RimWorld

RimWorld

Immortals
2,516 Comments
Winter Aug 23 @ 7:39pm 
@Sorenson Check for the Remove Death Amnesia mod in the workshop.
Sorenson Aug 23 @ 7:36pm 
Is there any way to have them retain their work assignments?
FokxTit Aug 20 @ 7:16am 
@Svela I understand the confusion, I was just describing what happened recently when I tried to restart the mod I expected the immortality to be removed from my game altogether but it was not. My issue is that the mod seems to be working properly in all other aspects but not when I try to behead a DOWNED immortal pawn/animal to advance immortality, I've had to use dev mode to add immortality on new colonist but I want them to progress naturally which has become impossible
William Barnes Aug 18 @ 5:37pm 
I got way too many immortals on my map. I got chickens and 1 in t are immortal so we got lightening striking every 2 to 5 minutes. It's getting out of hand. I set the spawn chance to 0.6 but their still popping up like rabbits.
God forbid I start breeding rabbits.

Help me out, is there a way to make it exceedingly rare even if I gotta edit a config or something?
Anker Aug 18 @ 4:50pm 
Could use a scenario to start with an immortal. If I had to guess, it'd probably be a solo start like Rich Explorer.
Svela Aug 17 @ 11:50pm 
@FokxTit Dev mode will help you here. Activating dev mode in the options menu and then activating god mode at the top of the screen (the tiny icons, furthest one to the right) will allow you to remove hediffs from a pawn's health tab. Furthermore, the more options button in the health tab will allow you to activate seeing hidden hediffs. You'll need to remove immortality from each individual pawn one at a time.

Once removed, immortality should not reappear on new pawns unless you have the mod activated.
FokxTit Aug 14 @ 10:45pm 
I've unsubscribed and reloaded the game without the mod but pawns still have immortality. I then re-subscribed and loaded a older save but the issue still isn't resolved! Is there a solution to this issue as I do not want to re-start a whole new colony! :steamsalty: does anyone have a fix or any idea what to do once "must designate downed or dead pawns with a head" please??
Eric_Kei Aug 11 @ 5:50am 
*500 Mortalis, 3 Luciferium, 10 Chemfuel. Sorry x.x My bad, I wasn't in-game at the time.

CB3: I can see that. TBF, tho, they are partially-organic and do have brains. The fact that they are mostly inorganic, however, makes me agree with you. Allow them to have an organic brain/nervous system that can come back/regen and be implanted into a new body, sure, but I don't see how the plasteel & steel body could be regrown without additional materrials.
Comradebusman3 Aug 10 @ 8:11pm 
Maybe mechanoids should be exempt from immortality... I had a scorcher rise as an immortal
Eric_Kei Aug 8 @ 5:42pm 
Yup. I think it's 60 mortalis, some luciferium, and another thingy to make crystals. Note that the Mortalis is dirt cheap to buy from other factions. Note that this is NOT the same thing as Koma, though it also used Mortalis to make; it's a temporary massive healing booster that also multiplies the pain the user feels.

You need to implant the crystal in the brain (AFAIK heart does not work; I could be wrong), then, wait 60 days and they will become Lesser/Stunted Immortals and eligible for the auto-res and increasing their power viz beheadding other immortals. Note that the res usually isn't instant.
SlowPokeDerp Aug 8 @ 3:44pm 
Spoonk you gotta use the Mortalis to make a crystal and implant it into a pawns brain or heart and then let it dissolve, next timethey die,theywillcome back,the brain is used to make mortalis
Spoonk Aug 8 @ 10:12am 
I am a little confused on what to do to make my pawns immortal without cheating it in -- I make my colonists eat the immortal brain but it doesn't do anything.

Any tips?
Shard Jul 31 @ 3:38am 
@fridgeBaron can you also fix this line of code in the Immortal Component Class in the ticklivingimmortal method at line 92-95 with this so that the calculation of food cost is inside the null check?

bool flag20 = pawn.needs.food != null && this.settings.immortalRegrowCostsFood;
if (flag20)
{
float foodCost = healSpeed / foodSpeed * (pawn.needs.food.FoodFallPerTick * (float)tickMult * Immortal_Component.baseHungerSpeed) * this.settings.immortalRegrowFoodCost / 10f;
bool flag21 = pawn.needs.food.CurLevel > 0f;
if (flag21)

thanks
Nordak Balrem Jul 30 @ 6:51pm 
I also had an infinite quickening thunderstorm, was cool at first but it became insane and laggy after I had paused. I've only seen it once on starting a game with an immortal pawn on a landmark. Have not been able to recreate.
Nordak Balrem Jul 30 @ 6:41pm 
Currently this mod has issues with map changes in 1.6, pretty sure a lot of mods have difficulties relating with 1.6 map changes.

