RimWorld

RimWorld

583 ratings
Death Rattle Continued [1.2+]
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
209.471 KB
Dec 1, 2022 @ 7:57pm
Jul 20 @ 3:27pm
15 Change Notes ( view )

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Death Rattle Continued [1.2+]

Description
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
Popular Discussions View All (2)
1
Feb 25 @ 9:59pm
More Injuries extra compatibility?
MrPiromaniak
0
May 10, 2023 @ 5:01pm
Removing comatose / option to remove induced coma
アルベルト Pietralunga
283 Comments
Starempire42 Aug 20 @ 4:06am 
I must say thank you for making this mod, multiple of my current colonists would probably be dead by now (just a couple of minutes ago someone blew a hole in my guys forehead leaving him with 11% brain power in a coma instead of death)

So again thanks for keeping it updated. Great Mod
cat2002  [author] Aug 10 @ 2:52pm 
I do believe that is from halo shields and/or "Rimworld Animations" not Death Rattle.
badassgrunt [Medicdiver] Aug 10 @ 1:48pm 
So I'm not sure it's due to this mod but it seems I can't hurt wildlife, nor can they hurt each other.
https://gist.github.com/HugsLibRecordKeeper/ec557f5e3d2e47a41b0e364b829464fc
Caramel Aug 1 @ 3:07pm 
error when shambler raid have HeartAttack, it come from Vanilla Psycasts Expanded, psycast Timequake
Caramel Aug 1 @ 3:02pm 
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 Jul 31 @ 7:36am 
@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 Jul 30 @ 5:59pm 
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 Jul 30 @ 3:30pm 
@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 Jul 30 @ 12:45pm 
@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.