RimWorld

RimWorld

The Pacifier
76 Comments
Nyan  [author] Nov 5, 2022 @ 9:17pm 
Fixed. Should work properly now.
bcbc2425 Nov 5, 2022 @ 6:37pm 
Ive had a similar problem with perma downing, so far as i can tell from the logs, it seems to be related to the scripts responsible for death immunity properly picking pawns back up, so far as i can tell.

I made a discussion with said error log in the mods discussions as not to nuke the main comments.
irilis Nov 5, 2022 @ 1:46pm 
@Nyan - turning "No Death" off temporarily got "incapacitated" pawn up, without changing any other settings.
irilis Nov 5, 2022 @ 1:11pm 
Same problem here - rescued and captured pawns get stuck in "Incapacitated" state forever. No DLCs, just lots of mods.
ubertacoman Nov 5, 2022 @ 12:03pm 
@Argo After messing with it more they did not get up instantly so I had to wait til they got up before turning it back on again.
ubertacoman Nov 4, 2022 @ 7:01pm 
@Argo I have the same problem but found a temporary solution. Save your game. Make sure all your pawns are healthy. Then go into mod settings for The Pacifier and turn it off. Exit the menu and turn it back on again. I had like 5 colonists stuck in bed and two animals. I did not feed the animals and they instantly died when I turned it off so beware. But my dudes are up and running now.
Nyan  [author] Nov 2, 2022 @ 8:29am 
Seems to be working fine on my end.
Argo Oct 29, 2022 @ 8:15am 
I tried to unsubscribe and then subscribe again for clean installation, did not work.
Will try to play with my mod combination
Michiko Oct 27, 2022 @ 7:22am 
I have the DLC and this mod and I haven't noticed this bug at all. I've been nursing incapacitated pawns who get up when they're fully healed as normal. It's possible that something else is causing this.
Nyan  [author] Oct 27, 2022 @ 6:36am 
@Argo, as of now I don't own the Biotech DLC which would be very hard for me to fix. I haven't tested the updates yet (I only did a quick v1.4 release) since I'm busy with work. I'll try to check if it's possible to fix the bug without the DLC.
Argo Oct 27, 2022 @ 6:00am 
Hi!
After purchasing Biotech update and started a new colony i noticed, that pawns and animals stay in incapacitated state indifinitely, fully healed. What additional info can i give to maybe solve this issue?
Michiko Mar 21, 2022 @ 9:48am 
lmao tho @ that debug text

