RimWorld

RimWorld

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The Profaned
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Mod, 1.4, 1.5
File Size
Posted
Updated
15.591 MB
26 Mar @ 11:40am
25 Jun @ 12:08pm
30 Change Notes ( view )

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The Profaned

Description



Adds a new xenotype with their own hostile faction, undead creatures, weapons, apparel, items, structures and more.


Recommended mods

Whilst it isn't a hard requirement, I would strongly recommend using Vanilla expanded framework. The framework is required for the xenotype visuals aswell as many other features, this mod is functional but pretty bare-bones without it.

Medieval Overhaul. This mod optionally makes use of some of the ingredients from MO and has integration for crafting benches etc.

LTS Sytems Required for the non-1.5 double doors

Dark Ages : Crypts and Tombs For a double dose of spookiness.

Ugly Together For if you don't want your profaned to hate each other.

Community Framework Allows for created undead creatures to be automatically tamed and part of the player faction.


Content



These people are cursed to exist in a state between life and death. Although they yet retain their humanity, the Profaned are shunned and exiled by most cultures.

Unsurprisingly, their partially decayed bodies make them extremely unpleasant to be around and renders them slow moving with poor manipulation. They are also infertile, weak to fire and dislike sunlight.

Undeath does have its advantages however as they require less nutrition and rest, are highly resistant to cold, immune to all diseases and toxins, feel no pain and cannot die through natural means.






*Xenotype requires Biotech, without it the faction will be made up of regular humans.

*Requires Vanilla expanded framework for the xenotype visuals, otherwise they're just green dudes.




A legion of profaned compelled to serve a malevolent, mysterious entity, believed by many to be the source of their curse. Whoever they may have been before, it no longer matters, all that they know now is the will of their master.

In battle they make use of undead creatures and rot stink to overwhelm and demoralise their enemies.







Profaned Cursebearers

Whoever you were in life, it no longer matters. You are Profaned, former humans cursed with undeath and by the will of your master, compelled to conquer indiscriminately and spread your vile curse across the realm.

For the longest time, this was all you knew, but by some miracle, the three of you have broken free of the will of your master.

Despite everything, you are still what you are, shunned and reviled by most. You can try to make amends for your past deeds or you can continue to spread your curse for your own ends.

The choice is yours.





The creatures can appear in raids from the faction and rarely as wildlife. They can also be created by the player after completion of a research project.

Undead creatures don't require food or sleep but they can't breed and don't produce meat. They can be trained like regular animals and yield special crafting ingredients when butchered.



*If Vanilla expanded framework is installed, some of the creatures will have unique attacks and traits.

*Community Framework is required for the creature to be automatically tamed on creation.








*Some weapons and armour make use of Vanilla expanded framework for unique effects and abilities.

The shield also requires VFE framework.






*Research/crafting items are acquired from butchering the undead creatures.






*Royalty is required for the throne to function, otherwise it's just for decoration.

*Ideology is required for the altar and column styles.

*LTS Sytems is required for the double doors.


Compatibility

Rimedieval - Compatible but due to how Rimedieval affects pawn generation, it may cause pawns to spawn with different weapons and apparel than intended.

Facial Animation - Compatible but requires Big and Small - Genes & More. thanks to CrackaJack for providing the patch. This method now works for both 1.4 and 1.5 but will cause any additional attachments eg ears, tails to be solid white so not completely without downsides. For now though, it's much better than nothing.

Melee Animation - Compatible.




Combat extended compatible?

Unfortunately I'm not too familiar with CE so not right away, if you ask the CE guys nicely they might make a patch.

Can this be added to an ongoing save?

It should be fine to add to an ongoing game, I wouldn't recommend removing it though. It's always a good idea to backup your saves either way.

Balance suggestions?

I'm always open to suggestions, I do try to keep things close to vanilla in terms of balance but sometimes things are hard to gauge. Let me know if anything seems under or overpowered.

How do I get the items for crafting/research?

