RimWorld

RimWorld

One with Death
671 Comments
Shadelight 29 Sep @ 5:56pm 
If I could suggest something I would ask that the undead become immune to toxic buildup
MiksaMark 29 Sep @ 12:25pm 
Is this mod CE compatible?
[IHB] Jonathan 29 Sep @ 8:41am 
Yes it is. When a corpse gets reanimated the skills get a special roll affected by xenotype. If the person were a hussar he gets more because hussars are good in shooting.
ShadowV2 29 Sep @ 2:41am 
is it normal for the shooting skill to reset to 0 when a pawn gets reanimated.
nikrom92_MV 29 Sep @ 2:08am 
Best necromancy mod
CeasartheUndead 25 Sep @ 3:36pm 
how do get "Necroctic provocation"?
I got this my last play thought, but In a new one I miss it.
am i missing a item?
Samurai 24 Sep @ 6:15pm 
Great mod, but I get the following error on launch if Royalty is not loaded:

Could not resolve cross-reference to Verse.HediffDef named BloodRot (wanter=makeImmuneTo)

Could you please make it optional. Thanks
The Dwarven Gaming 24 Sep @ 8:21am 
the necrotic orb, is that findable loot like in ancient structures? I don't think it's craftable so i'd just like a bit of clarification. I also just want to say, AMAZING MOD, glad to have a less buggy alternative to rim of magic.
[IHB] Jonathan 23 Sep @ 8:53am 
Its easiest in rainforest, killing big animals like elephants and rhinos I think. It also depends on your progress. As an alternative you can have a large animal pen and slaughter your points.
plusing123 (dragonheart) 22 Sep @ 11:31pm 
is there a easy way to regain points?
Paolini 22 Sep @ 9:13am 
@JayPotion create an undead and use consume on it, it will kill that undead and drop 1 crystal
JayPotion 21 Sep @ 6:06pm 
I am having problems making the green crystals. I can figure out how to make them.
hoteldoor538 20 Sep @ 5:02am 
@Apocalypse Bird bile serpents from the new anomaly mod aren't able to be consumed too
jesse.swift 19 Sep @ 2:41pm 
I noticed some 'assistant servitor' buildings for sale by traders that had this mod as the origin, but had no idea what they connected to and they arent mentioned here.
Krankus Wrexus 18 Sep @ 1:37pm 
I think those are animals not humanoid pawns
Apocalypse Bird 18 Sep @ 1:24pm 
For some reason necromancer couldnt consume corpses of feral werewolfs from Mashed's Bloodmoon. Could it be a bug in OWD or in my mod list?
Krankus Wrexus 18 Sep @ 12:24pm 
Any chance of a ability that helps raise animals as chosen familiars and mounts
Rokuni  [author] 18 Sep @ 9:59am 
@slurpme the regular raise undead abilities are only for humanlikes, you need to go the shambler route for animals, and you'll be able to raise and control most kind of creatures, modded and not
slurpme 18 Sep @ 12:32am 
are u supposed to be able to raise animals? because for me i can't
Krankus Wrexus 17 Sep @ 7:59pm 
Looking forward to the next version
hoteldoor538 17 Sep @ 6:46pm 
take your time king, we will be waiting
Rokuni  [author] 17 Sep @ 11:52am 
hm, seems that way, but it might be something I already fixed in my in dev version. I still need time for the update but once it arrives you'll see quite a lot of bug fixes. didn't think it would take this long to be honest but I'm working hard at it every single day. next time I'm definitely doing much smaller updates, feature creep got the best of me. On the plus side, next update will be almost a 2.0 version.
hoteldoor538 17 Sep @ 9:59am 
is it incompatible with enhanced beliefs?
hoteldoor538 17 Sep @ 9:58am 
all my undeads are producing this error for some reason

