RimWorld

RimWorld

Blood and Bones
57 Comments
not really a fox 14 Jan, 2023 @ 2:26pm 
Does this work with 1.4?
Lemaia Borb 19 Oct, 2022 @ 5:52am 
I hate to ask, but is it possible to remove the mod midplaythrough with minimal issues? Like if I remove the table, and destroy all the charms/weapons from the mod currently on my map then remove the mod will I be okay or will it fuck my save
quantulum 17 Oct, 2022 @ 5:16pm 
I have the same pink box problem. I think it's caused by mods that remove or turn off the vanilla shield belt, like Rimedieval et al. It happens with the warbourne shield belt from Medieval Times/ Early Times as well. The modded neolithic/medieval shield belts rely in some way on the industrial vanilla one for the texture to show up correctly. Hope this helps.
(≡◉‿‿◉≡) 18 Sep, 2022 @ 4:53am 
But it doesn't generate any errors
(≡◉‿‿◉≡) 18 Sep, 2022 @ 4:52am 
@PorousBoat hello I need help, I got the charm of warding on a quest and while wearing it, it generates a rotating pink box

IMAGE:
https://ibb.co/3m71Sxk
PorousBoat  [author] 4 Apr, 2022 @ 7:26am 
@Astor
As of now I don't believe so. This is because internally, the bone extraction option just replaces the "extract skull" option which afaik requires skull spikes to be desired.
Astor 4 Apr, 2022 @ 4:58am 
Hey there, the mod is cool but is it possible to extract bones without having the skull spikes desired in ideology?
fallenscion 31 Mar, 2022 @ 9:12am 
Is there a way for the items in this mod to receive quality bonuses/maluses?
Azurel Morningstar 24 Feb, 2022 @ 3:06am 
*rubs hands together, cackling evilly* MORE BONE STUFF YES!
ty for this mod, mydude!
creamcone 15 Nov, 2021 @ 1:23am 
Bone armor? Chestplate, arms, legs, helmet. Make it better than the wooden armor from Vanilla Expanded - Tribals but weaker than steel plate armor.
Alu 18 Oct, 2021 @ 9:01pm 
Old tex path:
New tex path:
Tried to get a resource "CharmBubble" from a different thread. All resources must be loaded in the main thread.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Tried to get a material from a different thread.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Alu 16 Oct, 2021 @ 4:24pm 
Charm of Warding has a visual bug. Like a missing texture? It's a purple box that spins around whenever its activated.
NRFBToyStore 10 Oct, 2021 @ 2:32am 
@TurtleShroom It is? As, it says in description.
FallinDred 5 Oct, 2021 @ 6:54am 
@TurtleShroom if using rim of madness bones the recipes also use bones from that mod. in the description of this mod it states that it has patches for that mod and jewelry which suggests that having those mods adds additional functionality to this one.
TurtleShroom 4 Oct, 2021 @ 3:23pm 
Why not also tie this Mod to the Rim Bones of Madness Mod?
Flixbox 20 Sep, 2021 @ 5:44pm 
Minor visual nitpick: The bone carving bench is oddly shaped, so that it overlaps with walls if it's right next to them. Maybe the textures could be adjusted so that they would fit nicely into the game grid. https://i.imgur.com/Zx9QzWK.png
Idle309 17 Sep, 2021 @ 6:52am 
Yeah you need skullspikes to extract bones, also would we be able to get a ranged weapon like bone javelins added?
C̵͈̈́ṫ̸͉h̷̤͗u̵̞͝l̶ 14 Sep, 2021 @ 9:10pm 
There might be a problem but im not 100% sure if it intended or not. But Do you have to have Skullspike enabled to extract bones?
Zoviscyne 19 Aug, 2021 @ 11:22pm 
Very neat idea, though I wish I could apply a bloodlink to other weapons made out of RoM - Bones; there's a lot of nifty weapons out there that'd work well, like the Vanilla Weapons Expanded mod and the - Medieval and - Viking modules for it. That little collection even has a couple ranged weapons you can make out of bone, like throwing axes. :lunar2020ratinablanket:
PorousBoat  [author] 16 Aug, 2021 @ 12:42am 
@0river0blood0
Yeah that's definitely not working as intended. The intended scaling factor for bloodthirst is +5% damage per kill with a cap of +20%, which then is reset whenever severity on Wrath goes to first stage.
0river0blood0 15 Aug, 2021 @ 6:21pm 
So I tried this mod because it looked really cool, but I have to say that I think the blood linked weapons are broken. I tested out the power of blood thirsty weapons on the local wildlife and after killing 2 turtles and a bunny the weapon had 309 MELEE DAMAGE PERMANENTLY. You can see my issue right? I'm guessing this is unintentional, but it brings up a few questions. Are these weapons really supposed to stack endlessly? Shouldn't they decay overtime or something? Also it would be great if there were settings to adjust blood thirsty and how it works or even turn it off entirely. Don't get me wrong, I'm not trying to trash your mod, in fact I really like the concept, but its going to need some changes before I play it again. Hope this helps :)