The items are acquired by butchering undead creatures at a butcher's table or ritual circle. Undead creatures can be found rarely as wildlife, with the faction during raids or at their bases and can be created by the player after completing the final research project.

Popular Discussions View All (6)
37
16 Jul @ 2:08pm
Error Logs
Botch_Job
3
14 Jul @ 3:43pm
Balancing and Idea Discussion
Zuldwyn
17
4 Jul @ 10:01am
Troubleshooting
Botch_Job
607 Comments
Botch_Job  [author] 22 Jul @ 11:20am 
Yeah it's definitely something I'd like to add, looking at animal gear it doesn't seem too complicated since the textures are already there. There's gonna be a new update soon™ so I'll see what I can do.
Zalera 22 Jul @ 7:28am 
Would you consider animal gear integration (it's been updated for 1.5) for this and divine order? I really like the horse caravan pack textures you've made and it saddens me that it goes away when the haulers are finished. Alternatively, House Sanguine's (also 1.5) horse armours would also look nice on your undead horses. :)
Botch_Job  [author] 21 Jul @ 8:42am 
@123 Just checked and it looks like VFE tribals makes it so that the research bench is locked behind the complex furniture research project.

It should still be researchable but what I'll do is add it to the scenario so that it's unlocked from the start, probably should've been that like that anyway tbh.
Botch_Job  [author] 19 Jul @ 8:56am 
Yeah, whilst it was made with medieval era in mind it doesn't limit any technology so you can go high tech if you like.
Draegon1993 17 Jul @ 2:42pm 
Question, since this uses some MO stuff, can it be used for a high-tech run? Or would it just feel out of place?
I kind of wanna do a highly advanced undead run eventually
Sir Dhyne 8 Jul @ 8:59am 
Are you able to actually create the pawn Profaned? I know there are rituals to make the undead "pets" but what about the actual pawns themselves? Do you have to have genetics research done?
Botch_Job  [author] 6 Jul @ 12:55pm 
@Xavier No worries, glad you figured something out. I still might tweak the values a bit, they're definitely not supposed to be OP compared to other factions.

@Vingy I get what you're saying, I'm not against making the lower tier things craftable if it makes sense.

I could perhaps make the blood craftable using hemogen, and the bones from medieval overhaul bones or the skulls from Ideology.
Vingy 5 Jul @ 7:16pm 
Trying to play as a profane colony and I'm running into a wall. All the interesting crafting is locked behind the new crafting materials and the only ways to acquire them are either rng based (wild life, raid) or through crafting you own undead. To me the idea of raising an undead just to butcher them for materials seems silly. I feel like there should just a way to directly craft some of the lower level materials, like the bones an corrupted blood.
Xavier 5 Jul @ 4:49pm 
Oh yes sorry, I assumed the ring was from this mod since I've never seen it before but it was House Doyle. I was worried about that mod and RimFantasy having insanely OP items. ;(
IMO about 33% of the difficulty was from that ring, the other 67% from no autoflee and no paintolerance.
I played many medieval challenge runs in my YT campaigns years ago, back then Vindar also set one specific faction in Medieval Times to not autoflee and it was simply IMPOSSIBLE to balance. One of two things is always true:
a) all raids from factions who flee are a joke and the no autoflee faction is hard the 3 times it raids a campaign or
b) all raids from every faction are hard but the campaign auto wipes when the no autoflee faction shows up.
I commented out autoflee in MT and here and I'm loving the undead now. Incredible work!
Botch_Job  [author] 5 Jul @ 4:32pm 
@Xavier Thanks a lot, glad you like it and thanks for the detailed feedback.

I do try to keep things balanced so I'm always open to suggestions, if you have any ideas then I'm all ears.

They are intended to be strong in the ways you mentioned but it's meant to be offset by them being slow, weak to fire and having them take more damage when in daylight. These are all values that can be tweaked however.

Not quite sure what you mean by the AoE rings though, is that from another mod?

@selageth Good to know, I'll take a look at the combat shields mod and see if I can figure out what's happening there.