RimWorld

RimWorld

[AP] Skeletons, Skeletons, Skeletons! (Continued)
61 kommentarer
Guarwo 12. aug. kl. 10:46 
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. kl. 10:34 
jesus christ the people begging and demanding here
MinosAsterion 3. aug. kl. 9:45 
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. kl. 2:54 
it isnt letting me move my into the thing
Kaldreth 29. juli kl. 23:40 
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. juli kl. 9:29 
Yippee! Thanks Zaljerem, appreciate the effort that goes into mods like these!
Logbuzz 21. juli kl. 3:00 
yay
Zaljerem  [ophavsmand] 20. juli kl. 17:41 
Apologies, I've pushed what should be a fix for that.
Lorbog 20. juli kl. 12:25 
Having the exact same issue as Logbuzz. Ruined my lich playthrough plans :(
Logbuzz 16. juli kl. 17:09 
they all become my ideology but they continue to be apart of the enemy faction
Logbuzz 16. juli kl. 16:58 
them
Logbuzz 16. juli kl. 16:58 
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. juli kl. 20:13 
Is it possible to preserve their age after resurrection?
MinosAsterion 25. maj kl. 14:05 
They are too young for Fishing (Vanilla Expanded)
MinosAsterion 24. maj kl. 18:46 
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. maj kl. 9:18 
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. kl. 15:55 
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. kl. 10:30 
they all seem to be missing their heads for me
KingsQuester 18. mar. kl. 18:47 
@pbergy No they don't
pbergy 16. mar. kl. 2:01 
I know this is probably a silly question but do they need to eat?
Hyperboliptichat 11. mar. kl. 9:23 
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. kl. 9:11 
Someone please tell me how to put the bodies in the sarcophagi, I have no idea what i'm doing
Zakool 6. mar. kl. 2:25 
i found a work around with the mod Everyone can Work
Zakool 6. mar. kl. 0:08 
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. kl. 0:03 
I found the problem for the graphic it was a conflict with Better Loading and Human Alien Races mods
Zakool 5. mar. kl. 20:23 
i check the code and saw that they should be adults at 0 yrs
Zakool 5. mar. kl. 16:39 
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. kl. 13:00 
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. kl. 16:42 
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. kl. 17:20 
how do you make a starter colonist a skeleton
Merlin 12. jan. kl. 20:11 
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  [ophavsmand] 6. jan. kl. 11:57 
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. kl. 7:06 
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 kl. 6:39 
is there a way to add a xenotype to the skeletons? Wanna make a skeleton supersoldier
UncleRippu 4. dec. 2024 kl. 4:55 
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 kl. 4:54 
For some reason my skeletons are spawning without heads, though they still drop skulls when killed.
Dr. Quackers M.D. 27. nov. 2024 kl. 11:25 
FUCK HAR!
Tonic 22. nov. 2024 kl. 12:10 
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 kl. 8:34 
Thank you Zaljerem, for Improving the mod so quickly. :)
Zaljerem  [ophavsmand] 4. nov. 2024 kl. 8:47 
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 kl. 5:23 
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 kl. 18:40 
Hell yeah! time to have a horde of skeletons :D
Zaljerem  [ophavsmand] 2. nov. 2024 kl. 18:21 
Updated: Added mod option to spawn as colonists rather than slaves (Ideology only; without they always spawn colonists)
Zaljerem  [ophavsmand] 2. nov. 2024 kl. 11:49 
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 kl. 11:21 
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 kl. 21:51 
Finally! Thank you b rave hero!
Zaljerem  [ophavsmand] 1. nov. 2024 kl. 20:14 
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 kl. 19:18 
Thank you!
Zaljerem  [ophavsmand] 1. nov. 2024 kl. 17:04 
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 kl. 16:41 
Same as Wilson having them work with Search and Destroy would be great, if you find it in your time to do it.