RimWorld

RimWorld

CustomDeathRandomness
125 Comments
Chesse5552024 Jul 27, 2024 @ 1:14pm 
does work for intections ,
SumYungGuy Jul 13, 2024 @ 11:33am 
Think we can get this to work for entities too now?
andydig May 24, 2024 @ 8:36am 
thanks for updating!
Lung Apr 17, 2024 @ 5:39pm 
Yeah, if you run it in 1.5 right now it throws a few console errors about how it now connects to nothing. This indicates the mod is entirely broken as of the update.
King Devely Apr 14, 2024 @ 5:56pm 
Has this been tested to see if the 1.4 version still works correctly on 1.5?
Lung Apr 14, 2024 @ 10:30am 
Appears top be in need of a 1.5 update, but time will only tell if we get said update.
iller Feb 21, 2023 @ 10:23pm 
Ooh, this looks really handy for that caravan prisoner Bug that Ludeon introduce in their latest patch. (It disassociates them from your caravan, so when you try to return to your colony with them in tow, they were becoming fresh hostiles and die 90% of the time you try to capture them)
Cylland Dec 11, 2022 @ 6:21am 
Are pawns meant to be invincible on the deowned stage? When my pawns go down they become almost invincible to subsequent damage, their health wont go doen bellow 12% and only will die of bleeding/starvation, i can shoot them and set them on fire and they wont expire while incapacitated. Is this a bug?
Emilie Sackenball Nov 29, 2022 @ 5:33pm 
@Geoide seems like this one have a configurable slider, the other just remove it completely
Count Nov 7, 2022 @ 12:55pm 
(paraphrasing the author of the other mod):

This mod handles the chance of death on incapacitation, that other mod handles the total damage that can be on a pawn before they die
Geoide Nov 7, 2022 @ 1:19am 
Torann  [author] Oct 12, 2022 @ 6:45pm 
Updated for both v1.3 (using Pustalorc's version) and v1.4.
♡ Pustalorc ♡ Aug 13, 2021 @ 12:33pm 
Torann, until you have time to update to 1.3, I have released a continued version in the meantime:
https://steamcommunity.com/sharedfiles/filedetails/?id=2574056954
Torann  [author] Jul 25, 2021 @ 2:13am 
@lucky__jango
The mod offers a few additional features but yes, you can adjust the death chance through the storyteller now.
lucky__jango Jul 24, 2021 @ 5:40pm 
Isn this mod no longer needed?
Because Death Randomness feature can be adjusted in the storyteller settings, ingame
Captain Einsicht Jul 24, 2021 @ 3:31am 
thank you sir :) have a nice day
Torann  [author] Jul 24, 2021 @ 2:06am 
I will update for 1.3 but it might be a few weeks since I'm moving right now and don't have access to the source code. It seems I never uploaded this mod to github.
Nick Jul 23, 2021 @ 5:44pm 
Will you be updating this to 1.3? Wouldn't be the same without this mod but understand if you have moved on from rimworld modding.
Estredar Jul 23, 2021 @ 1:15pm 
Hello Torann, just letting you know the game is very different without your mod and i like it way less now. If you need any help with a 1.3 update, just ask away!
Captain Einsicht Jul 23, 2021 @ 1:39am 
pls update
McChungus Jul 22, 2021 @ 4:23am 
Is there a 1.3 alternative to this mod anywhere? Really miss having this lol
Azgael Jul 20, 2021 @ 7:27pm 
i am getting a serious bug where dozens on enemy pawns get downed by a single trap that does not spring when they walk over it
g96bento Jul 20, 2021 @ 6:55pm 
Hi Torann, as opposed to the people who cry "1.3" and say nothing else, I have two points: 1) Thank you for this mod, I've enjoyed the game far more with it than without, and 2) I'm seeing an error with 1.3 where upon world creation, there's a "Field 'RimWorld.Storyteller.difficulty' not found" exception that prevents proper spawning of tiles. <3 you!
Demonlord09 Jul 20, 2021 @ 1:56pm 
Needs an update for 1.3 and Ideology.
[KETS] Mr.Jek Jul 9, 2021 @ 7:42am 
good afternoon, we are waiting for a new version compatible with version 1.3
Ted Jul 6, 2021 @ 8:10am 
Is a update for 1.3 planned?
Torann  [author] Jun 26, 2021 @ 6:57am 
It is, it works with the latest version.
Prophet Of Merci Jun 17, 2021 @ 11:51pm 
@Torann Still uptodate right? Adding new mods to my medieval modlist and i wanna be sure.
Torann  [author] Apr 23, 2021 @ 1:02pm 
Nope, doesn't apply to mechanoids.
Nesano Apr 14, 2021 @ 6:13pm 
Does this apply to mechanoids too? I just fought a ton of scythers and a lot of them instantly died to non-lethal injuries.
Torann  [author] Sep 5, 2020 @ 4:22pm 
@枪枪
It's been updated for 1.2 for awhile now.

