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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 :)
Could not get new name (first rule pack: NamerPerson Kenshi Skeleton)
https://gist.github.com/73af29fcd12b5cc15e529f6fb238b51a
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.
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.
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."
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))