RimWorld

RimWorld

The Profaned
951 Comments
NinjaBeest 25 Oct @ 8:04pm 
I have Nal's realistic bodies and thigappe to help patch into the other body. Will that work with this mod?
puppygirlpitjob 25 Oct @ 9:25am 
Had a cursebearer who was incapable of violence, turns out the ability to raise the dead is considered "violent".........
WJSabey 25 Oct @ 5:58am 
I have to ask, why on earth did you give the profaned bed the class name "Bed"?? Any other mod that has any bed inherit from the vanilla bed is screwed up by that. Please fix ASAP.
The Ghost Knife 23 Oct @ 12:25pm 
CE has this patched if you want to update that FAQ
Saglun 23 Oct @ 9:21am 
Is there a way to actually get yourself a new cursebearer? (Outside starting two and prisoner recruitment)
Like a ritual to upgrade regular one to cursebearer somehow?
SlayerBur 14 Oct @ 3:13pm 
Mhmhmh, no
Legalas Warrior 14 Oct @ 2:08pm 
@SlayerBur did you do this on a dead pawn?
SlayerBur 14 Oct @ 9:49am 
I'm trying to curse someone, but it won't let me. I don't get any errors or anything.

I click "curse," and when I click on a settler, nothing happens. The circle doesn't even appear as if I'd selected it.

(Google Translate, sorry)
Simvoid 11 Oct @ 3:56am 
Incompatible with face animations mods? It seems the profaned get human faces in my game
Addie 3 Oct @ 12:58pm 
is there a way to change the cool down
Nattly 2 Oct @ 5:02am 
or just use a vpn because the world should tell the uk government to get bent
Lionheart 30 Sep @ 2:45am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
mailrik828 26 Sep @ 2:56am 
ive encounter a weird bug but my pawns just run back and forth when trying to disassemble the bodies of the dead. any suggestions are welcome.
Saitama 25 Sep @ 4:21am 
The weapons feel underwelming.

Standard weapons are fine but the cool crafted ones don't do much damage / armor pen.
cool effects are cool, but plasteel sword at 13 and the special one at 9 feels off.
Vlad Draculea 22 Sep @ 4:47pm 
do we have to unsubscribe from LTS systems now?
DOCTOR CROW 20 Sep @ 8:10pm 
any upcoming lich xenotype?
Jamerific 16 Sep @ 11:13pm 
Why would the corpse of a creature be just as powerful of the original? That doesn't make sense.

On another note, I don't think this mod scales with other mods. It is it's own thing.
Draco137955 13 Sep @ 7:22am 
hey there I'm not sure if this is intended or if maybe there's a bug with armor ratings due to my mod list but is the undead dragon supposed to be super underwhelming when compared to any of the dragons from dragons decent? i know that it takes dragon horn and scales to create which would imply killing a dragon in order to make it. and i may just be misleading myself but shouldn't that equate to it being of at least equal strength to the dragons that it requires to be the materials for its creation? sure it might not compare to an elder true dragon but at least being able to fight off a yellow or red, perhaps even a silver since the profane have such high cold resistance. just kind of got under my skin because if the undead dragon isn't even going to match there power or utility (since the dragons shed scales that give them more use) then i would rather just tame or raise a dragon then killing it for a less powerful version.
Melon 11 Sep @ 2:04pm 
Is it possible to make the undead animals either not be picked for manhunter raid incidents, or not be immune to scaria? They current can be picked for the event, then after a few seconds they lose the scaria and just wander around.
Brett 11 Sep @ 8:08am 
Fantastic mod! I had so much fun in the first few hours with your mod in my medieval playthrough.
MannenMyten 10 Sep @ 9:02am 
@SpaceDorf so far it's been bloody marvelous and I'm only on Day 35!

The design of this mod + One With Death +Bone Reapers Remarrowed + All the Dark Ages mods makes for a pretty thematic undead/necromancer/lich playthrough!

