RimWorld

RimWorld

[XND] Adrenaline! (Continued)
64 Comments
Lobanych Nov 19, 2024 @ 5:12pm 
It seems like the mod was supposed to have a Gizmo that allowed downed pawns to inject themselves with adrenaline from inventory or adjacent cells. At least that's what I think based on the code in the ThingDefs_Misc
Lobanych Nov 19, 2024 @ 4:54pm 
Hi!

I noticed that the adrenaline injection mechanic for downed pawns doesn't seem to work at all. Even without the Non Uno Pinata mod (which prevents inventory drops), downed pawns can't use adrenaline syringes or anything else from their inventory or adjacent tiles.

Is this how it's supposed to work or is it a bug?
WW2Wonder Jun 16, 2024 @ 1:35pm 
permition to make and overused joke
mikester112 Jun 15, 2024 @ 6:40am 
any chance for a setting to disable adrenaline for shamblers or just entities in general?
Eshminima Jun 15, 2024 @ 1:03am 
Although I think it might be because they are attacking wildlife, sorry about that
Eshminima Jun 15, 2024 @ 12:54am 
I am playing with the deathpallapocalypse mod which basically adds a shambler faction, I am not sure if this is causing the issue but whenever I click on a shamblers health they are having adrenaline rushes despite standing listlessly
Mlie  [author] Jun 15, 2024 @ 12:40am 
@Sgt. Sarge Could you describe how to replicate this issue?
Eshminima Jun 15, 2024 @ 12:38am 
Shamblers seem to gain when not doing anything, and subsequently having adrenaline crashes
Jet Jun 3, 2024 @ 4:05pm 
gonna try this out again
Church.exe Jul 7, 2023 @ 3:39pm 
would it be possible to configure it so that adrenaline reduces aiming accuracy but increases fire rate/reduces-aiming-time and maybe reduces sight/attack distance? Looking at the effects adrenaline causes, having a cool-headed colonist seems like it just makes them across the board worse in combat, when it seems like the opposite should be true.
If adrenaline made colonists fire faster but with less accuracy and penalized long-range fighting, a pawn that's cool-headed would make for an excellent backliner but adrenaline could still be beneficial if you have a colonist who is melee based or just isn't a great fighter so accuracy-by-volume could save their lives.
Mlie  [author] May 15, 2023 @ 9:38pm 
@Edmund the Weeb They have probably chosen the same defname. Perhaps they can pick a new one, never heard of the mod in question
Edmund the Weeb May 15, 2023 @ 8:38pm 
found a conflict, with this mod and Kraltech enabled when a pawn enters combat it gives them kraltech's adrenaline instead of this mods
porubaems Apr 26, 2023 @ 3:43am 
@Mile
Thank you for replying.

The event is truly rare, but proportionally to the amount of gunfights. I just got many happening within a month, thus "rare" started to strike more often
After your advice I've looked into the xml for hediff and found the needed section, so I can comment it out.
In general, it feels like a bit of cheating, thus if you ever decide to add somthing to this mod - some additional condition or factor with weight like age could be great.
Thanks again
Mlie  [author] Apr 26, 2023 @ 3:26am 
@porubaems At the maximum adrenaline level (extreme) there is a chance of heartattack. This is a random event with a mtb of 5.1 days (so pretty rare). The attack gives 75% pain to the heart as its effect. The pawns health does not factor into it. So you need to keep an eye on your pawns adrenaline levels and try to keep them from the extreme. Either that or patch out the risk from the mod if you feel it does not match your playstyle.
porubaems Apr 26, 2023 @ 2:21am 
Those things did happen within one year. In general I agree with the idea of taking additional risk, I agree that a 50-60-70 year olds are vulnerable, guys with arteria blockage are, but the 3 examples above are kinda...

Just wanted to share an opinion. Meanwhile looking for some mod with nitroglycerin, because I love this mod
porubaems Apr 26, 2023 @ 2:21am 
Had the following examples of a bit annoying situations :
- A 46year sniper having a heart attack while firing at a static target turret that could not fire back (due to range). No other danger. Suddenly he becomes too excited and needs a treatment. No health conditions

-A 14 year old in a serious (but not extreme) gunfight. Bullets did not get him, but his adrenaline did. What a sad story. And he did not have any related health conditions (bad immunity gene, but I guess its not relevant)

-A 38 year gene modded warrior (hussar), brawling, wearing heavy armor to distract the shots. Forgot his age, he was definitely under 50. He was taking a lot of serious gunfire and again, it was not a bullet that got him. Like come on, aren't they living for battle.
porubaems Apr 26, 2023 @ 2:20am 
May I ask how the heart attacks work here? Are they caused be the vanilla code and the "blood pumping" going over 100% or they are caused specifically by the code of this mode?

