RimWorld

RimWorld

Head Pike
47 Comments
Zaljerem 25 Nov, 2022 @ 9:01am 
1.4 update: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2893169195 ... feel free to use this to update yours, I'll pull it in that case. Thanks!
HIVEMIND 20 Nov, 2022 @ 6:53am 
wake up samurai
SetArk <Nyanverick 07> 10 Aug, 2021 @ 6:44am 
Hoy! When you are back from vacation into modding, i would suggest to see the slavery system and objects that interact with it!
This could function as "motivating" object!
Prydzen ᛋᛟ 27 Jul, 2021 @ 10:31am 
@Inked. enjoy your vacation man!
Inked.  [author] 27 Jul, 2021 @ 10:20am 
A quick look at the files has left me unsure of how to do so. I'll take a deeper look once I get back from vacation and see if I can get it to have similar functionality of the SkullSpike.
Prydzen ᛋᛟ 26 Jul, 2021 @ 11:52am 
can add the "morbid" idelogy style? which allows mood buff instead of -1 beauty.
Inked.  [author] 25 Jul, 2021 @ 7:27am 
1.3
Hydromancerx 22 Jul, 2021 @ 11:06am 
1.3?
Inked.  [author] 6 Mar, 2021 @ 6:30am 
Feel free.
Wiseman05 6 Mar, 2021 @ 2:15am 
Hello Inked. I actually was thinking of adding something similar to a mod I'm working on now, but I saw your version of the Head Pike and was wondering if it was alright if I can incorporate it into what I'm working on now, with full credit for it of course.
Inked.  [author] 24 Jan, 2021 @ 9:57pm 
Updated to 1.2 officially, seemed to work fine regardless. Meditation from my tad bit of testing has worked alright.

Unfortunately with a lot of other things going on, I don't think I'll ever have the time/ability to really look into and figure out how to do some of the more advanced features for this. If someone wants to take that up and pass it along, feel free. Regardless, I'll gladly update and re-balance this as needed asap, but cannot dedicate to those other features.

As it stands, it's mostly a decorative object.
RaynDx 12 Aug, 2020 @ 10:11am 
just wondering if anyone knows if this works on 1.2? with how there was a small change with meditation.
Chilli Dog Dave 31 Jul, 2020 @ 9:01am 
was doing a morbid "bodies on the edges of the map" sort of "come here and end up in the pile" sort of thing and wondered if anyone made constructable that does the same thing.
surprisingly other like minded folks have come up with it though a recommendation if i may?

could it be possible to apply the "rotting corpse" debuff to the object so when enemies see it they see the rotting/husk of another attacker which drains their moral and basically allows you to use psychological warfare on them by killing their moods?

since currently using a dump pile at the edge of the map does this to some extend but its not a permanent option since rotting corpses can be avoided or rot away where as a copse on a spike does not rot away and can be placed precisely where you want it.
Uncertainty 28 Jun, 2020 @ 9:42pm 
I still want to be able to eat it and be left with a skull on a pike
Admiral Kresta 26 Jun, 2020 @ 8:56pm 
The horror! The horror!
5katz 1 Jun, 2020 @ 11:24am 
hey there, i've made some side/back textures for the head pike, if you'd wanna take a look at it message me on discord (5katz#5416) or add me on steam and i'll send you the textures :)
Inked.  [author] 1 Jun, 2020 @ 5:45am 
@Meester - At the current it uses the entire corpse. Plans are to look into only using the head.
Ascythian 31 May, 2020 @ 9:26pm 
Does it use the corpses real head?
sex is scary 30 May, 2020 @ 2:49am 
it should make fear some reader to provide them for attacking
17shadow 29 May, 2020 @ 11:24am 
I guess you could allow temperature to deteriorate it, a bit like that mod that made ice into a building material that could progressively ''melt'' from a temperature treshold. I guess it could be conceptualised as the body deteriorating in the heat.
deadlypandaghost 28 May, 2020 @ 6:50pm 
If you want it to be destructible over time I would look at passive coolers. Might be able to use the generator tag from chemfuel generators to make the corpse pile over time
Mr. Mauer (Mollari) 28 May, 2020 @ 4:29pm 
lol like buffet on pike
Uncertainty 28 May, 2020 @ 4:15pm 
Can a pawn eat the head and when the pawn is done with it, it becomes a skull on a pike.
Rainbow 28 May, 2020 @ 12:48pm 
Idea: How about making bloodlusts get a mood bonus when nearby these?
Inked.  [author] 28 May, 2020 @ 6:08am 
Unfortunately it's not as simple as just adding deterioration rate to the stat bases. That's typically used by items and doesn't seem to really work with structures. I'm investigating other methods to make it deteriorate, but this is rather low on my priority list at the moment.