Human sacrifices for everybody!
Laquillare 6 Sep @ 6:36pm 
Is there a way to rename them from profaned to something else?
osg2778 2 Sep @ 4:43pm 
How do I get off that person?
SpaceDorf 2 Sep @ 9:43am 
Just stumbled upon this.
Not my cup of tea for Rimworld.
But still insanely beautiful.
Cyberwolf 29 Aug @ 10:53pm 
is it supposed to have custom settlements ?
Z.E.R.T. 28 Aug @ 6:58pm 
and Abyssal glaive need a big rework its legit annoying you can turn it off and that spell do way more damage to ally i legit need to load my save again since they just keep making my faction in fear and leave the map foever...
Z.E.R.T. 28 Aug @ 5:25pm 
hi you make comission for add on ?
CodyProductions 22 Aug @ 8:49pm 
OH WAIT FUCK NEVERMIND WRONG MOD, it's not even RELATED TO THIS ONE.
CodyProductions 22 Aug @ 8:31pm 
Was the Profaned Reliquary removed?
Rhaeven 20 Aug @ 12:15am 
Just had a wraith die from vacuum exposure. Goodnight sweet prince..
Morcalvin 19 Aug @ 6:56am 
Since LTS Systems is being phased put will you be changing double doors to no longer need it?
Gandalf the Morally Grey 16 Aug @ 5:35am 
I have vannila expanded framework, but i cant equip both the shield and a melee weapon at the same time, even though the weapon says it is usable with shields.
Goldengear1111 16 Aug @ 4:00am 
why are all the entities on my map wraiths
harhell 15 Aug @ 9:37am 
Will you add a magic mod to your mods?
Crouton 14 Aug @ 12:51pm 
hey im having trouble using the profane ritual circle. whether my colonist is forced or just doing it on their own, they cant seem to harvest the undead. they keep walking to the circle, turning around, taking 1 step, putting the corpse down, immediately picking it back up, turning around, repeat endlessly. i dont think any mods i have installed are interfering with this mod, but i just cant seem to use the circle for the corpse thing. While testing creating tainted bones, i had a small hicup where the same thing was happening, but it fixed itself after drafting and drafting
Botch_Job  [author] 11 Aug @ 7:24am 
Just updated to fix a few issues, there shouldn't be any errors with Dragon's descent and the wandering undead events should be fixed.

The orientation of the lectern should be correct now aswell.

@Lio No integration with Anomaly as of right now.
LioTheManlyBadAssHero 10 Aug @ 9:59pm 
Tho yeah, cant wait to make those fuckers meet my Anti Material Rifle!
LioTheManlyBadAssHero 10 Aug @ 9:58pm 
Also btw @Botch_Job does this mod have any integration with Anomoly?
Botch_Job  [author] 10 Aug @ 1:38pm 
@Cal I looked into it a bit more and it looks like the errors were due to an issue with the events popping, gonna test things a bit more but I think I've fixed it. Update soon.

@Tiewie I haven't had any issues reported about pregnancies, was it a profaned pawn that was pregnant? because they should be infertile.

@Lio I made them with medieval colonies in mind but if you want to mow them down with high calibre weaponry then more power to you.
LioTheManlyBadAssHero 10 Aug @ 8:34am 
how do they work against guns?
Tlewie 7 Aug @ 5:43pm 
Anyone having issues with pregnancies? I have a colonist in labor and as soon as the process is complete their baby gets deleted by the Debug, saying:
Pawn generation error: Generated pawn with disabled requiredWorkTags. Too many tries (120), returning null. Generation request: kindDef=BotchJob_ProfanedCursebearer
Any suggestions?
Cal 7 Aug @ 7:43am 
@Botch_Job I guess its not a VE thing, show two errors with just this running.

https://gist.github.com/HugsLibRecordKeeper/63a737ea8356d7c6119b4fa5097d96d0
Botch_Job  [author] 7 Aug @ 6:33am 
Has something recently changed with VE? Just gave it a quick try and it seem to be fine as far as I can tell.
Botch_Job  [author] 7 Aug @ 6:32am 
Hey, sorry been a bit busy, to address a few things..

There appears to be some errors when used with with the latest version of dragon's descent, I'll look into it a get it fixed asap.

@CluelessLemon The workbenches for this mod would be the alchemy table and the ritual circle, the chest works like a toolbox for those buildings.

@Eisenkrone, MrKampfCookie Yeah I've had a bunch of reports of wacky stuff happening when pawns try to carry stuff to the ritual circle. I think it's caused by the interaction cell being at the centre of the circle rather than offset like most workbenches in the game, meaning access to it can be blocked by walls or other objects. I'm not quite sure how to fix this without having the interaction cell to the side of the circle rather than on it.

I might update the texture to better reflect its orientation at some point but for now try to make sure access to it isn't being blocked, the default placement requires access to the south.
HoningKoning 6 Aug @ 8:56pm 
VE?
Cal 6 Aug @ 6:33pm 
Looks like another mod that needs to be recompiled for the VE changes.
Lucio Magno 6 Aug @ 4:09pm 
would be interesting if the undead creatures were anomalies if anomaly is installed, or maybe even the entire "profaned" creature line (including pawns, beasts and the faction)
MrKampfCookie 6 Aug @ 12:34pm 
I have the exact same problem as Eisenkrone. :(
Latex Santa 6 Aug @ 4:08am 
Thanks very much for updating this.
Combine Elite 6 Aug @ 3:23am 
I just wanna thank you for all your mods. Every single one of them is going in my fantasy-themed collection once I get it done, as they are really good additions to it and definitely will stand out the most. I've never played with this one but seeing the screenshots in the description I'm sure it will be fun!