RimWorld

RimWorld

Immortals
2,504 Comments
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.
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