If it's the second, it could be great to at least have a tweak to disable them in the mod settings completely. Better of course to change their conditions a bit, however it requires more work I guess.
Totsnuk Feb 20, 2023 @ 11:52pm 
Yep, its definitely the adrenaline. Had it happen twice. Colonist got a heart attack from extreme adrenaline.
Totsnuk Feb 12, 2023 @ 3:16am 
i think so... maybe it just randomly assigned a cause idk
Mlie  [author] Feb 12, 2023 @ 3:07am 
@Tot Caused by adrenaline?
Totsnuk Feb 12, 2023 @ 1:20am 
heart attack just randomly killed my colonist, didn't have a chance to save him, wow.
Jet Oct 31, 2022 @ 9:53pm 
ty upd8
jami.doger.frost Oct 22, 2022 @ 1:17am 
Anyone else have a problem where a pawn dropped by adrenaline can't become un-incapacitated
Mlie  [author] Oct 10, 2022 @ 10:00am 
@World's Gone- BOATS Updating all mods, see discord for status
why are we here? just to suffer? Oct 10, 2022 @ 9:40am 
1.4 :(

:steamsad:
brightsideguy Feb 16, 2022 @ 2:54am 
@condottiere oh I didn't known about Millie's version. And I really did love adrenaline. So I'll try that one out.

Belated thanks!
tkgamer77 Feb 10, 2022 @ 1:33pm 
Does adrenaline count as a drug for the purposes of High Life mood buffs?
condottiere Aug 26, 2021 @ 5:42am 
@brightsideguy: Yeah, I have the same error. Disabling animals in the mod settings helped, but then I got further errors on a save game reload at a later point. I didn't bother pursuing it, decided FoW was more impactful on my gameplay experience, kept FoW and gave up on Adrenaline for now.

Mlie's FoW continued version is a straight fix of Yayo's version of FoW, without the extended FoW integrations and improvements of NWN FoW. Have you tried Mlie's FoW with Mlie's Adrenaline if you are dead set on using both together?
Mlie  [author] Aug 7, 2021 @ 9:34pm 
@brightsideguy Id say that since the error is thrown by the fog of war mod its probably best handled there
brightsideguy Aug 7, 2021 @ 4:15pm 
To be more specific, it seems like when the two mods are together, the animals can't get adrenaline hediffs (even when in the middle of the fight).

Not sure whose end this would be if a fix were to be made?
brightsideguy Aug 7, 2021 @ 3:19pm 
There's a mod conflict between this and (NWN) Real Fog of War. An error pops up for seemingly every animal on the map and does so constantly. Any idea on what might be conflicting?



Hugslib: https://gist.github.com/dcf04196221f773f12f5618cc39f5cc1



Copy-paste of part of error:
Exception ticking GuineaPig39118 (at (12, 0, 73)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldRealFoW.MapComponentSeenFog.isShown (RimWorld.Faction faction, System.Int32 x, System.Int32 z) [0x00008] in <ad9628703ab44335b2d1bcc1375760bf>:0
at RimWorldRealFoW.MapComponentSeenFog.isShown (RimWorld.Faction faction, Verse.IntVec3 cell) [0x00001] in <ad9628703ab44335b2d1bcc1375760bf>:0
at RimWorldRealFoW.HarmonyPatches.CanSeePreFix (System.Boolean& __result, Verse.Thing seer, Verse.Thing target, System.Func`2[T,TResult] validator) [0x00019] in <ad9628703ab44335b2d1bcc1375760bf>:0
at (wrapper dynamic-method)
|_| Clyax Jul 29, 2021 @ 3:14pm 
@Mlie Thank you for the update!
Mlie  [author] Jul 29, 2021 @ 9:29am 
@123nick What is rimcity citadel start?
123nick Jul 29, 2021 @ 9:19am 
https://gist.github.com/9acc714b0c6d02d0b59f069e70779c04 i have a bug where, when i do a rimcity citadel start, every pawn has bug about ticking hediff and adrenaline. Log is there
Mlie  [author] Jun 17, 2021 @ 10:08pm 
@VolatileGlitchAviator You might get some errors on the pawn-ticks. Might need save-game editing to fix
VolatileGlitchAviator Jun 17, 2021 @ 5:00pm 
is this safe to remove mid game?
Dance with the dead Jan 23, 2021 @ 8:14am 
@Mr.sandguy I think you need the mod "Non uno pinata"
Merper Jan 22, 2021 @ 8:10pm 
for some reason when a pawn is downed the adrenaline drops to the ground next to them but they cant use it?
sebo2203 Dec 19, 2020 @ 8:31am 
I agree to @trajda

