RimWorld

RimWorld

Warehouse Storage - Corpse Module
18 Comments
Bazalisk 16 Oct @ 3:41pm 
just curious. With it being Spooky month, would it be possible to add a little bit of code to make these things spawn shamblers in some special event?

could be fun
GasPedal 4 Oct @ 7:32pm 
tbh, i'm gonna be doing the funny and sticking this in a chilled room... just store all the soon to be harvested in a pit :rofl:
Comrade_Atticus 3 Oct @ 8:40pm 
I see. Thanks for the answers! I didn't even think about roofing it. Its definitely more useful if it allows bodies to deteriorate, I just want a skeleton pit ¯\_(ツ)_/¯
vin  [author] 3 Oct @ 11:04am 
@Comrade_Atticus
If you want you can fix that in the XML to make them not deteriorate. My intention was that they would deteriorate in there allows more storage over time since most people dont want to deal with corpses on their map.
Comrade_Atticus 2 Oct @ 10:46am 
Ahh
GasPedal 6 Sep @ 7:11pm 
Hey guys great news, Took a gamble and tried to install it without the VQE since that framework is broken and all in all just garbage, and the mod works completely fine, no need for it.
vin  [author] 15 Jul @ 7:34pm 
@Bean
It doesnt anymore sorry about that, forgot to update it.
Beans 15 Jul @ 2:22pm 
Says this mod requires Ideology? How come?
Wormy 14 Jul @ 12:36pm 
Not sure if it's this mod's fault but I had an issue where orbital traders would spawn with NO silver in their inventory, and trading caravans would spawn with no question mark above the main character meaning no trading with them possible. I removed this mod and VQE Deadlife and removing these two fixed the issue, traders now work properly. I had no other mods that interacted with traders
Tal'Raziid 12 Jul @ 7:37pm 
Fantastic, thanks!
vin  [author] 12 Jul @ 5:49pm 
@Tal'Raziid
This adds an unruined paintable one that uses the adaptive storage framework and is designed to allow the corpses to dissipate over time.
Tal'Raziid 12 Jul @ 2:39pm 
For clarity, this isnt a buidling thats already in Deadlife for corpse disposal?
Vectrix 10 Jul @ 1:48pm 
ok
vin  [author] 10 Jul @ 1:31pm 
@Vectrix
I have tested that it works to just place the pit in a freezer.
Vectrix 10 Jul @ 12:20pm 
could you make a alt or higher cost version that keeps them frozen
vin  [author] 8 Jul @ 3:27pm 
@Nekrux I don't use any code from his mod or integrate with it's quests. Only a subscription is required to support Oskar's work. He did a great job in producing the original textures and this was the condition of allowing my modified ones on the workshop.
Nekrux 8 Jul @ 12:39pm 
So I can keep Deadlife disabled, right?
Wednesday 8 Jul @ 7:49am 
Nice