969 ratings
Death Rattle Continued [1.2+]
Mod, 1.2, 1.3
File Size
4.079 MB
Aug 22, 2020 @ 3:24pm
Nov 19, 2021 @ 10:24pm
10 Change Notes ( view )

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Death Rattle Continued [1.2+]

In 1 collection by troopersmith1
Troopersmith1's Mods
16 items

Updated Death Rattle by The Word-Mule for Rimworld 1.2+, now incorporates the functionality of Death Rattle Comatose into the main mod. Also adjusted the severity of acute liver failure and the threshold before brain damage begins to occur, which allows more time to react to the injury.

Original mods can be found at
https://steamcommunity.com/sharedfiles/filedetails/?id=2013400235 and https://steamcommunity.com/sharedfiles/filedetails/?id=2013401375

This mod makes it so that people will no longer instantly die when their vital capacities reach zero. If one of your colonists has their liver destroyed by a charge lance, for instance, they will become severely ill and you will have a short window to get them a new liver before they die.

The time scales in this mod are not entirely realistic, because Rimworld's time scale makes it effectively impossible for a colonist to receive life-saving care in a realistic amount of time. Colonists move too slowly, and days pass too quickly, so the numbers have been fudged to make it difficult, but possible, to save someone if you have a donor organ on hand.

Be warned: Just because they survive, doesn't mean they won't suffer permanent brain injury as a result of their near-death experience.

Note: This mod doesn't change "death on downed" chances at all, so without another mod to change that, a good portion of the raiders and such that attack you will die without suffering "fatal" injuries. The settings introduced by 1.2 has an option to adjust this, and there are also mods on the workshop to do this as well.

Russian translation provided by Babushkina_Sphera

Non-Steam Link



Works very well alongside Life Support ( https://steamcommunity.com/sharedfiles/filedetails/?id=2213696082 )

Compatible with Combat Extended.

If using this alongside the Immortals mod, make sure that you have "Immortals can get Conditions" enabled in the settings for that mod, and you need to make sure that a lethal condition can progress to 100% as well. Do that, and everything works like it should.

It should be compatible with everything. Just try it, and let me know if it doesn't work. Make sure you provide a link to the mod, so I can attempt to fix it.

If you like what I do, consider buying me a coffee. Thanks!
Popular Discussions View All (3)
Apr 6 @ 2:42pm
Pawns randomly die?
Nov 9, 2021 @ 6:40am
Organ bleedout times
Jun 9 @ 7:00am
How can I learn about the newly added Hediffs?
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SariusSkelrets Aug 8 @ 6:07am 
The mod still fulfills its functions but it can't prevent the insta-kill heart attack you get if you're too old and use a chronopath psycast that ages you from vanilla psycasts expanded
Smarter Than You Jul 22 @ 9:28am 
this mod isn't working anymore
Computica Jul 9 @ 12:17pm 
@DrBossWatson Yes, Use Harvest Organs Post Mortem. You'll be able to extract a brain and use that to replace/fix any brain damage.
Daemonjax Jun 24 @ 4:59pm 
This causes many hediff errors in dev mode when using the create colony autotest.
DrBossWatson Jun 10 @ 11:59am 
Is there a way to fix brain damage?
Paul May 16 @ 7:16am 
I used this to harvest the liver of a quest prisoner before loading him in the shuttle and giving him back to the Imperials
Spybot Apr 9 @ 6:18pm 
no its closer to they got a crack or bruise of a fist and later would just fall over and die of it at random like i have not been able to figure out when or why and the logs are confusing to me whilst running a ton of mods i even tweaked with the random death on down number in vanilla and i don't think it changed anything this would still happen after playing for some time. my simple fix is to go into dev mode and resurrect any dead pawn which it normally only targets 1 pawn even if multiple had gotten a bruise at the same time which makes this all the more confusing to me and also sorry for being an annoyance to the comments.
ToastOffTheUndead Apr 8 @ 9:29pm 
is it safe to add this mod to an ongoing save?
famalex Apr 5 @ 5:07am 
I'm not 100% sure but that sounds like a random death on down thing that is part of the core game. There are base game settings that can change that now, but you used to have to install a mod called no random death on down. Apologies if that isn't what the issue is, but its a common thing people have incorrectly thought that this mod stopped in the past
Spybot Apr 4 @ 5:31pm 
I have came back from later testing and i can confirm that it was not this mod or not just this mod that causes random death shortly after a colonist got bruised but i have still yet to figure out this mystery so all i can assume is its just a mod incompatibility