RimWorld

RimWorld

The Profaned
888 Comments
RocketMan 14 hours ago 
Hey botch, how do I raise my profane? When I do bestow curse they eventually die of malnutrition before waking up.
ArmyOfLight 7 Jul @ 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 6 Jul @ 8:38pm 
Using an older local copy of VEF I had lying around appears to resolve the issue
Starkingson 6 Jul @ 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] 6 Jul @ 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.
LaSchuii <3 3 Jul @ 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:
ArmyOfLight 3 Jul @ 2:45am 
got a bug with my pawns not being able to use the ritual circle at all. they are stuck in an endless motion to deliver the undead creatures walking up and down. kinda started today/yesterday? beforre it was fine
Bimbo Advocate 2 Jul @ 11:19am 
Thank you for updating this glorious mod.
Botch_Job  [author] 29 Jun @ 5:38am 
Just updated with a fix to the starting scenario for both 1.5 and 1.6.

I've disabled the starting crypt from spawning in 1.6 for now as it doesn't seem to be be working.
Botch_Job  [author] 28 Jun @ 1:56pm 
@Banshee Are you using 1.5 or 1.6?
Banshee 28 Jun @ 10:07am 
Found a fix, had to edit the scenario and remove the custom crypt spawn for the map!
Banshee 28 Jun @ 9:23am 
Hi there, Really love this mod. However when selecting the Profaned starting scenario and trying to load on any map ( tested with the map made for these guys and regular forest) I am getting a (failed to generate map) error and I go back to main screen. I tested this with another scenario, works fine.
Botch_Job  [author] 28 Jun @ 7:20am 
Just updated with the fixes for the 1.6 VE Framework, everything seems to be working as it should but let me know if any issues pop up.

Also, big thanks to Zaljerem for providing a fix for the the melee special weapons counting as ranged weapons.
Bloodyfist 27 Jun @ 9:03pm 
Cool thank you. hope this is ready soon io love this mod but sadly VeF is what i started the game on
Arkansas 26 Jun @ 4:00pm 
Botch_job, i just came here to ask about that. looks like it is already on your radar. thanks for working on this to make it compatible with ve. i like my stable of ethereal horses.
Botch_Job  [author] 26 Jun @ 1:29pm 
Yeah unfortunately it looks like the 1.6 update to VE framework broke a bunch of stuff with Divine Order and Profaned, I'm looking into it and will update with a fix as soon as I can.
Demelios 26 Jun @ 12:19pm 
This mod is not yet compatible with Vanilla extended
Tree4Life 25 Jun @ 12:40pm 
same issue as draylynn :( would me an amazing combination!
Draylynn 25 Jun @ 4:59am 
Won't load with Vanilla Expanded Framework/Harmony. Causes the new game 'next' button to fail to progress.
YashaSkaven 25 Jun @ 4:06am 
Finally, Ossiarch Bonereapers in rimworld
Ender's games 23 Jun @ 6:52am 
Hi, are undead colossus supposed to heal? I had "created" one, I used it in a fight against a cluster mech (wouldn't be noticed by the proximity beacons, by the way), it got hurt pretty badly but it was rescued and "healed". After that I had a permanent message that it was starving despite having his food bar completely full and also it wasn't healing. It spent several days in 35% health and at some point I decided to harvest it so at least I could get useful stuff out of it.
KΞNTΛR 22 Jun @ 11:11am 
@harhell they need to die first :)
Botch_Job  [author] 22 Jun @ 9:58am 
Hey people, apologies been busy IRL but I've just updated my mods to 1.6. Everything seems to be working as it should but let me know if any issues pop up.

Also, bear in mind this mod utilises VE framework for a lot of things which hasn't been updated as of yet. It works without it but a lot of features will be missing until the framework is updated.
harhell 21 Jun @ 4:36am 
I have a human settler, but I can't cast a curse
harhell 20 Jun @ 10:03am 
Are they getting old or not
KΞNTΛR 18 Jun @ 3:54am 
That bug I mentioned is probably just a visual glitch
Absolut 16 Jun @ 6:46am 
when mod is going to be updated?
KΞNTΛR 14 Jun @ 2:51pm 
There is a bug which occurs every I reload the save. If I have the Profaned as allies, the goodwill with them always resets to 60.
Muad'dib 28 May @ 2:29pm 
There is mention of research. But I'm not understanding how you gain access to researching this stuff or what you can even research.