Roque the Rogue 15 Aug, 2021 @ 2:23pm 
Been testing this mod for a bit and I can confirm it's working with most mods related to Bones and Skulls, for improvement I would suggest adding stuff like research for Bone guns that shoots bone shards that cause bleeding, since you can imbue bone weapons with some sort of magic, why not create some ranged bone weaponry? bone spear/harpoon throwers, boneshard spitters.
FallinDred 15 Aug, 2021 @ 10:32am 
i've also had the spinning ping squar sheild texture. tends to show up for regular shield belts as well. this mod is cool as hell though!!
PorousBoat  [author] 15 Aug, 2021 @ 1:25am 
@sarfear
That does indeed sound weird! I'll look into it.
sarfear 15 Aug, 2021 @ 12:38am 
having a weird issue with the charm of protection shield texture showing up as a spinning missing-texture-pink square, happened after the recent mod update
PorousBoat  [author] 14 Aug, 2021 @ 3:00pm 
Alright I've pushed a small hotfix that might resolve the blood thirst scaling issue
PorousBoat  [author] 14 Aug, 2021 @ 2:52pm 
That doesn't sound right at all! It should cap at a 20% increase to weapon power. I'll look into it and see if I can find any bugs.
Shady Suspicious Smiling Man 14 Aug, 2021 @ 1:54pm 
Did my game break or is bloodthirst's damage ramp up absurd? I can count the number of kills on my fingers and my sword deals 86dps with 260% armour pierce
Maybe have decreasing gains or a cap? Or at least have a place where I can set how much it ramps up?
PorousBoat  [author] 14 Aug, 2021 @ 11:54am 
@Vampyr
Hard to say, it depends a little on how hard it would be to implement
xG™Vampyr 14 Aug, 2021 @ 11:45am 
Will you make a CE version in the future?
Roque the Rogue 13 Aug, 2021 @ 9:16am 
@PorousBoat, sure thing, I need a more lightweight mod collection to do so, the one I'm using in question is a bit on the heavy side. But I'll experiment with it.
PorousBoat  [author] 13 Aug, 2021 @ 12:59am 
@Ezoteryco
Probably, but I can't say for sure. I encourage you to try it out and post your findings (good or bad) in the pinned discussion thread for mod compatibility :)
Roque the Rogue 12 Aug, 2021 @ 3:27pm 
Will this mod work with Medieval Overhaul?
Hiatus 12 Aug, 2021 @ 2:16pm 
@KingSihv Thanks so much i was seriously confused.
KingSihv 12 Aug, 2021 @ 12:18pm 
@Hiatus
Head has to be uninjure and intact to harvest. If the head or neck part is hurt, the harvest skull option doesn't show up.
Hiatus 12 Aug, 2021 @ 11:31am 
For some reason the extract skull option isnt showing up any idea what could cause me to not be able to harvest bones from humans?
PorousBoat  [author] 11 Aug, 2021 @ 10:20am 
@KingSihv
As of now, the bloodlink doesn't affect currently equipped bone weapons (as in they must be on the ground). This is being worked on, but is a little tricky due to how RimWorld works. A workaround for now is to simply unequip the weapons before the ritual.
KingSihv 11 Aug, 2021 @ 7:16am 
How is the bloodlink supposed to go? I did the ritual, and two participants had bone weapons, but neither got a bloodlink, and the game said there was no valid weapon available?
hellosharkness 10 Aug, 2021 @ 8:57pm 
I really like the idea of this. I will let you know if I find any issues, I play a heavily modded game so, hopefully it fits in nice :D
OttersHoldHands 10 Aug, 2021 @ 12:06pm 
This will be perfect with my kobolds :D
PorousBoat  [author] 10 Aug, 2021 @ 11:52am 
@Vex
Alright there should be a patch live now that introduces compatibility with Jewelry!
NoctisTheBogWitch 10 Aug, 2021 @ 10:48am 
The mod is literally called jewelry and tribal jewelry
PorousBoat  [author] 10 Aug, 2021 @ 10:47am 
@Vex
Which mods in particular? As of now I'm fine leaving them in the utility slot for balance reasons, but there are perhaps options for a patch to change that when other jewelry mods are loaded.
NoctisTheBogWitch 10 Aug, 2021 @ 7:53am 
I think that the amulet/charm should be added to the "accessory" slot, similar to jewelry/tribal jewelry mods.
PorousBoat  [author] 10 Aug, 2021 @ 1:29am 
@123nick
It depends on what you consider lore-friendly, I suppose. I myself only ever play with lore-friendly mods, and the aim here was to provide a tribal progression path that taps into the more spiritual aspects of the tribal playstyle.
123nick 9 Aug, 2021 @ 7:40pm 
How lore-friendly is this?
༺midas22༻ 9 Aug, 2021 @ 4:01pm 
understandable. cool to see you got this idea working from the discord nonetheless
PorousBoat  [author] 9 Aug, 2021 @ 3:57pm 
@midas22
It does not, I'm afraid! It's functionally identical to a shield belt, barring the numbers and different visuals.
༺midas22༻ 9 Aug, 2021 @ 3:49pm 
does the charm of protection allow you to fire ranged weapons with it on? having it do that would definitely keep it useful in the mid-late game