As a PSA, save often and reload when all immortals become impossible to down. Kill and destroy debug commands will result pawns immediately respawning with just lesser immortal.


Thank you for keeping this up to date, it's one of my favorite mods.
Eric_Kei Jul 29 @ 7:54am 
Turk - Yes, it's happened to me. Mechanoids and bugs are all valid potential Immortals.
Eric_Kei Jul 29 @ 7:53am 
I have had the same issue as FokxTit. I think it happened once on a humanoid, and a few times on culled critters.
Napalm Jul 28 @ 10:22pm 
What do i need to do to trigger the extractor it is currently waiting for a quickening but whenever i use the extractor trigger nothing happens, no way to prioritise them to do it either?
FokxTit Jul 27 @ 11:02am 
I tried to to behead an immortal pawn from a raid and transfer immortality to my pawn but it keeps saying I must "designate a dead or downed pawn with their head intact" or something along those lines. I have doubled checked and the head is still there with no injuries, I even let the hostile pawn revive and down him (not kill him) this time and I still cannot use the 'Order' tab to designate behead. It was working when i first started the Colony and nothing has changed between loading the game from a few days ago to now so does anyone know what this issue/bug is and how to deal with it or should I wait for 'Baron' to read this as even if I restart the mod has become a staple and I chose to not play without it!
Baskerville Jul 26 @ 7:03am 
Thank you for maintaining this awesome mod
Turk Jul 25 @ 2:32pm 
Would this mod make the wasp traps immortal? I've been having issues with the wasp traps. They were causing some major lag. I've almost got that all taken care of. The only issue now is they just won't die. At 0 hp they still do their thing.
B_mod Jul 25 @ 11:15am 
How does passion gain chance during quickening works?

I set it to 0.1 in the mod options, which i assume means i have 10% of gaining passion from beheading an immortal, but it seems to work 100% of the time. Or maybe its seeded? I reloaded many times, and I seem to always get the same result - a minor passion in every skill the enemy had a passion in.

If I set it to 0 I dont get any, so the option works at least.
Lynn LanNari Jul 21 @ 4:44pm 
I've run into a bug! I'm playing an colony with inhuman as a meme. It seems that when an immortal pawn goes on a humanity break they don't actually inhumanize because Immortality is "healing" away the inhumanization health effect. IDK the technical terms sorry!
Salmael Nox Jul 20 @ 6:43am 
Is the speed at which they regenerate their wounds scaled to their immortality level ?
@Oberon

They are temporary dead, giving them near death state is not the purpose of this mod, there are mods for cyborgs and nanomachines thats probably what you are looking for.
Oberon Jul 19 @ 8:42am 
this is a great mod ^^ it would only be better if the immortal pawn that "died" would not be marked as dead, maybe down to 1hp and incapacitated, then the others could just put him to bed and no mate or pet would run amok because the owner is dead. that is a tiny bit annoying tbh ^^
Shard Jul 17 @ 7:43am 
The fix is easy. Just do a null check in EditHediffs method in the mod class.

// Inside EditHediffs, where the hediffsSearch is assigned
// ...
if (flag12)
{
this.hediffsSearch = DefDatabase<HediffDef>.AllDefs.Where((HediffDef hediff) => hediff != null && hediff.label != null && hediff.label.ToLower().Contains(this.hediffSearch.ToLower()));
}
else
{
this.hediffsSearch = DefDatabase<HediffDef>.AllDefs.Where((HediffDef hediff) => hediff != null); // Also add a null check here
}
// ...
Shard Jul 17 @ 5:56am 
The problem was when searching for any hediff nothing showed up unless the field was blank or had the search word
Shard Jul 17 @ 5:54am 
Hello. I have some problems with the hediff search in the mod menu which is due to mod conflict. I managed to solve it by modifying your code. Can you see if you like it and if you can use it for your mod? How can i give you the code ?
coldcell Jul 16 @ 6:27am 
Is it possible to hide displaying the amount of Mortalis if you have 0 of it?

