or kill a necromancer through a ritual. The necromancer could even spawn rarely in raids as well as the ghost lord to.

Give them unbreakable and we can't just recruit them.We have to forcefully take the power by a ritual to turn into one or rip the power from the opposite one to gain more control.
Kliebst Aug 11 @ 3:42am 
Darn. Surprised to find out that my new incapable-of-violence necromancer can't necromance. There's no warning about this that I've noticed anywhere. Maybe it could be a mod option to allow? Or at the very least a warning when attempting to use the tome.
thelostsoul Aug 10 @ 1:09pm 
there appears to be an incompatibility with Enhanced Beliefs (Updated) error log in discussion
Cepxep Aug 9 @ 1:14am 
"в догонку".
Некромант, почему-то в априори не перестаёт ужасаться трупов. Нужно добавить соответствующую черту.
Поднятая нежить продолжает пользоваться химией для расслабления. нужна новая политика принятия препаратов. (как это сделано с гардеробом.)
Ну и: нежить со штрафом 70% к скорости работы с подъёма уже начинают трудоёмкую работу, хотя, им кроме как переноски и уборки, ничего доверить нельзя. нужно сразу чистить разрешённые работы.
Cepxep Aug 9 @ 1:14am 
Очень полезный мод. Но:
В квестах, требующих участие колонистах, нежить их автоматически их проваливает.
(Посылаешь в челнок на рейд-квест пачку полностью упакованных надзирателей. и с концами.)
В ритуалах получения титула нежить тоже багует процесс. Эмиссар всё не может начать свой ритуал.


Чемпион - это рыцарь рукопашник. Стрельба у них обнуляется.
Wednesday Aug 8 @ 3:51pm 
@argelex o Overseer é capaz de aprender, e algumas das customizações q vc sugeriu, vc pode customizar os genes nas configurações do mod, pros teus mortos-vivos terem genes que impossibilitem eles de terem relações, ou para serem feios, ou para terem uma aparencia diferenciada (genes de aparencia do The Profaned ou genes do Big and Small - Vampires and the Undead)
Argelex Aug 8 @ 1:50pm 
Eu gostaria que tivesse um morto-vivo, 10 de banda se necessário, que fosse capaz de aprender e na questão dos genes, acho que fica estranho a forma que é colocada, seria interessante impossibilitar interações romanticas com os mortos e acredito que mais implantes especiais poderiam ser usados, tipo armaduras que reduzam a beleza e movimento, seria interessante uma criatura tipo um golem de carne ou mortos vivos mais complexos , seria interessante se desse pra usar a necromancia em seres vivos como humanos em uma forma aprisionar suas consciencias, acredito que missões especiais também seriam ótimas ,sinceramente, sensacional
NotherKiller Aug 8 @ 12:40pm 
Seria interesante que con un gran cantidad de energia y cuerpos puedes crear un Death Knight
como en overlord que cuando mata convierte a los otros en caminantes
harhell Aug 8 @ 10:34am 
a great modification (I hope you don't abandon this project)
Rokuni  [author] Aug 7 @ 6:37pm 
Since Its not happening on my end I can't diagnose it for you unless you share the log, feel free to hop on discord and share it there, I can take a look
Spikem59 Aug 7 @ 5:40pm 
I haven't noticed any performance issues on my end, but I haven't gotten into late game with this yet. Only issue I've had so far is the refusal to analyze the green crystal.
Rokuni  [author] Aug 7 @ 3:18pm 
This is my first mod so I'm learning as I go. With every update I release there's usually a bunch of optimizations that reduce performance problems. After I'm done with the current update and fix the most egregious bugs I'll probably spend quite some time on the performance side, even reworking some of the older code.
Croaton Aug 5 @ 3:44pm 
This mod is extremely cool, sadly it has been eating quite a bit of performance from my playthrougs, even before actively using it
Hidrocoloide Aug 4 @ 11:51pm 
another faction sold me an unminified building called "auxiliary control serv" is this another feature not implemented yet? like the one with the ritual and vanometrics on it?
Spikem59 Aug 4 @ 10:04pm 
So my researcher keeps putting the green crystal on the research spot from Medieval Overhaul and immediately putting it back on the stockpile without analyzing it. Do I need a vanilla research bench for this to work or what's going on?
Uriel Septim VII Aug 4 @ 8:02am 
Death Bolt...or something that will allow an attack that sucks the life out of pawn.......
Bydluck Aug 4 @ 5:26am 
one of my favourite mods, thank you for it.
Would it be possible to not totally remove needs tab after reading last research? It also remove mana and stamina from rimworld of magic mod so abilities become useless
Rokuni  [author] Aug 3 @ 1:20am 
@Nosleeper no, just regular research
@samuelbraarup next patch will add a fair bit of content, thus more research
samuelbraarup Aug 2 @ 8:25am 
can you add more research
NoSleeper Aug 1 @ 11:36pm 
Does the research use Anomaly's 'Dark Research' system?
Rokuni  [author] Aug 1 @ 1:44pm 
that's a first, would you mind going in the mod options and enabling the debug log under one with death? then try to consume a corpse, quit the game and go in %appdata% , "AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios" and share the player.log file with me (you can share it on discord), I'll take a look and see what's wrong