RimWorld

RimWorld

Immortals
2,530 Comments
Winter 5 hours ago 
@Kelven I think I was getting that error back when I had the Empire mod installed. It's probably fine. This mod adds some code to prevent temporary maps from closing if there's an immortal corpse on the map that might revive eventually. Mods that add new world objects (like the new colonies in Empire) might not have a connection point for that code to interact with, hence the error.
Kelven 8 hours ago 
Getting this error on Rimworld startup. Anyone know if it's an actual issue?

Parameter "alsoRemoveWorldObject" not found in method virtual System.Boolean FactionColonies.WorldSettlementFC::ShouldRemoveMapNow(System.Boolean& removeWorldObject)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Immortals.ImmortalsHarmony:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch4 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Entry:Update ()
pgames-food Nov 24 @ 12:35pm 
hi @batteringram, thats interesting, one thing i did the other day as a test, was to remove the immortals mod (getting tons of red errors), but then re-saving that game as a separate save, exiting, re launching, loading that latest save, and then all has been well so far.

(however, while i have been using the allow tool, i dont think i ever used that performance mod) in my game it seemed to be when an animal or a mech got the immortal hedif, it caused the errors, and often when killing that entity with destroy via god mode, the error loop stopped (but not always) :)
Battering_Ram Nov 24 @ 12:09pm 
There is a conflict with allow tool and performance optimizer for me that throws the same missing gizmo errors @pgames-food. Check those as they sre changing also probably same error or an unlogged error that keeps making all immortals get more immortal so to speak. They just become apex immortals on their own in no time, if you set it so that death strengthens it, my suspect is big and small genes and body sizes related math conflict.
pgames-food Nov 16 @ 3:39pm 
btw vectorial has logged a bug here, in case they are able to fix it from their side:
https://github.com/Vectorial1024/EliteBionicsFramework/issues/111
pgames-food Nov 11 @ 8:09am 
ah hi @winter, am not sure about the food needs, but i did spot some wild animals like a deer or carribou or even a modded animal, which had the immortal trait. (maybe there can be a toggle mod option for allowing non-pawns to have that immortal hediff?

once i hunted it, and it came back to life, and then i hunted it again and use it at the butchers spot, the errors went away :)
(only to come back again maybe half a day later in game, when some other animal or something i couldnt track yet, caused the errors again)

the game is still playable, it just slows things down a bit in terms of minor lag, and makes the logfile bigger form time to time, so i guess it could always be worst - not bad for 850 mods :)
Winter Nov 10 @ 4:37pm 
@pgames-food Does a save and reload fix it? If not, do you have any immortals with other unusual features, such as not needing food?
pgames-food Nov 9 @ 10:05pm 
hi is anyone getting these errors over and over?

"System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE]
at Immortals.Immortal_Component.TickLivingImmortal (Verse.Pawn pawn, System.Int32 tickMult) [0x00407] in <0e2efd90d0a44649ae0b05b6b29f5ca7>:0
- TRANSPILER rimworld.v1024.ebframework: IEnumerable`1 EBF.Transpilations.Immortals.Transpiler_ImmortalComp_TickLivingImmortal:Transpiler(IEnumerable`1 instructions)
at Immortals.Immortal_Component.GameComponentUpdate () [0x00192] in F:\Steam\steamapps\common\RimWorld\Mods\Immortals\Source\Immortal_Component.cs:162
at Verse.GameComponentUtility.GameComponentUpdate () [0x00017] in <46372f5dadbf4af8939e608076251180>:0
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE] Duplicate stacktrace, see ref for original"
Winter Nov 7 @ 5:20pm 
@SlayaZes In the options for this mod, scroll down to the 'Show pawn specific settings' button, click it, click on the 'Animals' button, and uncheck 'Can be immortal'.
SlayaZes Nov 7 @ 2:09pm 
I am having an issue, my chickens are often immortal, is there a way to disable animals getting immortal?
videogames1000 Sep 7 @ 6:42pm 
Soft incompatibility with vpe, namely it heals the powering hediff the power psycast by default, set to 0 to fix, it possibly messes with others
Tormènt Aug 27 @ 2:44pm 
For those of you who haven't figured it out, you need to have ten heads in the Immortis Extractor before you can use an extraction trigger. In addition you need to use an extraction trigger before the extractor hits 100%.
Winter Aug 26 @ 11:04pm 
@Anker If you'd like to have them come back from that, there's a setting in the mod options to survive brain destruction. Without that, though, yes, immortals are definitely not invulnerable.
Anker Aug 26 @ 4:10pm 
Don't get too placated with immortals. You'd be surprised how easily they can die to a brain shot from a dangerous foe.
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?