@Kernyx
Yes, it should. This mod just changes the chance a pawn dies when downed, not what happens after a pawn is downed.
Elentári Sep 4, 2020 @ 11:21pm 
Is this compatible with Death Rattle Continued [1.2] ?
WuYang Aug 27, 2020 @ 1:06pm 
pls update 1.2 plzzzzzzzzzzzzzz
Madman666 Aug 13, 2020 @ 2:30pm 
Ah, ok, thanks for clarifying. 100% death is not exactly what i after hehe
Torann  [author] Aug 13, 2020 @ 2:22pm 
If you set it to 0 in either the mod settings or the core custom settings, it should never kill off a pawn "randomly." It'll still kill a pawn if they're missing something like a head, but most pawns down before they die.

If you set it to 100% in the custom settings, it should only kill off 67% of pawns (this is the default setting) plus storyteller penalty.
If you set it to 100% in the mod settings, it will kill off every enemy pawn that downs.
Madman666 Aug 13, 2020 @ 2:16pm 
So wait, if you set death on downed 0% in the custom difficulty window, storyteller can still kill people off with bruises to a toe?
Torann  [author] Aug 13, 2020 @ 10:32am 
The mod would overwrite vanilla settings.
Luminous Dark Aug 13, 2020 @ 9:56am 
Thanks Torann. So, setting vanilla storyteller raider death chance to 50% would be the same as setting the mod's settings to 33%, right? (At least for humanoids, assuming you're not overriding the storyteller scaling). Just out of curiosity, if you set the mod's death chance to 50% and the vanilla setting to 60%, would one override the other, or would you get the product of the two (30%)?
Torann  [author] Aug 13, 2020 @ 8:58am 
@Luminous Dark
Short answer is yes, it's a lightweight version that gives the same core feature although the mod offers more diversity and options.

The custom storyteller settings always apply storyteller scaling and it only adjusts the "extra chance" meaning it gives you the option for 0-67%. The mod gives you a few more options like distinction between animals and humanoids, ability to set the death chance to a true 100% and remove storyteller scaling.
Luminous Dark Aug 13, 2020 @ 6:25am 
Can the functionality of this mod be reproduced using vanilla rimworld now that 1.2 introduced custom difficulty settings that include a slider for how likely raiders are to die outright, or is there a significant difference between that slider's effects and those of this mod?
Narmen Aug 11, 2020 @ 9:36am 
@gunseeker i've been using this mod in multiplayer forever, just make sure the mod config is setup exactly like the host
Gunseeker Jun 18, 2020 @ 1:09am 
Is this compatible with multiplayer yet?
Aaronthelemon Apr 6, 2020 @ 8:52am 
@GimmieMMR No.
John Bingsu Apr 6, 2020 @ 8:27am 
Is the chance of instant death on down apply to the colonist as well?
Torann  [author] Mar 16, 2020 @ 11:34pm 
There's a "reset to default" button in the mod settings, using this will return the game to vanilla settings.
hop Mar 16, 2020 @ 6:46am 
if i enable the the tick and put both on 100% it would be the same as vanilla right?
Pentasis Mar 12, 2020 @ 2:13am 
Is this compatible with Self Preservation mod? That mod has a setting to disable death on down. Do I set that on or off?
KiameV Mar 11, 2020 @ 2:26pm 
@Torann with 1.1 you should no longer include harmony in the 1.1 assemblies folder as the user should have harmony loaded as the first item in the mod list. See the description on the github page
https://github.com/pardeike/HarmonyRimWorld
Logan Mar 8, 2020 @ 5:14pm 
Right, and so long as you are the only one to do that, it's fine. But what happens when someone else does the same, and ends up below your mod in the load order, while needing a newer version? It'll probably mostly be fine, since most people playing with mods will have *something* which pulls harmony in to the top of the load order, but it's a good source of hard to pin down bugs. Out of curiosity, why *don't* you put the harmony dependency in the mod metadata?
Torann  [author] Mar 8, 2020 @ 4:42pm 
Harmony will use the first loaded, so if you're using the harmony mod, then it will use that version. I'm not concerned about losing functionality with this mod if harmony is updated and it overwrites the version included in this mod.