Exception ticking Undead Maskinnen (at (92, 0, 160)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2AE15F4E]
at EnhancedBeliefs.IdeoTrackerData.CertaintyChangeRecache (EnhancedBeliefs.GameComponent_EnhancedBeliefs worldComp) [0x000f3] in /home/runner/work/EnhancedBeliefs-Updated/EnhancedBeliefs-Updated/Source/EnhancedBeliefs/IdeoTrackerData.cs:114
at EnhancedBeliefs.HarmonyPatches.IdeoTracker_CertaintyChange.Prefix (RimWorld.Pawn_IdeoTracker __instance, System.Single& __result) [0x00046] in <766008c97a5e41deaba98ebd2de5d8e5>:0
- TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
at RimWorld.Pawn_IdeoTracker.get_CertaintyChangePerDay () [0x0000e] in
hoteldoor538 12 Sep @ 8:40pm 
I am blind nvm
hoteldoor538 12 Sep @ 8:39pm 
How do you get green crystals
Birisi 12 Sep @ 4:57pm 
or the LTO mod... OR THE FACIAL ANIMATION mod does it have any incompatibilities ?????????????????.????/?????!
Birisi 12 Sep @ 4:54pm 
okay but is this mod compatible with dubs hygiene
MannenMyten 8 Sep @ 4:41am 
@Emhyr Read the damn description and stop spamming comment section, it's not a chat.The description already mentions DBH partial compatibility and the rest are either irrelevant or not related to this mod.
Emhyr 7 Sep @ 10:56am 
figured of the colonist bar thingie and dubs
Emhyr 7 Sep @ 9:59am 
btw is it recommend to play with rimworld of magic or nah?
Emhyr 7 Sep @ 9:40am 
also lmao, with dubs hygiene they need to use the toilet and keep clean
Emhyr 7 Sep @ 9:30am 
ay, the undead show in colonist bar, can i do so they dont?
Dummychar 6 Sep @ 7:15pm 
what is these items, and how do I get them?: Necrotic Orb, Necrotic Obelisk
And what is a Legion Lich/ Legion Undead?
Hermet76Dees 6 Sep @ 5:38pm 
I was playing with this installed and my skeletons died from toxic buildup during an event that causes the entire map to slowly cause toxic buildup. I’m just suggesting that undead colonists are immune to toxic buildup and if they’re and if skeletons don’t have vacuum resistance they should. I just think that living corpses should be immune to these things and this is just a suggestion.
Roque the Rogue 6 Sep @ 5:34pm 
That's not cheating, that's balanced, ARY butchering drops skeleton is perfectly reasonable to pair with this, harvest the meat, feed the thralls, raise the skeletons.
Nordak Balrem 4 Sep @ 4:30pm 
For some wonkyness, (Cheating) [ARY] Butchering Drops Skeleton [1.5 - 1.6] allows you to butcher the pawn for resources then consume the skeleton for necrotic energy.
Nordak Balrem 4 Sep @ 4:18pm 
@rokuni Noticed that children of small races in Big and Small - Races mod races give 0, and all insect type enemies give 0, what suprised me was ↁ Elves (Continued) elven children are also 0
TM-9 4 Sep @ 12:38pm 
this mode makes me want the biotech and anomaly so bad
Ziptomba 2 Sep @ 10:14pm 
Been hunting through other mods and dev mode, but I cannot find any way to allow my undead to help my Necromancer (doing a playthrough of anomaly with just him solo and his minions) perform void rituals, despite adding the psychic sensitivity gene. Sure it doesn't make sense lore-wise, but it is what I want to do. Outside of this small hiccup I think this is one of the best necromancy mods available, cannot wait to see more
Krankus Wrexus 2 Sep @ 2:36am 
Probably because a overseer is sentient but the others are just enthralled undead
spanese 2 Sep @ 12:52am 
Hey Rokuni was curious if this is consider a bug or part of the implementation of the mod. Whenever an overseer dies it counts as a colonist being killed and I get a debuff, yet, for anything under overseer (champion and undead) I do not get the debuff. Was just curious that was all. Thank you for your work.
Rokuni  [author] 30 Aug @ 8:06am 
@nordak the way energy is calculated is related to the mass o the thing consumed, with some adjustments. even very small animals should still give you something, even if little
[IHB] Jonathan 30 Aug @ 3:28am 
Btw I would like to forbid the usage of neural overload for undead. Does anyone know a way for that?
[IHB] Jonathan 28 Aug @ 9:21am 
@Lemonist, have you tried to reset the undead genes?
Nordak Balrem 28 Aug @ 3:16am 
Running into issues where consuming a pawn is a hit or miss for getting necrotic energy, Ate a woodelf child no necrotic energy, ate a vanilla deer, got 10, eating a basliner get 10.
Lemonist 27 Aug @ 6:08pm 
I tried messing with the genes in the options menu, but I couldnt figure out what genes the undead had, it just seemed like a list of all genes. Could you add a brief little blurb of how the options menu gene editing works?
Bone_malone 27 Aug @ 1:20pm 
Is this mod compatible with a rimworld of magic? if so does that mean my undead can cast spells or fighting styles?
Rokuni  [author] 27 Aug @ 3:51am 
@Deskjet6100 check my patreon, I have a few sneak peak posts going into detail on whats coming! I also post stuff on discord. Next update will be huge
@Gakster: Lore wise, because even if they are undead you still perceive them as people. Reality wise, I just forgot about it! I'll add a fix next update, however Overseers won't be getting it as they keep most of their mind intact, even if they are undead.
Rokuni  [author] 27 Aug @ 3:47am 
@Lemonist Next update you'll be able to steal the shooting stats of another pawn and implanting it in your undead. For now, you have to find hussars or create your own genes.
If you don't want to bother and don't care about the current balance, go into mod option and you'll be able to change the genes the undead spawn with, so you can use the shooting one or even some modded ones and have every single undead a capable archer!