RimWorld

RimWorld

Kenshi Skeleton Race
107 Comments
AceIDK 24 Mar @ 11:28pm 
Does anybody know that if the fact that this mod was built for earlier versions will cause any complications for version 1.5?
Galvasedio 2 Dec, 2024 @ 12:11pm 
Beep!
SolarisXIV 26 Apr, 2024 @ 2:32pm 
update?
Chimaera 9 Mar, 2023 @ 8:37pm 
@alexisrex make human leather burkas lol
Chimaera 9 Mar, 2023 @ 8:36pm 
please update your kenshi mods
stevebefe 27 Jan, 2023 @ 12:08pm 
Is there a possibility for an update?
Alexisrex 11 Mar, 2022 @ 7:18pm 
Skin suits when <_<
b1gf001 25 Jul, 2021 @ 12:00pm 
There should be different diseases like solar flares and CPU viruses
Krankus Wrexus 23 Jul, 2021 @ 6:48pm 
Can you construct them
MESSIAH 5 Jul, 2021 @ 2:06am 
Can they heal like humans or do they need to be repaired? Because otherwise this race seems really overpowered, they're just un-starving, un-sleeping, temperature-proof, disease-proof humans.

Maybe you should add a long term battery in them to replace food? I know this isn't in kenshi, but it would probably make sense. Just a suggestion ofc :)
Bruce 5 Jul, 2021 @ 12:16am 
Alright as a temp fix I just added <ImmunityGainSpeed>10</ImmunityGainSpeed> into statbases for the skeleton race def.
Bruce 4 Jul, 2021 @ 11:20pm 
anyway to disable skeletons from catching sickness such as flus and malaria?
✠Passi965✠ 1 Apr, 2021 @ 1:45pm 
I wish O21-Toolbox was still a requirement, idk what kinda PCs those guys have but it runs fine, it barely impacts loading time too and it adds alot of things that make sense for skeletons like the hunger rate removal, maybe make a patch that if one does use O21-Toolbox it uses those systems.
Redbeard7 11 Feb, 2021 @ 9:14am 
Hey there noticed an error regarding Names and Kenshi mod.


Could not get new name (first rule pack: NamerPerson Kenshi Skeleton)


https://gist.github.com/73af29fcd12b5cc15e529f6fb238b51a
CrackaJack 20 Dec, 2020 @ 2:41pm 
yea, i´ve seen some nasty comments of the o21 guy. what an angry dude.
Noranum 13 Dec, 2020 @ 11:04am 
Thank you!
Sharpedo-Dressed Man  [author] 13 Dec, 2020 @ 10:54am 
I suspect that the 0.02 hunger rate could create issues with diseases and thoughts that modify the rate if the rate is decreased by a specific amount rather than by a percentage. If you encounter any issues with this (such as negative hunger rate, which tends to cause problems with caravan formation), then please let me know.
Sharpedo-Dressed Man  [author] 13 Dec, 2020 @ 10:50am 
Update today: I've removed the [O21] Toolbox requirement in favor of the old system. Food need still exists, but hunger rate is 0.02 and food-related thoughts are disabled. If a pawn has these thoughts already, they may still be there but shouldn't show up again. I've also disabled the Gourmand and Cannibal traits and disabled thoughts related to eating specific foods and seeing/butchering humanlike corpses.
Noranum 4 Dec, 2020 @ 6:00am 
I liked having Kenshi's idea of robots around, but O21 is a no-go for me. When I tested some of their mods, I had nothing but trouble. Also, I don't seem to like the attitude of the main head there. So I will wait this one out, maybe you come up with a solution :)
topjo3y 1 Dec, 2020 @ 10:52am 
i'm having the same issue i have other race mods in use and they don't seem to be having the same issue so i think it is a problem with the mod.
XCOM Junkie 26 Nov, 2020 @ 6:04am 
Yeah, I'm having the same issue as SuperFeature. Skeleton doesn't seek recreation, so -20 debuff. Can't order it to do it either. Any chance we can get that fixed, absolutely love to use more skeletons around my base!
Normous 17 Nov, 2020 @ 4:00am 
They are not seeking recreation? Even when given dedicated recreation time...
Redbeard7 14 Nov, 2020 @ 7:20am 
Im currently running the O21 toolbox with Mechadroids and Skeletons and it seems great so far. perhaps what ever was causing the slow down previously has been rectified.
Osttruppen 13 Nov, 2020 @ 11:58am 
People have run tests using Dubs' performance analyzer and found that it eats up a lot of resources.
Sharpedo-Dressed Man  [author] 13 Nov, 2020 @ 10:35am 
@Comrade Trump @rbblain Any particular reason why you think it's so bad? I can understand it creating some overhead during runtime, but in my experience it hasn't been a huge problem.
Redbeard7 13 Nov, 2020 @ 3:37am 
i never thought id say this.. but i agree with @Comrade Trump.
Osttruppen 12 Nov, 2020 @ 5:13pm 
I wouldn't recommend making O21 Toolbox a requirement. It's on the performance shitlist.
Sharpedo-Dressed Man  [author] 12 Nov, 2020 @ 3:03pm 
New update today! Most notable change: the food need is removed! [O21] Toolbox is now a requirement.
Sharpedo-Dressed Man  [author] 12 Nov, 2020 @ 11:52am 
@darthdud0 I've looked into the Warforged race mod and it seems that their implementation is derived directly from the Outpost 21 Toolbox mod. That mod features a "needFood" variable for races that directly disables the food need via a Harmony patch. I think the best option may be to add that mod as a requirement for this Skeleton race mod and use its implementation directly.
Sharpedo-Dressed Man  [author] 12 Nov, 2020 @ 11:32am 
I've discovered the cause of the startup errors with my race mods and will release updates to fix them soon. However, I still haven't figured out why the factions don't have leaders.
Redbeard7 9 Nov, 2020 @ 9:59am 
I never seem to have a leader assigned to the skeleton faction. Wondering if this is deliberate or not?
darthdud0 4 Nov, 2020 @ 1:02pm 
the only thing that seems off is they won't seek out recreation on their own, other then that it works perfectly, the warforged race mod don't have the need for rest or food and work perfectly, maybe you can figure out what they did to get around the problem you are having.
Sharpedo-Dressed Man  [author] 4 Nov, 2020 @ 12:25pm 
On my end, setting the foodType to none did not create errors at startup, but does create errors during gameplay if skeletons are on the map. The only way I can think of to fix this is to give the skeletons a specific separate "ThinkTree" without the food need since the error is related to the food meter being nonexistent. I've avoided doing that so far since that would mean that any updates to the pawn AI or changes to it from other mods would not work with this race unless specific patches are made for this mod.
darthdud0 3 Nov, 2020 @ 10:43pm 
valture i am pretty sure that the zombies still have the food need but it auto fills, the warforged don't have the food need.
Vulture 3 Nov, 2020 @ 10:21pm 
There are other custom races that don't eat food, like Neronix17's Warforged or the zombies from Rimworld of Magic. Maybe do that?
darthdud0 3 Nov, 2020 @ 8:19pm 
okay i made a copy of the mod and set foodtype to none and it remove the food need with no problems on my end, i have no idea why you got error messages.
darthdud0 3 Nov, 2020 @ 7:44pm 
i looked at another mod with a race that didn't need to sleep, it should be in ThingsDef_Races