In addition is one of the researches going to let me instantly turn a corpse into the new xenotype? Can my vampire end up raising someone just by doing a certain research chain?

If not able to do a research that raises dead, do you think maybe patch so that people using Vanilla Expanded Psionics will see one of it's necromany powers create these instead of doing the 24 hour raise dead effect?
Jamerific 24 May @ 11:59pm 
Rotten Limbs, Jaws, Hands, and Eyeballs as "prosthetics" would be cool. Either have them harvest able from corpses or craft them through the work bench would be a cool way to go.
TraffiCCone 24 May @ 10:30am 
Loving this mod, although i wish to know if there's possibly a way to actually "re-attach bones" as the "gravetender robes" description actually mentions
Cheeks McClapperson 18 May @ 10:55am 
my guys are suffering from starvation and malnutrition...
Addaward 16 May @ 1:33pm 
ahh but it seems all profaned for me just have skeleton body be the dominant gene, i even tried spawning in a couple of raids to check
BaloneyOs 16 May @ 3:34am 
To follow up on Psyduck's question, manhunter pack threats can spawn the undead animals and almost immediately be cured of scaria which makes them no longer hostile. It seems rather strange for a major threat to just defeat itself.
Psyduck 6 May @ 11:37am 
this is a very cool mod. my undead horses, spectral and skeletal, have gotten the plague. should they be immune to this and other forms of disease or it is intended?
Botch_Job  [author] 3 May @ 7:18am 
No worries, glad you figured out what the issue was.
SS5DEJAN 2 May @ 5:57pm 
Actually, apologies it looks like its on the Kraltech mods end. I found another item not part of this mod that wont smelt. Likely because those materials have a flammability of 0%
SS5DEJAN 2 May @ 5:51pm 
I can destroy other materials. Super Steel Alloy and Mech variant material Profaned items wont smelt or be destroyed
Botch_Job  [author] 2 May @ 9:10am 
@SS5DEJAN Are you able to destroy it if it's made out of other materials or just the Kraltech material.

@Shiraba Sorry not quite sure what you mean, it should be craftable with any metal or stone + 1 wraith orb.
shiraba 1 May @ 11:43pm 
The Wraith Orb Pedestal cannot be crafted with other materials. This comment may not be translated accurately.
SS5DEJAN 1 May @ 1:40am 
Idk if its something with this mod or the Kraltech mod but profaned apparel made out of Super steel alloy (from Kraltech) is not able to be smelted or destroyed. All other apparel of the same material is able to
Botch_Job  [author] 24 Apr @ 2:30pm 
@Addaward The regular profaned can have either body, they have both genes but it should be random which one shows.
Addaward 23 Apr @ 5:52pm 
im having an issue where profaned are only appearing with skeleton instead of decaying, is that normal? it seems only the cursebears have rotting body
Tenchi 19 Apr @ 1:38pm 
It could be a conflict with one of my hundreds of mods... But apparently reloading the save without changing anything also works.
Tenchi 19 Apr @ 1:29pm 
For whatever reason enemies are now unkillable, even without a head they don't die, and keep firing even when down. But at the same time I can't remove the mod without locking the game when switching to the world map, I think because of a quest on the map?
Removing the mod then reloading the save the pawns that should be dead do die immediately, so there's that at least.
Kynn 17 Apr @ 11:34pm 
can someone make CE patch? some raids only have melee combatands against my line of crossbows
Botch_Job  [author] 5 Apr @ 10:09am 
@elfxiong Just visuals, they have the same stats.
elfxiong 5 Apr @ 1:49am 
What's the difference between undead horse and spectral horse, other than materials to create them?
Jamerific 3 Apr @ 10:08am 
@Botch_Job I would take his comments with a grain of salt. Might be trolling. I never trust any profile that is private, Steam Level 0, and has an icon of poop.