Adrenaline should give you debuff for shooting accuracy.
Faster movement speed.
Reduced manipulation.
Increased blood pumping thus bleeding out faster.
Increased pain treshold..
brightsideguy Oct 23, 2020 @ 1:26am 
Small suggestion: It would be neat if manhunting animals were always in a state of high adrenaline. Would help with balance, as a pawn on adrenaline can outrun a herd of bison simply for being scared.
brightsideguy Oct 23, 2020 @ 1:25am 
@trajda You can probably do this in the xml (aka no c# skills needed).

I made a version of my own back in 1.0 that would make skills like doctoring harder and lower shooting accuracy, but bumped up melee dodge and shooting speed. Made having cool-headed snipers useful, keeping your medics in-base during firefights helpful, etc,
Kayedon Sep 13, 2020 @ 7:55pm 
Hi, I get a host of red errors when using this mod upon loading any save with it enabled.

System.InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Adrenaline.HarmonyPatches..cctor () [0x0001e] in <be125b1ed359440284268fc7d09ef7f2>:0

Cannot register Verse.Hediff (BloodLoss ticksSinceCreation=21660), (id=Hediff_61199 in loaded object directory. Id already used by Verse.Hediff (BloodLoss ticksSinceCreation=21660).

Thoughts? It goes on and on and on, all different kinds of injuries.

https://gist.github.com/97128b2a64c8e172f48cc06476d22672

Go ahead and ignore the last error on the log (LordManagerTick), unless you can help me figure out why it started showing up and ruining my save. Don't think it's caused by anything you've updated. I appreciate you and all your work!
Mlie  [author] Aug 27, 2020 @ 11:45am 
@trajda The buff is temporary, as the effect wears off the pawns gets a debuff instead.
Trajda Aug 27, 2020 @ 11:31am 
I wonder why this mod presents adrenaline as something soo positive? It should make your pawn bleed faster, makes him less stealthy, and most importantly, why does it make shooting better? Everyone knows adrenaline makes aiming much more difficult. Adrenaline shouldn't be just buff it should be a process of sacrificing some stats to increase others. And I would love to have such mod in my game.
|_| Clyax Jul 22, 2020 @ 6:11am 
I'm unable to have pawns pick up Adrenaline Shots. Is this a bug or am I missing something? I'll make an official discussion if it's a bug.
☥⛧your ghoulfriend⛧☥ May 30, 2020 @ 12:28pm 
Ah, may be an issue caused by another mod that was broken by the new patch. I get a debug error whenever it tries adding an adrenaline hediff, and it just simply doesn't add anything to the pawns health status. I'll do some playing around with it later.
Mlie  [author] May 30, 2020 @ 10:48am 
Dormant enemies should no longer cause adrenaline.
Mlie  [author] May 30, 2020 @ 10:31am 
@Bombo Crusty How did it break? It works as intended in my test-setup and in my main game even after the latest patch.
☥⛧your ghoulfriend⛧☥ May 29, 2020 @ 8:25pm 
Looks like that new little update broke the mod. Hope it can get updated soon
megabot May 8, 2020 @ 3:47am 
yeah but i thought you only update to 1.1 and do not modify, and as for animals getting adrenaline it's just that dormant mechanoids/enemies in general cause adrenaline, not that animals gain adrenaline too. if you could patch the fact that dormant enemies cause adrenaline too, it would be great. thank you in advance if you do! and if you don't...well, that's okay, still thank you for the offer