RimWorld

RimWorld

One with Death
558 Comments
I regret nothing 2 hours ago 
I remember in previous versions you could make undead skeleton have a haircut but that feature got removed as I see and I don't see a reason for that, please tell me if there is. Would be happy if it came back.

Also I found a bug that makes psylink disappear when a necromancer becomes one with death.
PeepoClown 13 hours ago 
Ok, nevermind my previous comment, it was an issue related to other mods. Now it's fixed.
OromisElf 19 Jul @ 4:20pm 
uodate lets me control undead genes? you just earned Tynan some Anomaly money
Kylo 19 Jul @ 11:59am 
Resubbing fixed it
Kylo 19 Jul @ 11:24am 
For some reason all my undead now have needs like sleep and food. Not sure what happened?
Gideon 19 Jul @ 8:11am 
@Rokuni, any chance you can find a way to exclude undead from getting the hygiene/bladder needs from Dub's Bad Hygiene? Undead have to be zoned out of bathrooms with DBH installed because they will go into an endless loop trying to use showers forever because they have a hygiene need that never gets filled correctly.
Rokuni  [author] 19 Jul @ 6:05am 
That's a bug! can you share the log on discord?
PeepoClown 19 Jul @ 5:26am 
Excellent mod, ten chef's kisses out of ten. However, one thing bothers me: is it intended that new wasp bots/sentries/hunter traps in ruins ignore undead pawns completely? Regular ones get attacked, but undead not.
Rokuni  [author] 19 Jul @ 2:11am 
Update the mod please, sorry for the trouble, should work fine now
harhell 19 Jul @ 1:28am 
After becoming one with death (the need for food and sleep remains)
Rokuni  [author] 19 Jul @ 12:03am 
Now Undead and pawns with One With Death should be able to summon threats and do everything a regular pawn can
Rokuni  [author] 19 Jul @ 12:03am 
I worked out a fix, seems to be working fine, try updating the mod now
mjprogue 18 Jul @ 11:22pm 
all good

totally an issue i'm happy to work around.

thanks for your time and an awesome mod.
Rokuni  [author] 18 Jul @ 11:10pm 
@mjprogue unfortunately there is currently a vanilla bug on Ludeon side that is preventing mutants from using certain drugs/items so I was hoping they would fix it before I had to find a bruteforce solution to this but it's probably gonna take a while so I'm gonna look for a solution in the meantime...
harhell 18 Jul @ 11:03pm 
I tried to add (one with death) through the character editor, but the character remained normal and only the state of one with death was added. When I added the experiment results (all 3) and studied them, the character became a skeleton and the needs panel disappeared.
mjprogue 18 Jul @ 10:04pm 
Update...I deleted the pawn's "liche" mutation in character editor and all issues with the psy stuff were fixed. No idea what else might have been broken but...he still has the One with death hediff.

gonna stop spamming you now...
mjprogue 18 Jul @ 9:58pm 
Tested this on another pawn...was able to access psylink and psytrainers after experimental results 1 and 2 but as soon as he used #3, both became off limits.

"Use neuroformer to form psylink()" appears in action menu, but grayed out and with no name in parentheses. and this is on a pawn with psy levels already, the previous message was upgrade to 2 (or whatever)...though that psylink too disappeared...no violence involved.

Not the end of the world if unfixable...still an awesome mod.
ToooMuchSalsa 18 Jul @ 5:30pm 
Is there a skill focus you recommend for the Necromancers? Second, can mechanitors also be necromancers?
Rokuni  [author] 18 Jul @ 5:27am 
hm, not sure, it's still an implant you put in the brain, so maybe the brain got destroyed and thus you lost it? I'll give it a look
mjprogue 17 Jul @ 3:28pm 
My "Lich" died during a raid because I'm dumb...to my surprise he resurrected.

In the process he lost his noble rank...which is fine...but he also lost his psi link and any ability to use his psi powers. I didn't notice until I went to purchase a new one and it just won't let him activate the item. I tested a new psi link but that couldn't be used either.

Feature or bug?
Fel 17 Jul @ 3:59am 
I don't suppose you've read The Locked Tomb?

Mod looks extremely cool.
Ribera 15 Jul @ 9:49pm 
@Rokuni i wouldnt count for any fixes from ludeon side.
OromisElf 15 Jul @ 4:15pm 
This might become the reason I get Anomaly xD
Always wanted to play a real Necromancer; not enough games let you do that
Uriel Septim VII 15 Jul @ 3:35pm 
please oh please give us a death bolt!
LomebiPL 15 Jul @ 2:39pm 
a landmark from the odyssey with a necromancer's lair filled with shamblers after a failed experiment and a book would be interesting
far out 15 Jul @ 2:32pm 
this is gonna be crazy for a dwarf fortress pack
Rokuni  [author] 15 Jul @ 1:48pm 
I am aware of certain bugs related to what an undead can and can't do, they are all caused by certain bugs in the vanilla game, so I'm gonna wait a little bit to see if they fix them on their side before trying to fix them on my end.
@demondust6 you can do it, the def name is just different, just search for "Necromanticcore"
I'll add a way to get the book in the game that is less reliant on luck in the coming updates.
plusing123 (dragonheart) 14 Jul @ 6:12pm 
love the mod still
demondust6 14 Jul @ 5:28pm 
thank you so much for this mod and getting it updated to 1.6 so quickly, it's absolutely amazing! would it be possible to have it so you can spawn the fleshbound grimoire using the "spawn thing" command after the game has started without having to wait for a merchant to sell it to you? there are times when I want to run a game that starts with it, and other times where I don't, but then change my mind later about it and don't want to have to hunt down a merchant for it
NSomtaaw 14 Jul @ 9:35am 
Congratulations in doing this awesome mod. I can’t help but notice that in 1.6, when a Sanguophage does get the one with death heddif, it somehow disables the deathrest and hemogen need. That disallows the benefits from deathresting and abilities related to hemogen. It's a feature, or it's a bug?

