Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
Does old age affect immortals in any way?
Like, can they suffer from heart attacks, lower immunity gain, get the frail perk and so on?