RimWorld

RimWorld

[AP] Skeletons, Skeletons, Skeletons! (Continued)
61 Comments
Guarwo 12 Aug @ 10:46am 
Thanks for making a 1.6 version of this. I also don't know what the issue people have with HAR is cause a lot of race mods use HAR. But this seems cool since they don't get hypothermia will be good to use for crypto mods and anytime need to go in snow. But now have more option then just sending robots.
Bird Up! 3 Aug @ 10:34am 
jesus christ the people begging and demanding here
MinosAsterion 3 Aug @ 9:45am 
I'll be honest, this mod really needs a rework, hopefully using the new "mutant" deff rather than HAR. That thing just brings too many issues.

Great job on keeping the mod alive anyway Zal
Mickster 3 Aug @ 2:54am 
it isnt letting me move my into the thing
Kaldreth 29 Jul @ 11:40pm 
Awesome mod, but I had to give up on it because of the HAR requirement. I'm fighting mod compatibility issues with HAR every other play through.
Lorbog 21 Jul @ 9:29am 
Yippee! Thanks Zaljerem, appreciate the effort that goes into mods like these!
Logbuzz 21 Jul @ 3:00am 
yay
Zaljerem  [author] 20 Jul @ 5:41pm 
Apologies, I've pushed what should be a fix for that.
Lorbog 20 Jul @ 12:25pm 
Having the exact same issue as Logbuzz. Ruined my lich playthrough plans :(
Logbuzz 16 Jul @ 5:09pm 
they all become my ideology but they continue to be apart of the enemy faction
Logbuzz 16 Jul @ 4:58pm 
them
Logbuzz 16 Jul @ 4:58pm 
Do I need to have the skeleton precept to turn the into slaves because I am putting dead people I have enslaved into the sarcophagus and they come out hostile.
harhell 4 Jul @ 8:13pm 
Is it possible to preserve their age after resurrection?
MinosAsterion 25 May @ 2:05pm 
They are too young for Fishing (Vanilla Expanded)
MinosAsterion 24 May @ 6:46pm 
Invisible heads: Check you aren't running a face mood or facial animations, it may bring some issues.
Don't spawn: Some mods that add traits when a pawn is created may produce some issues. I found some in a mod that adds technological backgrounds.
Run and Gun: For some reason it just doesn't work with that mod, hope you can make it compatible.
Chiiro 17 May @ 9:18am 
I can't get them to work. Recently they just don't want to work, the sarcophagi just opens empty. The raids work just fine
UncleRippu 19 Apr @ 3:55pm 
they still spawn without heads, the only way i can seemingly get them to have heads is with the skull mask from the 'butchering drops skeletons' mod.
Bird Up! 22 Mar @ 10:30am 
they all seem to be missing their heads for me
KingsQuester 18 Mar @ 6:47pm 
@pbergy No they don't
pbergy 16 Mar @ 2:01am 
I know this is probably a silly question but do they need to eat?
Hyperboliptichat 11 Mar @ 9:23am 
I have several and I have their priority set to high yet my colonists just gloss over them and walk over the corpses. They just leave them where ever and I tried make the tomb a dumping ground for corpses that didn't work. I tried to click a colonist and then right click a corpse but that didn't work. Getting real cooked in my small brain right now
Hyperboliptichat 11 Mar @ 9:11am 
Someone please tell me how to put the bodies in the sarcophagi, I have no idea what i'm doing
Zakool 6 Mar @ 2:25am 
i found a work around with the mod Everyone can Work
Zakool 6 Mar @ 12:08am 
i have the Complex Jobs mod installed and not sure if it's that mod but to haul items you need to be the age of 3 and same for deliver resources
Zakool 6 Mar @ 12:03am 
I found the problem for the graphic it was a conflict with Better Loading and Human Alien Races mods
Zakool 5 Mar @ 8:23pm 
i check the code and saw that they should be adults at 0 yrs
Zakool 5 Mar @ 4:39pm 
I seen to be having an issue with the skeletons coming out as children age 0 hours, unable to do some of the labor skills cuz they to young. and seem to have no body just a skeleton head, which could contribute to the being children having no graphic for child skeleton graphic
Jamerific 25 Feb @ 1:00pm 
I did want to suggest that maybe there is a 1-5% chance for a skeleton variant to spawn instead of normal skeleton. These variants would have slightly higher stats and given random bonus traits/genes depending on their type. The following are some examples:

Scorched: They can slightly heat up a small area around them, as well as throw a small fireball. They are immune to fire.