Very minor thing request. It just bugs me to see it whenever I start a new run and nowhere near to having it.

Thanks for the great mod!
Kathars1s Jul 13 @ 3:20pm 
Thank you for taking your time to update this mod. It's certainly one of my all-time favourites. A lot of good memories watching highlander with my family, it's fun to see it in RimWorld.
TheGoFurr Jul 10 @ 4:47pm 
My favorite mod, praise Fridge
fridgeBaron  [author] Jul 8 @ 10:09am 
There can be only one!

but also that's up to you, at least until I add that as an ending(which probably will never happen cause that sounds like a lot of work)
electricaxe Jul 8 @ 9:37am 
can there be more than one?
fridgeBaron  [author] Jul 8 @ 9:28am 
not specifically, I don't actually set stuff individually its just figures out what it should do based on how the hediff is defined. You can just go into the settings and set it to not cure it anymore and I'll probably get around to adding it to the default list at some point.
gmhude Jul 8 @ 9:17am 
is immortality supposed to remove the ghoul hediff?
fridgeBaron  [author] Jul 7 @ 2:24pm 
Updated to 1.6
no changes
Insanity100% Jul 2 @ 11:53pm 
Okay, I'll just continue and see how it goes
Vulkandrache Jul 2 @ 11:41pm 
The severity of your guys hediff should have increased and maybe even given a few extra passions. The level of immortality needs several points to increase and most immortals only have a low level.

Check the settings to see how much is transfered. Should be 20% or something.
Insanity100% Jul 2 @ 11:37pm 
How does the quickening even work? I used my immortal to behead multiple other immortals, but the only things that grew were skills. Does the immortality tier even upgrade?
larrys1998 Jun 29 @ 1:15pm 
is this going to be updated?
Evono Jun 7 @ 7:59am 
Ah found it , its literally a barrel didnt expect it to be one haha
Evono Jun 7 @ 7:51am 
Where can i find the Mortalis building ? or which research it is ? cant find it anywhere.
WJSabey Apr 27 @ 3:21pm 
I've captured an immortal, and build an immortis extractor, but I can't figure out how to use one on the other to steal the immortality to give to one of my pawns. Help please?
fridgeBaron  [author] Apr 22 @ 8:47am 
like you are cutting off the heads and they are still coming back to life? If the pawn was immortal then there should be some lightning, if you don't have an immortal pawn nearby it turns into a flashstorm. You can change it so they don't start fires. No really sure what you are asking about.
YOUNG_DEPPRESSED_PENIS Apr 22 @ 3:53am 
yo can i ask about the quirking cause im chopping of so many heads but a thunder strike still happens am i missing something
Svela Apr 17 @ 10:46pm 
Thanks for the update! :D
fridgeBaron  [author] Apr 17 @ 4:33pm 
Updated with a bit more: there is now a setting to make it so colonists won't die if they lose their brain they can still be lost if their body is destroyed. Also added an option to make it so when a pawn gets past a certain level of immortality they also get the same benefit.

Also fixed it so if you have an immortal pawn on a map it won't be lost when they die, so long as they still have a body. Possibly more bugs as with all new stuff but hopefully I caught the bulk of them.
fridgeBaron  [author] Apr 16 @ 8:25pm 
updated with hopefully yet another attempt to fix all the random error spam and possibly lightning madness.

added options to be able to behead everyone and another to chose if only immortals drop heads. Also added a slider that controls how much mortalis you get out of the extractor. Also also changed up how it works slightly, now non-immortal heads give 0.25 mortalis which can stay in the extractor until it reaches a full 1, this means generally just filling it and letting it go with whatever you have is fine but getting it nice and full of good heads and triggering a quickening is still the best way to get big numbers.
UtterlyFlabbergasted Apr 16 @ 5:02pm 
due to the length of time it takes for organs to regenerate you can sometimes very obviously tell which enemy pawns are immortal and whether or not your pawn is immortal, as after half a quadrum your pawn shouldve rotted, but not the immortals.