RimWorld

RimWorld

Hauntings and Ghosts
82 Comments
Kaldreth 3 Aug @ 6:04am 
Awesome mod! I'm having fun figuring out which ghost I'm dealing with.

Two suggestions:
Smudge sticks really should be a neolithic tech. Drug production is borderline industrial tech and locks out medieval runs.
Have a way to cure Fated to Die. Maybe a cursed pawn has to kill the other cursed pawn, so only one survives?
Naturtok 3 Aug @ 2:08am 
Hell yeah, i love this mod
Pasta God 2 Aug @ 7:15pm 
@ThatHitmann thank you
ThatHitmann  [author] 2 Aug @ 7:15pm 
The ultimate ability is essentially a punishment for not exorcising it correctly.
ThatHitmann  [author] 2 Aug @ 7:15pm 
@DRYWALL EATER

You can't stop it. It's essentially just a flavorful way to kill a pawn, since the ghosts ultimate is not intended to be fightable. For example, the Goryo just instantly murders one pawn. I just thought the pawn should die slowly.
ThatHitmann  [author] 2 Aug @ 7:13pm 
@twinwin2
@Pasta God

Has been done :)
twinwin2 13 Jul @ 7:05pm 
Any chance this mod will be updated to 1.6?
Pasta God 13 Jul @ 3:35am 
1.6?
DRYWALL EATER 12 May @ 7:17pm 
medieval colonists keep getting brain cancer because of "fate" and I don't know how to stop it, 10/10 mod
Man, my tribals constantly fleeing from the only shelter they have is REALLY annoying. This mod doesn't meld well with randomised research, or barracks. My guys don't even know ghosts exist and they're spam-fleeing from their storage that's on fire? Crazy. I've been haunted since day three. Way more inconvenient than flavourful for me; I was really interested in this mod but it's just ruining the vibes of my list.
Lady Vykeen 26 Apr @ 1:14am 
My favourite thing about this mod is that if something goes wrong I can no longer tell if it's a bug or if my colony is just haunted. All the electronics in my haunted kitchen are currently refusing to turn on and I'm like...is it ghosts or do I need to cull my mod list?? 10/10 mod :steamthumbsup:
Rhi 31 Mar @ 4:38pm 
I thought I was having mod conflicts but turns out it was just a ghost in my freezer.
hoteldoor538 12 Feb @ 1:21am 
how do i get rid of fated to die?
The frequency that Ghosts haunt is too high ,almost one is done and another comes,any possible makes the rate lower?
Hank 2 Jan @ 6:01am 
Pls, make it so you can only be haunted after the first year, early game is very anoying getting haunted by a ghost who is going to turn off my heaters when outside its -20c
hard erect balls :3 8 Dec, 2024 @ 12:25pm 
phasmo rimworld edition
LZIM 16 Nov, 2024 @ 5:57pm 
not sure what may be causing it but i get aghast effect on pawns and they run away from a particular room but no ghosts appear. this actually causes a problem for a downed pawn that cant flee but is stuck spamming exclamations even though hes supposed to be catatonic and immobile
ThatHitmann  [author] 11 Nov, 2024 @ 11:29am 
@gunns22 Crafting spot or Drug Lab, requiring drug making to unlock.
gunns22 10 Nov, 2024 @ 8:15am 
Hello? I still don't know where to get Smudge Sticks, and the ghost is back
gunns22 9 Nov, 2024 @ 8:03am 
Heya. How do I obtain Smudge Sticks and the Holy Book? I have a ghost in one of my base's rooms, and I don't see the option to craft Smudge Sticks.
贝子小姐脚下埋着贝尔 6 Nov, 2024 @ 9:28pm 
Can you add some props such as incense to reduce the frequency of ghosts, as well as props that allow people outside of Moralist to exorcise ghosts? It's too difficult to deal with ghosts and bad events happening together at certain points in time when the morality hasn't taken shape yet
mynameactually 29 Oct, 2024 @ 11:26pm 
I agree with the Extra3 about the moral guide requirement, but have a different idea. Some kind of book to give a pawn a trait that lets them know what to do as a supplement to moral guides. Occultist pawns would make sense to also have the ability to do things with this mod. I'd like a playthrough for combating such things. Like B.P.R.D., etc.

