RimWorld

RimWorld

Immortals
2,473 Comments
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.
King Regicide Apr 11 @ 12:32pm 
I think its slightly broken with my mods since the immortal trait is also stopping my pawn from being undrafted and removing a hediff
Winter Apr 11 @ 11:08am 
@King Regicide They just need to be the closest immortal when the beheading occurs. I've had sleeping immortals a couple of rooms away get a quickening from a butchered immortal animal.
King Regicide Apr 11 @ 10:16am 
Does the immortal have to behead the person to absorb or is it as long as they are next to the creature getting beheaded?
Svela Apr 11 @ 6:50am 
I think higher immortals can avoid, or at least heal, most age related health problems. Don't quote me on that, thought, as it's been a while since I've had a high level, old-aged immortal.
Winter Apr 10 @ 5:10pm 
@Mr.Unchained I just gave immortality to a test pawn, and used dev mode to age them up to 110. They picked up Frail, Artery Blockage, Cataracts, and Hearing Loss by age 110, so I'm guessing they work the same as normal pawns in that respect. There's a number of work-arounds from DLCs and mods if you'd like to prevent that.
Mr.Unchained Apr 10 @ 2:21pm 
Man i really love this mod, but im gonna have to ask..

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?
Erdpfosten Apr 9 @ 10:24am 
@Madmansam let an non-immortal behead the "corpse". i got an apex-immortal cat because she was stealing the buffs when i tried to figure out which pawn in my camp is immortal
Madmansam Apr 5 @ 6:33am 
My pet wolf is immortal and I want to increase it's own level of immortality but beheading a pawn with him standing next to them doesn't upgrade his immortality and he cannot behead a pawn himself. Is there any way to upgrade animal immortality at all?
Winter Mar 27 @ 6:03pm 
@shadowstalker1857 Were they already spawned when you made the change? The categories control immortality on future spawns, but existing creatures won't change. Otherwise, I'm not sure why it wouldn't work. Maybe shut the game down, start back up, and make sure the anomaly creatures are still in the None category.
shadowstalker1857 Mar 27 @ 5:28pm 
@Winter tried it their all in the category but some stil coming through immortals especially the trispikes
Winter Mar 27 @ 12:10am 
@shadowstalker1857 Yes, the mod doesn't like it when immortal corpses vanish instantly, like fingerspikes and trispikes do. If you go into the mod options, click on 'Show pawn specific settings', select the 'None' category, scroll down the list on the right and click all the anomaly creatures to add them to that category, it should prevent them from spawning with immortality.
shadowstalker1857 Mar 26 @ 11:38pm 
Found a issue with fleshbeasts nearly constantly spawning with immortality and if i destroy em from debug errors just flood in
zurium Mar 11 @ 11:40am 
seems like its something with destroying an immortal body bya console, i loaded a save a few minutes before i cleaned up that way and the error is gone, will try to drop the save !
zurium Mar 11 @ 11:21am 
https://gist.github.com/HugsLibRecordKeeper/dd20dc8c9fb1598753e8fa107a9aaf11

Hello! my console is flooded with errors, null value it seems and "immortal.component" is going hay-wire on analyzer
SpaceRat Mar 9 @ 10:10pm 
I had a fun one. My immortal slave that I was harvesting organs and hemogen from died. He had the ravaging hunger due to trying to heal. He got into a death/resurrect cycle every ten seconds. My game was noisy as heck due to the quickening storms. I died to quickly to be force fed a meal. I had to cheat a meal into him.
Winter Mar 9 @ 7:05pm 
@fridgeBaron It looks like there may be a reference to pawn.needs.food outside a null check, at line 466 of Immortal_Components.cs. Moving the foodCost assignment inside the If block right after it might clear this up.
Winter Mar 9 @ 6:58pm 
@FireBallJutsu[DE] I was able to duplicate that problem, with a colonist with the body mastery trait. I'd guess it may be related to body mastery removing the food need.
FireBallJutsu[DE] Mar 9 @ 6:19pm 
There is a bug in my colony where when a colonist has body mastery and they are immortal and when its trying to regrow a part its spamming log error and the part is overgrowing. i tried to fix this and after removing the trait and reloading it worked again
Winter Mar 9 @ 4:46pm 
@Erdpfosten Well, the function name, TickLivingImmortal, makes sense, as that would likely be what the mod calls to try and regularly update the status of an immortal. Unfortunately, the 'reference not set' error isn't specific. It sounds like it's trying to look up some data about the pawn, and failing. I checked through the source code for that function, and didn't see anything offhand that looks like a cause.

Is there anything unusual about the pawn? Non-human race, genes from a mod, anything that changes it's structure or function compared to a standard human pawn? I'm mostly just guessing at this point.
Erdpfosten Mar 9 @ 3:36pm 
@Winter can you read something out of this? i removed all performance-mods like rocketman etc
Erdpfosten Mar 9 @ 3:34pm 
@Winter System.NullReferenceException: Object reference not set to an instance of an object
[Ref 34A03912]
at Immortals.Immortal_Component.TickLivingImmortal (Verse.Pawn pawn, System.Int32 tickMult) [0x003a6] in <28421474f16f4345838e59dcb5ba7d4c>:0
at Immortals.Immortal_Component.GameComponentUpdate () [0x00192] in <28421474f16f4345838e59dcb5ba7d4c>:0
at Verse.GameComponentUtility.GameComponentUpdate () [0x00017] in <69945a8ed6c540cf90b578de735e0605>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.GameComponentUtility:GameComponentUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Winter Mar 9 @ 2:54pm 
@Erdpfosten Hmm, I haven't seen that before. I'd guess it's a mod conflict, but it sounds like you're already checking that. Are you running any performance mods that try and make the game run faster? That might be a possible cause.
Erdpfosten Mar 9 @ 1:31pm 
@Winter the bug is since 07.03 and its stayed even after reloading all mods and deactivating the newer updated mods. basically reloaded the game every time i deactivated a mod. some more ideas? dev-mod gives a procotoll but i cant read it
Winter Mar 9 @ 10:15am 
@Erdpfosten I run into the non-healing/non-reviving bug (or occasionally the opposite, where they heal at superspeed) now and then. Saving and reloading generally clears it up for me; any luck trying that?
Erdpfosten Mar 9 @ 4:06am 
@SpaceRat /spoiler this is a creepjoiner. they are exceptionally good but usually have 1-2 /spoiler anomaly events that they can still trigger.