Again, thanks for making such an awesome mod!
Rokuni  [author] 14 Jul @ 9:12am 
@Xannie They are already vacuum immune and don't need to breathe, you don't need anything and if you do its a bug
@harhell: that shouldn't happen, you can give me your log on discord if you want and I can take a look.
1- go to mod option->look for my mod->enable logging
2-t try to replicate this bug, do the same thing again by loading a previous save of cheating in the items.
3-go to appdata/locallow/ludeon and find the player.log, then give it to me.

But this is VERY weird, you probably have some weird mod interaction
harhell 14 Jul @ 4:16am 
after I got the unity with death implant, I used to turn into a skeleton, but now my character looks normal and still needs food and sleep.
Xannie 14 Jul @ 2:06am 
I just chose to manually add the 'Breathless' gene from another mod, but I'm guessing some future update will make our undead friends immune to silly things like vaccum and needing to breath in space? Thanks a ton for this mod, just started my 'lone' Necromantic Bruxa run on permadeath.
mjprogue 14 Jul @ 1:02am 
That did the trick...you da man
Rokuni  [author] 13 Jul @ 7:00pm 
@Mjprogue That was a bug! I don't remember If I fixed it before or after your message but I do remember fixing it! try checking if it works now, unsubscribe and subscribe again to force an update if necessary.
@Scientistik: It's not just flavor, that text is hinting at a research that comes after, ones that gives you a more complete control over shamblers.
Scientistik 13 Jul @ 9:32am 
First, absolutely amazing mod really well done!

I just had a quick question about the Necrotic Dust ability. The description mentions it simulates Deadlife Dust, but the resulting Shamblers seem to be uncontrollable. I saw the line "perhaps there is a way to link them to us?" I’ve been digging through the mod and the research tree, but I’m not sure if I’ve missed a step or if it's just lore flavor for now?.
mjprogue 13 Jul @ 2:54am 
Was there an intentional change so "dead" undead couldn't be raised again or am I seeing a bug?

If so I'm gonna have to start hording bodies for eventual Overseer status instead of using them until then.

Awesome mod either way...thanks.
[IHB] Jonathan 12 Jul @ 1:01pm 
I just started a discussion about Ideology for OWD. It should be open in an hour or two.
Rokuni  [author] 12 Jul @ 12:49pm 
Yeah should probably do ideology eventually, maybe after the next big update. Never seen those but I already have so many ideas on what to do, If only I had more time...
Roque the Rogue 12 Jul @ 11:00am 
@Rokuni if you want my opinion, you should integrate as much as possible with the established anomaly system, but eventually spin from it, as your necromancer becomes so more powerful they can just cast most rituals as if they were psychic spells.

Ideology would be fun to tackle, make a whole meme around it but its your call, I've always been interested in necromancy in every game that had, The Elder Scrolls had some of the most interesting I've seen. From lore and mods, you ever seen Blasphemous Revenants or Necrocraft for Morrowind? Practical Necromancy for Skyrim?
there are some truly inspired works there if you ever need ideas too
Rokuni  [author] 12 Jul @ 10:33am 
@roque I mean the rituals you can do with anomaly, right now I'm unsure if I should just add more rituals there or make a separate ritual system just for my mod.
@Ribera I'll have to actually play the dlc first in order to get ideas and first hand experience, which I think it's pretty important when making mods. From what I've been playing so far I have to say that necromancy works pretty well out of the box since I already made the undead vacuum resistant. In the new locations to explore added by odyssey you'll find plenty of bodies to experiment, raise and consume.
Ribera 12 Jul @ 10:20am 
So, how about space zombies, death ship? Do you plan some integrantion with new DLC?
Roque the Rogue 12 Jul @ 10:11am 
With a ritual, does that mean you're planning on making a necro/undead culture, necromancers meme? cult of the worm? worship the lichelords

the book has been very hard, almost impossible to find on my sessions lately
Kaiborr 12 Jul @ 8:58am 
@Rokuni, its amazing idea. With sacrifice live for get undead book :) And thanks
ADMIRAL AWESOME 12 Jul @ 3:35am 
what an amazing mod man! thanks so much
Kylo 12 Jul @ 3:30am 
LETS GO
Rokuni  [author] 12 Jul @ 3:25am 
@Kaiborr, try updating the game, it should work now, sorry for forgetting!
regarding the book, I plan on making it a ritual actually, you sacrifice some corpses or a living pawn and you get the book in exchange. In the meanwhile if you can't be bothered to find it or use the necromancer start, you can always cheat it in (dev mode->spawn thing->NecromanticCore)
Kaiborr 11 Jul @ 9:47pm 
@kinson523 i write about that tech level some times ago and Rokuni say he change that in 1.6 :( Im still waiting bc i love playing in medieval without mech and other modern things...
@Rokuni, maybe add possibility to study death body and after study like 10 you are possible to make necronomicon ? or thats is too much work?
Rokuni  [author] 11 Jul @ 2:18pm 
Fixed a critical bug regarding mechanitors, should work fine now
Rokuni  [author] 11 Jul @ 2:15pm 
The incompatibility was fixed by leveraging new 1.6 code, so unfortunately it wouldn't be that easy to fix for 1.5.