Also some events where a neutral or friendly faction will call you up and ask for help with a haunting would be cool.
Extra3 29 Oct, 2024 @ 8:44am 
Is there any kind of config for this mod? it'd be nice to be able to turn down event occurrence or to ramp it up, and it'd be nice to have things like the moral guide requirement or the granting of abilities to be a toggle
Straug 27 Oct, 2024 @ 5:24pm 
have you considered a gremlin like ghost? that could control mechs and turrets and make them target colonists
ThatHitmann  [author] 24 Oct, 2024 @ 11:26am 
@ChillySeed depends on the event. Flickering lasts from 5 hours to a day, while lighting fires maxes out at 2.5 hours.
ChillySeed 24 Oct, 2024 @ 10:02am 
how long does a ghost event last?
ThatHitmann  [author] 24 Oct, 2024 @ 12:57am 
@RoughXvr is it the De Ogen's ultimate, where there is a fog outside that attacks anyone who walks inside? Because that is the punishment for failing to spawn De Ogen. It should go away soon.
RoughXvr 23 Oct, 2024 @ 5:26pm 
@thathitmann what if there is no room but literally the whole map i think i got it bugged
ThatHitmann  [author] 23 Oct, 2024 @ 5:09pm 
@Reeday oh, the smudge sticks. Smudge sticks must be used in the ghost room, but anywhere in the room. You don't have to use it while there is an active ghost event, since a few of the events scare pawns.
Reeday 23 Oct, 2024 @ 11:21am 
Do I have to use the smudge sticks in the room where the ghost is or it can be in any room? The colonists run away and drop the stick if they enter in the room with the ghost.
RoughXvr 23 Oct, 2024 @ 10:44am 
now my whole colony is handprints and fire and scarred and burned constantly
RoughXvr 23 Oct, 2024 @ 10:44am 
was fine until the turrets literally killed a ghost da fuq ?
DrBossWatson 23 Oct, 2024 @ 5:43am 
There should be a super rare version of the ghost event where when you go to exorcise them it turns out to just be an old man in a sheet
[DBAG] CZAR (Pee-jizzle) 22 Oct, 2024 @ 9:16pm 
While this isnt my type of mod I want to compliment you on the way you wrote the description, namely:
"These are real ghosts. No nanomachines, no archotechs. This is modded Rimworld, we clown in this MF. Take your sensitive ass back to Anomaly.

These are lore accurate ghosts. No aggressive banshees or corporeal De Ogens. We clown in this MF. Take your sensitive ass back to Phasmophobia."

peak writing
ThatHitmann  [author] 22 Oct, 2024 @ 6:28pm 
@Reeday the sticks only determine how aggressive the ghost is. Colonists will run away if there is an active ghost event happening, so you can measure whenever there is not activity.
Sea's 22 Oct, 2024 @ 12:54pm 
G-g-g-g-g-g-ghosts?!!
Reeday 22 Oct, 2024 @ 8:49am 
How does the sticks work? I guess you have to aim at the ghost, but it's invisible and the colonists don't want to enter the room where it is so I'm not sure what I'm supposed to aim at.
Elv原则 22 Oct, 2024 @ 4:25am 
it will be interesting if the type of ghost you show is just a state, than it can randomly show up on dead pawn in our map.

Our enemy resurrect as as ghost and haunt the colony.
LZIM 21 Oct, 2024 @ 7:09pm 
the mayhem this would cause in a face off between ghosts and profaned and shamblers..
Trace Projectile 21 Oct, 2024 @ 5:29pm 
This is one of the coolest mod ideas period.
Bosh 21 Oct, 2024 @ 4:33am 
I AM INTRIGUED.
Anny 21 Oct, 2024 @ 4:32am 
Is this Phasmorimbia?
Helixyos 21 Oct, 2024 @ 2:56am 
it would be nice to have a description of each type of ghost when they appear for example when we go to the panel on the poltergeist when it is physically invoked we could have.

A poltergeist is a type of ghost responsible for physical disturbances such as objects being moved or destroyed.
It could also bite, pinch, hit the living, levitate objects, make noise such as knocking on doors, light fires or cause electrical incidents...
ThatHitmann  [author] 21 Oct, 2024 @ 2:18am 
@Lzim that's this mod. The Goryo dismemberment ability causes their limbs and organs to splatter everywhere.
ThatHitmann  [author] 21 Oct, 2024 @ 2:17am 
@Darian Stephens yeah, but I don't wanna. I want real ghost.
Darian Stephens 21 Oct, 2024 @ 1:11am 
It could be kinda easy to make it an Archotech phenomena.
People with an unusual connection to an Archotech psychically persisting after death, able to manifest their distorted will in a minimal way.
Or otherwise their mind has imprinted on the psychic fields of the world, with the same effect, creating localized psychic phenomena manifested in reality.
LZIM 20 Oct, 2024 @ 9:32am 
whats the mod from the second gif where the pawn that gets hit fountains his inventory?
Kerian Halcyon 20 Oct, 2024 @ 1:46am 
Gonna be honest, this is a cool concept. I might have to give it a try. (And it's a cool concept regardless if it plays into the game's existing lore or is its own thing. Again, this is modded rimworld - anything and everything's possible, no need to be lore friendly if we don't wanna be)
Kokorocodon 19 Oct, 2024 @ 10:13pm 
G-g-g-ghosts!!??
ttty 19 Oct, 2024 @ 8:07pm 
xml errors with <humanoid alien races> mod..