Hopefully at some point I'll be able to focus on that at which time I will hopefully be able to get the filth spawner working - basically so that every day a small amount of CorpseBile will drop around each structure until it destroys completely and need to be re-made.
Mr. Mauer (Mollari) 28 May, 2020 @ 4:37am 
hey i like your mod, maybe it is possible to give detoriation rate and make a repair require a corpse so you have to take care about your meditation place o/
Inked.  [author] 28 May, 2020 @ 4:35am 
I've just pushed an update that introduces meditation functionality. Pawns with the 'morbid' meditation type can use these buildings as a focus for a rate of 12%/d - slightly better than an empty sarcophagus. This is likely OP given the cost of build - which I intend to raise in future versions - but none the less your feedback is appreciated.
CrackaJack 28 May, 2020 @ 12:52am 
sweet! realistic tribals!
velcroboy333 27 May, 2020 @ 3:43pm 
Can you add <DeteriorationRate></DeteriorationRate> to statBases?
Inked.  [author] 27 May, 2020 @ 2:53pm 
@5katz - It's funny you say that because I had that exact same thought when I read the post about the new update and so I added it to the plans. So that will definitely be added, and most likely be a better psyfocus gain than graves will be.
5katz 27 May, 2020 @ 2:43pm 
should make this a morbid meditation object when used with royalty
Philinator 27 May, 2020 @ 1:04pm 
SICK
Inked.  [author] 27 May, 2020 @ 10:30am 
@Yootah - Yeah, I remember making this back in A8 because I wanted it to eventually have a similar kind of effect. I hope to at least sort of replicate it via the mood buffs/debuffs sytsem.

@velcroboy333 - I'm not sure that I can make buildings rot over time but I am looking towards having the decapitated head (crafting ingredient) rot like other corpses do. Although I'm not sure that there's a decent way to make curing them with neutroamine work without making it too costly to build, especially for early game/tribals.
velcroboy333 26 May, 2020 @ 8:08am 
You could set a deterioration rate for them too. Since they would rot. Unless you "cured" them with neutroamine or something. Just a thought.
Yootah 26 May, 2020 @ 7:52am 
Oh no, I didn't mean rebuilding. Just the fact that it's reminiscent
Inked.  [author] 26 May, 2020 @ 6:46am 
I am not much of a coder and when I first made this mod I made it for aesthetic purposes. So I don't see me being able to rebuild the loyalty/fear system (as neat as I think it is). That said the mood debuff thing shouldn't be that challenging so if I decide to add it it will at least allow you to mood debuff those around it.

Most likely it'd work similar to the psychic emanator except with a debuff so you could avoid your own pawns dealing with it.
velcroboy333 26 May, 2020 @ 5:12am 
Yeah, that was one of the main reasons I liked that Effigy mod. I would place them around my borders to scare the raiders.
Yootah 26 May, 2020 @ 4:44am 
My two cents on the idea of having mood debuffs:
The earliest versions of RimWorld, like pre-Alpha, A1 etc had loyalty and fear bars for every colonist and prisoner. Loyalty worked akin to mood and prevented pawns from breaking/leaving when high enough but... so did fear as well! Fear could be raised by committing war crimes and there were actually researchable gibbet cages where you could put corpses on display that gave a moderate loyalty debuff but at the same time a huge fear buff. So you could run an entirely fear based sick and twisted colony of doom if you wanted.

At first I thought this mod here is an homage to those early mechanics lol
So you may as well consider it :)
Mr. Mauer (Mollari) 26 May, 2020 @ 4:36am 
@ghost check out this and maybe integrate it into your stuff as its abandoned <3 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1222844735
Nuno 26 May, 2020 @ 3:22am 
Very nice, great work!
Inked.  [author] 25 May, 2020 @ 7:54pm 
@velcroboy333 @Nunahur Al-Shamikh - I just pushed an update that make the recipe require a human corpse (which was easier than I thought). At currently, you cannot filter so that it uses only stranger corpses, so it will use ALL corpses available, and I am currently investigating if that is something I can make work with creating a building versus a workbench recipe.

@shadowk - I've been considering adding a mood effect within range like you suggest (bad for normies, good for psychos), but I'm debating whether I want the building to have any actual impact or just be for decoration. Pros/cons to both sides. I'll let you know.
Mr. Mauer (Mollari) 25 May, 2020 @ 7:50pm 
Epic BRO
velcroboy333 25 May, 2020 @ 7:25pm 
Check out the code in this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1222844735

It had a function like you are looking for.
shadowk 25 May, 2020 @ 7:23pm 
Could you have this have an effect on visitors? Either scare them away, or maybe they would be impressed by it if they are warmongers.
velcroboy333 25 May, 2020 @ 7:14pm 
You could also try adding a recipe "remove head" with Products giving a corpse and head. Head could then be the thingDef in the pike recipe and the body corpse would still be usable for kibble meat or whatever.
velcroboy333 25 May, 2020 @ 7:10pm 
Try...

<ingredients>
<li>
<filter>
<thingDefs>
<li>CorpsesHumanlike</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
Nuno 25 May, 2020 @ 7:07pm 
I love this mod idea! As far as making a human corpse an ingredient, I looked at Harvest Organs Post Mortem and it might have what you need to do that in it. I can send it if you would like, as I don't feel it would be convenient to paste it here!