RimWorld

RimWorld

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Immortals
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
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153.568 MB
Jan 31, 2020 @ 3:04pm
Apr 11 @ 10:58am
58 Change Notes ( view )

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Immortals

Description
Just as a heads up, I have two kid who I am taking care of full time, modding time and energy is very low


They are immortal, they have inside them blood of kings.
This mod is based on highlander rules although with a few changes to make them less OP and hopefully enough settings to let them be as OP as you want.


  • Pushed Killface's update so a special thanks to them for their work.

  • Added the mortalis extractor, this building adds a new use for the immortal heads. By filling it up and starting the reaction by triggering a quickening near it you can get mortalis.
  • Added mortalis, this resource can be used to create some drugs as well as a crystal that can be implanted into a pawn to grant immortality. Implanted anywhere but the brain causes the pawn to become a stunted immortal.
  • Added fake eyes, if a pawn is missing an eye they can just pop them in themselves otherwise there is a surgery to remove existing eye and put them in. Higher quality materials add beauty and social impact, and of course a pawn may swap out an eye themselves.
  • You can impale dead or downed pawns, this will kill them and if they are immortal this will stop them from being able to revive. Impaling costs 1 steel. This makes it easy to keep immortal pawns laying around to trigger the extractor.

    As usual I should be able to fix most bugs that have poped up over the weekend but won't be working on anything else.


  • By default each humanlike pawn and animal has a small chance to before immortal. Those who are lucky enough to be immortal will not know it until after their first death and first resurrection. Dead immortals are totally safe to be put into graves or sarcophagi. The brain (or something that passes as a brain) is the key to immortality, if a pawn loses their brain then they will die for good.

  • The immortality of a pawn will trigger after their first death, this means once they have come back to life they gain the full benefits of immortality, this includes powerful healing factors and should they die they will come back to life much faster. As an immortal increases in power they will gain the ability to regrow fingers and limbs, they can always regrow vital organs. Regrowing parts is not free however and will lower their hunger quickly.

  • The true death of an immortal will unleash a massive amount of energy. If there is another immortal nearby to absorb their power they will receive a quickening. This quickening will increase the power of their own immortality allowing them to heal faster. The pawn will also gain a bit of the dead pawns skill with a chance to gain their passiosn. If there is no immortal nearby the power will take to the skies raining down as bolts of lighting in the general area.(It makes a flashstorm)

  • An order has been added to let you behead any downed or dead pawn to stop them from coming back to life and to steal their powers.




More specific information about numbers and even a bit of self troubleshooting. Somewhat of spoilers if you want to be kept in the dark about how it all works.
  • Immortality is a hediff so you can add it to whichever pawn you want(add it to no part), it will work on any pawn including modding races and animals.

  • Default pawn categories that are fully editable, with the ability to add more or remove them. These govern what pawns can become immortal as well as the chances and how they interact with each other.

  • First death immortals heal 10 times slower while dead by default than a regular immortal. This means that depending on how they died it could be 10-20 days or even longer. This time will increase for each organ the immortal is missing that they need to survive, expect 10+ days extra per organ missing. If you aren't sure if a pawn will be revived you can check in dev mode, there is a hediff.

  • Each time the immortal condition ticks it will pick a random injury to heal. This takes into account the pawn's size and their immortality and the heal speed setting. This effect will also tick limbs that need regeneration so more injuries will slow down the rate at which they recover. The hunger is only ticked everytime a limb regrowth is ticked so this won't cause it to cost more hunger. How an immortal responds to each hediff can be changed in the settings. Limb regrowths are only checked on rare ticks and prosthetic organs and limbs are all safe.

  • Quickenings have a few variables that they take into account to determine just how much of a boost will be given. The immortality of the dead immortal is the base number, then the difference in body size is factored and finally the transfer value of whichever type the pawn was. The body weight of the body size can be changed or turned off and the transfer ratio can also be changed.

  • The best way to fully kill an immortal pawn is by removing their head but destroying the body with fire will also work. So a special order has been added to the orders tab to cut off a creatures head. Works on downed or dead pawns. This can also be used on any downed creature to kill it faster.

There SHOULD be no issues in adding this game during your play through. One issue is that only new pawn generation rolls for giving a pawn immortality. You can add it yourself via dev mode(its a hediff).

Removing this mod mid play through will throw a bunch of errors as content is missing but in theory this shouldn't matter after the fact.


This is a general list of things I plan on adding in no particular order and with no guarantees
  • Disease progression stopping based on immortality
  • First death matters(must be an unatural death)
  • Guillotine
  • More ways to steal immortality/Improved head mechanic
  • Royals - fix losing title on death
  • Pawns surviving dead and alone on a map


-Russian by Tkhakiro


Might throw some errors and require some dev mode clean up but shouldn't kill your save game:
Rim of Magic - Zombies mess with pawn faction and break things when they are revived. In this case when the immortal revives they are no longer one of your colonists.

Mixed Reports on Issues
Children School and Learning - Most people reporting no issues as of late


-If an immortal pawn's body is in a map that stops existing they won't be able to revive. This also includes dieing alone in a caravan.

Broken Saves
https://www.dropbox.com/request/eYM4KVbrVNAdVHzJhSmY

My other mods:



[ko-fi.com]
Popular Discussions View All (59)
76
Nov 28, 2023 @ 7:25am
Bug Report
Jeronico
2
Apr 10 @ 9:54am
immortal pawns with asthma
tmattcop
10
May 30, 2023 @ 10:44am
Next Update
fridgeBaron
2,374 Comments
fridgeBaron  [author] May 12 @ 2:30pm 
@Fardin you can just go into the settings and change it from healing that if that is what you want.

@Nyanto might have to check what they changed to not be getting all mechanoids into the right class. Seems to be an issue a few people are having
Fardin May 10 @ 11:51am 
One issue you cant have an immortal in a Inhumanization colony since inhumanization is a hediff it will be healed rather instantly.
Nyanto May 9 @ 7:37pm 
So I just encountered an Immortal Pikeman. This is hilarious.
Velvet May 5 @ 7:35am 
@Metal LED Simply make an immortality class in the setting that doesn't allow immortality and add all mechanoids to it, now they can never be immortal. Problem solved.
Sky Fox May 4 @ 4:39pm 
I see, so guessing it takes about 10-20, maybe more before i even start to see any results. that kind of sucks a little but time for prosthetics then. thanks for the help
Winter May 4 @ 3:26pm 
@Sky Fox For a standard immortal, scars will recover very slowly, possibly taking years, and they won't regenerate anything much larger than a finger or toe. Keep on beheading, and when the note in the Health tab changes from Immortal to Greater Immortal, you can regrow hands and feet, and High Immortal will regrow most anything, eventually. Higher grades should heal scars faster too, but I've never really paid close attention to that.
Sky Fox May 4 @ 3:44am 
how long does it take for an immortal pawn to start regeneration? beheaded 3 lesser immortals already and no scars or missing limbs are healing. am I doing something wrong?
Yuya May 1 @ 12:19pm 
Love this mod I usually have it enabled in all my games.
Macbuk Apr 22 @ 6:20am 
I love this mod but it has never worked properly for me lol, it always conflicts with something
Winter Apr 18 @ 12:08pm 
First, I love this mod. Super cool to have cause some crazy stories and weird surprises can happen with random immortality

Second, found a weird interaction with Anomaly. Not sure how it happened, but a deathpall fog came my immo died and got resurrect by both the deathpall and the trait. Turned into a shambler that couldn't die, and it didn't interact with anything.

Made them into a mindless pet in the corner, sadly my best fighter but oh well. Now they are just repeated poked at here and there.