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Death Rattle Continued [1.2+]
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Mod, 1.3, 1.4, 1.5, 1.6
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1 dec, 2022 @ 19:57
20 jul @ 15:27
15 ändringsnotiser ( visa )

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Death Rattle Continued [1.2+]

Beskrivning
Github: https://github.com/kittycat2002/Death-Rattle-Continued

Original mods can be found at
https://steamcommunity.com/sharedfiles/filedetails/?id=2013400235 https://steamcommunity.com/sharedfiles/filedetails/?id=2013401375
https://steamcommunity.com/sharedfiles/filedetails/?id=2206107940

Works well with Life Support

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.

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.

It should be compatible with everything. Just try it, and let me know if it doesn't work, so I can fix it.

Includes a patch for EPOE: Forked so that the Neuro-Cure can be used to repair Brain Damage.

Also compatible with BioTech
Populära diskussioner Visa alla (2)
1
25 feb @ 21:59
More Injuries extra compatibility?
MrPiromaniak
0
10 maj, 2023 @ 17:01
Removing comatose / option to remove induced coma
アルベルト Pietralunga
279 kommentarer
Caramel 1 aug @ 15:07 
error when shambler raid have HeartAttack, it come from Vanilla Psycasts Expanded, psycast Timequake
Caramel 1 aug @ 15:02 
Exception interval ticking hediff (ClinicalDeathNoHeartbeat ticksSinceCreation=6430) for pawn 蹣步者 京多安. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
Paladin Val 31 jul @ 7:36 
@Dr. Ben Carson. You should upload your log for this like Farbott you may have mods that are consistent and be able to help deduce which ones are causing the incompatibility.
Dr. Ben Carson 30 jul @ 17:59 
My colonists no longer burn to death. One colonist even had his head burned off. yea his freaking head was missing and he was still alive lol.
VelvetDrgn 30 jul @ 15:30 
@cat2002 I might just be stupid, when a pawn's torso goes to 0 they also just die regardless, right? I think that's what kept happening
Paladin Val 30 jul @ 12:45 
@Farbott You have almost 300 mods. That at that rate could legit be anything. I'm sorry but it's not likely any one mods fault. If one mod adds like a drug and another adds a hediff for the status of like death or unconscious it could literally be any mod with this mod. I see a number of mods that you are using that are out of date, have alternatives or could just be removed with 1.6. Surgery improved could have caused it or life support or even tweaks galore.
Farbott 30 jul @ 11:16 
I'm not sure where else I can take this to, as pawns still die normally to torso destruction, but they can get beheaded and still live, they dont even get knocked out by it.
This just seems like a likely culprit, being the whole death prevention until they're REALLY out of it thing https://gist.github.com/HugsLibRecordKeeper/29c4ff77cbbd9d9e33543618f2bc63a0
Guest 30 jul @ 10:20 
Sup, great mod i was searching for something like this for long time, anyways i got proposition for update, if you got some time could you add more config? for example: togglable brain damage, how fast pawn die from: hypoxia, no pulse, Acute liver failure, Acute renal failure??
cat2002  [skapare] 24 jul @ 13:51 
I don't think that's caused by this mod.
Yame 24 jul @ 11:08 
got an error after loading a save, Should i ignore this?
https://pastebin.com/MdNDktRM