I've had the bug that the Immortals no longer heal (one almost bled to death from a scratch on his finger) and no longer revive. Corpses outside the fridge have the message -rotted in -3.1567xxx seconds.
Can anyone help me with this?
SpaceRat Mar 9 @ 12:05am 
@Winter Thanks! That filter works well.

I also have a pawn that appeared I believe from an Anomaly scenario. She just showed up and joined my group. She is a god pawn with very high stats. The first time I get into combat, she turns hostile and attacked me. I captured and readded her to the group. The problem is, she doesn't have the option to get a mortalis crystal operation. I checked all her data in Character Editor, there is no hidden immortal status already. Any ideas what makes her special? I could probably just force the headif with the editor but I'd prefer to understand what is going on.
Winter Feb 27 @ 12:53pm 
@SpaceRat In the stockpile settings, under Corpses > Humanlike Corpses, there are checkboxes for immortals and mortals, so you can select what sort of corpses will be stored in a zone.
SpaceRat Feb 27 @ 12:29pm 
@FridgeBaron is it possible to add a stockpile/hauling priority of immortal. It would be nice to separate out the immortals. I'd like to place one next to the immortis extractor to try out the quickening mechanic.
Koopa Jan 29 @ 6:53am 
I believe its this mod that killed my pawn instantly when they went into labor, no side effect cuz she just resurrected after giving birth, but still weird
arisu_auchenai Jan 23 @ 8:36pm 
i've had this issue too, no idea how to resolve it @Rassmond
Rassmond Jan 23 @ 1:16pm 
Same effect by any resurrection method. All resurrected chanters from Anomaly(they have their own resurrection mechanic aslo) become bugged and unselectable. But this bug applies not only to them. Same happened to dragonborn(from Forgotten Realms mod) and for my Immortal colonist who was of some modded race also. Random waster raider was resurrected without issue tho.
Winter Jan 22 @ 8:21pm 
@Rassmond I haven't run into that one. Do you see the same issue if you resurrect a pawn using a mech serum, or dev mode? Does a save and reload clear up the problem?
Rassmond Jan 22 @ 2:31pm 
Did anybody else encountered a bug that after resurrecrion pawns become unclickble and unselectable?
DefinitelyNotanElf Jan 17 @ 5:02pm 
:yawp: My Llamas keep going immortal and they are destroying my base with their lightning powers. Please Send help ASAP :stress:
Furious Canadian, Vulpine Gaming Dec 30, 2024 @ 12:53am 
What makes me a good demoman? If i were a bad demoman there would be two of me discussing it with ya'
ScorpiusZA Dec 22, 2024 @ 1:02am 
Question: What happens if toy replace organs, etc with Bionics - does the organic part grow back?
Hellsvien Dec 10, 2024 @ 5:15pm 
any idea why this is causing lightening spam and constantly rezzing an immortal bug?
Winter Nov 16, 2024 @ 9:31am 
@DarylHark Just checked at my drug station, and 'Make Mortalis Crystal' is the very first item in the bill lists. I can also produce crystals at the EPOE Bionics Workbench.

In case something in your mod list has changed where the crystal is made, you can use dev mode's 'Spawn Thing' option to create a crystal (item ID: IH_MortalisCrystal), then check it's info window's 'Create At' entry.
DarylHark Nov 15, 2024 @ 1:37pm 
At what station do you create the Immortis crystal? I thought it was the drug station, but I'm not seeing the bill. I have researched brewing and have made the Immortis Extractor.
Chaotic Fantasy Nov 7, 2024 @ 7:04pm 
After Some Small testing Seems to only be an issue when the immortality is gained through eating a head, or giving them immortality through dev commands. Pawns who spawn with immortality quicken just fine before their first death, oddly if you remove the Hediff and add it back to the Pawn who Spawned with it naturally they will still continue to Quicken.
Chaotic Fantasy Nov 7, 2024 @ 6:49pm 
I remember there being a Quicken before first death option in previous versions, I see the option to gain immortality from unknown immortals but this simply generates a head and the Quickening Lightning without boosting a First Death immortals number.
Is this no longer a feature? <3 No Stress, Much Love
Winter Nov 2, 2024 @ 9:37am 
@Kelven I've seen similar errors a few times, mostly with Anomaly creatures trying to revive inside a pit gate after the gate collapsed (hence the 'null map' portion of the error, I think).

Is it always related to a dusk rat when you get this error? If so, you might just remove them from the list of animals that can be immortal.
Inquisitor Nov 2, 2024 @ 6:38am 
I really hope that you would add a option with a way to keep pawn immortal even with its head or brain destroyed...!