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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?
Once removed, immortality should not reappear on new pawns unless you have the mod activated.
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.
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.
Any tips?
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
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.
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.
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.
// 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
}
// ...
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!
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)
no changes
Check the settings to see how much is transfered. Should be 20% or something.