for no sleep it is <needsRest>false</needsRest>
and for food it says <foodType>None</foodType>
so it should be working but it is a mod from an older version (1.0) to be exact, there has to be a way to get it to work since other mods i have seen them remove one or another.
Sharpedo-Dressed Man  [author] 3 Nov, 2020 @ 7:28pm 
I set the foodType to none. There is no "EatsFood" property that I've seen, and foodType controls this need. Setting foodType to none removes the food need, but causes the issues I mentioned before.
darthdud0 3 Nov, 2020 @ 7:14pm 
did you set the "EatsFood" need to false or change "foodType" to none? those are 2 different commands.
Sharpedo-Dressed Man  [author] 3 Nov, 2020 @ 6:42pm 
@darthdud0
I've tried that before, which involved setting the race's "foodType" to None, which is how the vanilla game makes mechanoids not need food. However, the humanoid pawn AI checks the pawn's food meter during its decision making, and throws errors if the food meter value does not exist (Or at least that's how it worked a while back). That's why I decided to keep the food need. So unfortunately I don't think that solution would work.
darthdud0 3 Nov, 2020 @ 5:54pm 
dude i think i found how to remove the food need, i looked it up

https://ludeon.com/forums/index.php?topic=38266.0

it should be the 3rd post

here is the part that i thought would be helpful
"If you want to remove a basic need from a pawn, the best way would be the see if one of the configuration flags in its race properties (the <race> tag in its thingDef) can be set to negate that need. For instance, pawns with less than humanlike intelligence won't have thought-related human needs (mood, beauty, space, etc.). Pawns with the EatsFood and needsRest flags set to false won't have a food or rest need, respectively."
Vulture 25 Sep, 2020 @ 6:59pm 
For some reason when Black Skeleton merchants come around they don't have guards, which lets you slaughter the caravan and get a pile of powerful stuff.
Sharpedo-Dressed Man  [author] 16 Aug, 2020 @ 10:05am 
@test I doubt it, I think it would only update whenever the food bar would normally be updated, i.e. when it would normally go down. In any case, I got rid of that already and they instead just have a very low hunger rate; I just forgot to add that change to the description.
test 15 Aug, 2020 @ 8:47am 
won't food bar constant refilling cause performance issues?
Sharpedo-Dressed Man  [author] 12 Aug, 2020 @ 2:30pm 
Now updated for 1.2!
Sharpedo-Dressed Man  [author] 29 Jul, 2020 @ 1:04pm 
@ASHMAC @smugrupple I'm not having these issues at all. Have you tried running the game with only this mod and Humanoid Alien Races loaded?
smugrupple 29 Jul, 2020 @ 12:40pm 
anyone else getting recruits that are just normal humans but their backstories say they are skeletons? Is this a common bug or are they actually supposed to be skeletons?
FallenAngel 29 Jul, 2020 @ 12:37pm 
I am running into the same thing as aforgy18. I am using Rimworld 1.1 . Have tried mod order, clean installs , removing other mods. I have not found the source, though I believe the issue is a conflict with another mod in my case. I have got this message with 4 other races.
Sharpedo-Dressed Man  [author] 27 Jul, 2020 @ 4:47pm 
@aforgy18 Are you using RimWorld version 1.0 or 1.1?
aforgy18 27 Jul, 2020 @ 3:21pm 
My skeletons are purple squares lmao
Failed to find any textures at Races/Kenshi_Skeleton/Body/Naked_Hulk while constructing Multi(initPath=Races/Kenshi_Skeleton/Body/Naked_Hulk, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))