RAWRXD
Dusk Holloway Mar 20, 2022 @ 9:41pm 
Danke
Nyan  [author] Mar 20, 2022 @ 9:06pm 
@Dusk Holloway, updated. It should no longer have the logs for bug tracing.
Dusk Holloway Mar 20, 2022 @ 7:17pm 
oh forgot to metion i'm on the 1.2 version
Nyan  [author] Mar 20, 2022 @ 1:49am 
@Dusk Holloway, I checked the mod and I can't find any that would cause it to write on the console log. You might have an older version of the mod since there's a weird bug on steam that doesn't automatically update the mod. You can forcibly update the mod by re-subscribing it.
Nyan  [author] Mar 20, 2022 @ 1:25am 
@Dusk Hollowway, sorry, I forgot to remove that since I was trying to trace a bug and completely forgot about it. I'll remove it on the next update.
Dusk Holloway Mar 19, 2022 @ 10:03pm 
This spams the dev console a lot with "RAWRXD" and other thing but rawr pops up the most.
RAWRXD
Verse.Log:Message(String, Boolean)
RW_ThePacifier.Patch_Pawn_JobTracker_TryFindAndStartJob:Patch()
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.TryFindAndStartJob_Patch1(Pawn_JobTracker)
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch0(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Verse.Pawn.Tick_Patch4(Pawn)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Sammy Skye Dec 3, 2021 @ 1:06pm 
Quick observation;
When initiating a ritual that would destroy a body part (I. E. Blinding) make sure "indestructible body parts" is turned OFF, otherwise the ritual will fail every time.
NylonWorms Oct 9, 2021 @ 11:45am 
@Nyan Thank you so much for this information I just enabled the No death thing and it worked like a charm
Nyan  [author] Oct 9, 2021 @ 4:22am 
The prisoners are affected by whatever factions they are. So if the prisoners is part of a hostile faction, they are affected by the options under the hostile category, same thing with allied/player factions though I'm not sure if that's possible as I've never imprisoned a pawn from an allied faction before.
Nyan  [author] Oct 9, 2021 @ 4:20am 
@NylonWorms, I'm not familiar with how that mod works but prisoners should still be affected by this mod. I don't own the DLCs so I'm not sure how slavery would work with this mod.
NylonWorms Oct 9, 2021 @ 12:05am 
by chance could this add prisoners to the options. I'm using Beak your prisoners, and my warden keeps equipping a pickaxe and killing my prisoner.
darthdud0 Aug 10, 2021 @ 4:05pm 
i love the self tend while downed, i have really enjoyed it.
Nyan  [author] Aug 10, 2021 @ 8:54am 
@øøf | J.C Denton, it still follows regular self-tend rules which makes it incredibly slow as incapacitated pawns have 0% manipulation ability. I tried playing with it and all of the pawns had extreme blood loss before they get to self-tend most of their wounds so even if they managed to fully tend themselves, they'll still be incapacitated due to being malnourished and anemic, not including possible infections.
J.C Denton Aug 10, 2021 @ 5:16am 
I just saw the update! Thank you so much for adding self-tending while incapacitated! I do have a question, though, is there any penalties for self-tending while incapacitated? I'm not going to ask for any if you don't feel like there isn't a need for a penalty, I'm just curious if there is or not.
Maya Jul 30, 2021 @ 5:14pm 
Thank you for updating.
Michiko Jul 29, 2021 @ 4:27am 
Thanks for the update!
Borzy May 26, 2021 @ 9:30am 
hmm, during new world generation this mod causes this error - Too many iterations.
tried with all other mods disabled ...
Nyan  [author] Jan 24, 2021 @ 2:22am 
@darthdud0, I'll check the mod out.
darthdud0 Jan 23, 2021 @ 7:09pm 
i love the mod, i have noticed that you can die ever when no death is toggled when using EvolvedOrgansRedux1.2, just giving a heads up.
J.C Denton Nov 30, 2020 @ 12:10pm 
Oh, it would also be cool if Raiders or Allies could tend themselves when they're downed, too. Would add a bit of realism in my opinion.
J.C Denton Nov 30, 2020 @ 11:59am 
You could enable self-tending for a Pawn either in their Health tab or on their bottom-left box thing. It lets them patch themselves up at a penalty. My suggestion is basically allowing self-tend enabled pawns to patch themselves up while downed (if they are capable of manipulation) at an even greater penalty.
Nyan  [author] Nov 30, 2020 @ 4:23am 
øøf | J.C Denton, I'll see if I can add it since I'm not too familiar with the game yet (I didn't even know you could self-tend.)
J.C Denton Nov 29, 2020 @ 6:14pm 
Hey, I have another suggestion. Could you maybe add an option to enable self-tending when downed but not unconscious? It should probably be 20% effectiveness or something, of course, I personally think it's a bit silly that pawns don't try to staunch their own bleeding while their incapacitated.
Komissar Rudinov Nov 17, 2020 @ 4:18am 
Oh, wow. This is exactly the kind of mod I was looking for a few months back and now I just happen upon it, by random chance, while looking for a mod that adds surgery to fix painful scars!
darthdud0 Oct 18, 2020 @ 8:03pm 
huh, that is what i wanted to use the mod for, mine was right and proper dead death letter and all, there must have been a mod conflict, your mod looks great, i will try and figure out what went wrong on my end, i can't wait to get it working, keep up the great work. :)
Nyan  [author] Oct 18, 2020 @ 7:59pm 
@darthdud0, are you sure they're not just unconscious? I just decapitated my pawn's every limb and head, and he's still alive. https://i.imgur.com/JBwUort.png
darthdud0 Oct 18, 2020 @ 1:37pm 
then how does the mod make pawns unkillable? i had pawns die in my test that had not lost their torso or head but still died when i turned off indestructible body parts with no death still on, if i am doing something wrong please tell me, the only mod that i have that could be in conflict is one which makes it so you don't auto die after losing too many hitpoints throughout the body.
Nyan  [author] Oct 18, 2020 @ 1:28pm 
@darthdud0, 'Allow Tools' mod is optional.
darthdud0 Oct 18, 2020 @ 11:38am 
people die if you don't turn on indestructible body parts, is "allow tools" mod needed to run this mod? they keep dying in my tests.
Nyan  [author] Aug 14, 2020 @ 2:38pm 
@Mythophile, I'll try to update as soon as I can. Right now I have too many school-related work.
Mythophile Aug 14, 2020 @ 9:11am 
Eagerly awaiting 1.2 update.
J.C Denton Aug 10, 2020 @ 6:31pm 
Sounds good, love the mod. It's a great replacement to my old fading bruises mod.
Nyan  [author] Aug 10, 2020 @ 6:30pm 
I'll add that after I finish the other requests first.
J.C Denton Aug 10, 2020 @ 6:29pm 
Would it be possible to make a toggle to prevent a pawn from rolling to stand up if they are incapable of movement?
Nyan  [author] Aug 10, 2020 @ 6:04pm 
@øøf | J.C Denton, the chance for them to stand up is based on their over-all HP. They can still move even if they lost all their body parts, although in a really slow movement speed.
J.C Denton Aug 10, 2020 @ 2:35pm 
Would it also be possible to change the base chance pawns have to stand up when incapacitated? Also, do pawns with missing legs/0% movement speed have a chance to stand? If they do, I'd like for that to be toggleable, too.
Nyan  [author] Aug 10, 2020 @ 3:50am 
I'll try to implement that.
Michiko Aug 9, 2020 @ 8:40pm 
I second that suggestion. I forgot it was a thing from this mod and one of my wounded colonists kept getting up instead of sleeping in the hospital bed. Obviously they needed rescuing repeatedly. It happens even if they're sedated lmao. It took me a while to remember that I had this mod and forgot to turn off that option.