Frosted: They can slightly cool a small area, their melee attacks cause frostbite.Being in very cold areas does not impede their speed.

Giant: A slightly larger skeleton that has higher health, defense, and physical stats then a normal skeleton. Can pick up 10X it's normal carrying capacity. Can't wear clothes or armor. Moves slower then a normal skeleton.

Gifted: A more intelligent skeleton then normal. It has the same skills and passions as it did in life. It is able to grow skills like normal pawns. Because of this, they spawn as colonists instead of slaves, allowing to participate in rituals.
Pixel Fencer 22 Feb @ 4:42pm 
thank you so much i love this mod a lot and im glad someone picked it up and started working on it again!
Mr. Bones 30 Jan @ 5:20pm 
how do you make a starter colonist a skeleton
Merlin 12 Jan @ 8:11pm 
I would love if you could make it a xenotype cause i wanna mess around with vfe puppeteer, but i wonder if thats even possible
Zaljerem  [author] 6 Jan @ 11:57am 
They are prevented from participating in rituals, but it looks like I need to address them being included in the count for that alert. Thanks for the report, I'm looking at it now.
King Bee 6 Jan @ 7:06am 
My skeleboys can't participate in rituals, which is preventing me for assigning roles since they still count towards the colony's population. Is that something with the mod or am I doing something wrong?
RED8cted 19 Dec, 2024 @ 6:39am 
is there a way to add a xenotype to the skeletons? Wanna make a skeleton supersoldier
UncleRippu 4 Dec, 2024 @ 4:55am 
and while a previous comment says the mod works with search and destroy, whenever i have this mod enabled the search and destroy option in combat doesn't come up.
UncleRippu 4 Dec, 2024 @ 4:54am 
For some reason my skeletons are spawning without heads, though they still drop skulls when killed.
Dr. Quackers M.D. 27 Nov, 2024 @ 11:25am 
FUCK HAR!
Tonic 22 Nov, 2024 @ 12:10pm 
love this mod! small request tho, prosthetics are require steel and thats expencive when useing medieval overhaul. could skeletons use wooden prosthetics? also could the steel cost be changed to metallic? that way i could use iron, or bronze from VFC
KingsQuester 7 Nov, 2024 @ 8:34am 
Thank you Zaljerem, for Improving the mod so quickly. :)
Zaljerem  [author] 4 Nov, 2024 @ 8:47am 
Updated:
Added mod option to allow skeletons to wear apparel (default true)
Removed slave bed alert for skeletons
Support for [FSF] Complex Jobs
Uriel Septim VII 3 Nov, 2024 @ 5:23am 
I wish there was a way to do this with out HAR =( its been causing so many problems lately for me. one of my all time favorite mods too.
Wilson 2 Nov, 2024 @ 6:40pm 
Hell yeah! time to have a horde of skeletons :D
Zaljerem  [author] 2 Nov, 2024 @ 6:21pm 
Updated: Added mod option to spawn as colonists rather than slaves (Ideology only; without they always spawn colonists)
Zaljerem  [author] 2 Nov, 2024 @ 11:49am 
They won't do intellectual work, so you may have a tough time in that regard ... but I'll look to add that as an option, yes.
Wilson 2 Nov, 2024 @ 11:21am 
is it possible to add a mod option for them to be considered as colonists? I want to do a skeleton only game but you can't do so with only slaves.
Horatio33 1 Nov, 2024 @ 9:51pm 
Finally! Thank you b rave hero!
Zaljerem  [author] 1 Nov, 2024 @ 8:14pm 
Updated:
Skeletons unaffected by hypothermia (default true, mod option)
Skeletons cannot learn (default true, mod option)
Generated skeletons skills capped at 5 (default true, mod option)
Wilson 1 Nov, 2024 @ 7:18pm 
Thank you!
Zaljerem  [author] 1 Nov, 2024 @ 5:04pm 
Updated: Added support for Search and Destroy / Tacticowl. Thanks for letting me know; I'd forgotten they use a custom ThinkTree.
KingsQuester 1 Nov, 2024 @ 4:41pm 
Same as Wilson having them work with Search and Destroy would be great, if you find it in your time to do it.