RimWorld

RimWorld

Slow Starvation
47 Comments
sebo2203 Jun 24 @ 2:02pm 
@Beast 1.6? Please? You made an amazing mod!
TheyCallMeVincenzo Aug 10, 2024 @ 4:41am 
Thank you @GodlyAnnihilator. I hope you're having a good day and are being cherished the way you deserve as a wholesome light-being.
Autismus Maximus Apr 19, 2024 @ 8:08pm 
1.5 coming up??
Hearts of Dylan 4 Apr 9, 2024 @ 11:01am 
ja
⭕⃤ ‎ lMP0SSiBRUH Apr 27, 2023 @ 1:51pm 
Could it be that this mod also delays the healing time of all hediff's? I am asking because I noticed my pawns heal awfully slow, like.. Ultra slow! -_-"
GodlyAnnihilator Dec 5, 2022 @ 11:28pm 
For the ones that don't wanna go into file editing, here.
https://steamcommunity.com/sharedfiles/filedetails/?id=2898001855
Works perfectly fine.
HIVEMIND Nov 20, 2022 @ 7:43am 
wake up samurai
Blooest Nov 3, 2022 @ 10:05am 
1.4 didn't change the malnutrition hediff. This will still work fine, just ignore the warning (or change the About.xml if you're so inclined)
Bunnies&Cherris Oct 28, 2022 @ 5:08pm 
Any plans to update?
VelxraTV Oct 21, 2022 @ 1:55pm 
Please update to 1.4
Arrax Shadowfang Oct 3, 2022 @ 7:06am 
@Orbit What is there to fix ? it works perfectly
Orbit Sep 9, 2022 @ 1:56pm 
plz fix
Asiltic Jul 29, 2022 @ 8:02am 
This mod makes the game a lot better, it gives you time to resolve food shortages without lowering the difficulty. Had this active for quite some time and came to like, favourite and comment :)
VelxraTV Nov 21, 2021 @ 12:12pm 
As a person who eats once every 24-48 hours I cannot describe how greatly this improves the game overall.
Viper Oct 31, 2021 @ 5:36pm 
this mod is criminally under-subscribed. should be vanilla.
Beast  [author] Oct 31, 2021 @ 10:36am 
You can add and remove it at any time.

But if you remove it while anybody is above moderate starvation they will instantly starve because in Vanilla they will be at 100% starvation.
i_starving Oct 31, 2021 @ 8:56am 
Save game compatible?
Viper Oct 5, 2021 @ 9:32am 
seems to be working fine in my game.
B-Side Jon Aug 11, 2021 @ 5:54am 
I think it stopped working? Might be just me.
condottiere Jul 24, 2021 @ 8:20pm 
Yeah, I've been running this fine even with the warning. Nice to see one less red warning, but it wasn't a big deal. Seconding Viper, I put it way up on my list right after Humanoid Alien Races, and before all other races. I think I've run this with almost every non-anime BB female body race on the workshop. I have nothing constructive to add, since I don't have a very large sample size of advanced starvation subjects/victims. My prisoners tend to get killed in mass riots before they get around to starving. We will redouble our efforts, Lord Vader!
b0nes Jul 24, 2021 @ 11:23am 
honestly, i think the effects for each stage of starvation are pretty believable as is
b0nes Jul 24, 2021 @ 11:19am 
incredible!!! thank you!
Beast  [author] Jul 24, 2021 @ 10:55am 
Also if someone has an better idea for the effects of starvation I'm all ears. I feel like it's currently a lot of random effects which could be simplified to something more streamlined.
Beast  [author] Jul 24, 2021 @ 10:53am 
Yes, just tested it. Updated the tags. (No changes to the files themselves.)
b0nes Jul 24, 2021 @ 9:56am 
does this still work in 1.3?
Viper Jan 19, 2021 @ 12:28pm 
To anyone reading this and wondering, YES, this mod works PERFECTLY still. I suggest loading it very HIGH (early) in your modlist (contrary to my comment below from middle of last year), as high as you can. And I have an absolutely huge modlist (500+) with a lot of animals and races and robots and you-name-it, and it just works as intended still.

You want it loaded high in case something for a specific mod animal/race/android etc has to overwrite the Hediff for some specific function. If you load this afterwords, it'll break that entity's modded function.
PompousAuratus Aug 26, 2020 @ 2:13pm 
I really liked this mod in my play through a while back. Does anyone know whether or not this works in 1.2?
Viper Jul 31, 2020 @ 5:48am 
So... based on that, I'm actually going to put this LOWER in my load order, so that if there is a conflict, this prevails.
Anvil Pants Apr 26, 2020 @ 6:26am 
Place it near top. Auto-sort only works where a mod's About.xml explicitly says load this before/after that.

Only downside to this being a whole record, not a patch, is if another mod does the same thing the later-load wins, just like in Bethesda game modding.
Echo Apr 26, 2020 @ 12:34am 
For load order, should this go near the top then? Or I guess - will the in game auto sort feature put it in the right place?
Anvil Pants Apr 25, 2020 @ 11:26am 
PS: It also doesn't need to be a patch for it to be compatible with any other mod. It changes and adds records without deleting any.
Anvil Pants Apr 25, 2020 @ 11:24am 
It only affects malnutrition debuff, but it changes more than maxSeverity. Author may have caused misunderstanding of that earlier in thread.

I put this XML and the original in diff to see if it should become a patch. It shouldn't become a patch. The changes are so many that it would be a waste of time and CPU to have this be a patch. This XML mod should be as-is and loaded before other mods that might patch it after the defs are all read.
Chicken Plucker Apr 24, 2020 @ 3:28pm 
@Rademenes16 - That's how plenty of mods work my friend. Simple ones like "No mood debuff selling prisoners" took only changing the debuff to "0" and it's one of my favourites.
Bucket475 Apr 23, 2020 @ 4:46pm 
he doesnt have one, it's simple.
GIGA FAT Apr 23, 2020 @ 7:56am 
Arent most mods xml edits? i dont understand your point
konstantynopolitaneczka Apr 22, 2020 @ 1:18pm 
Feels like you edited few xml's lines and uploaded this mod
Ignawesome Apr 22, 2020 @ 10:13am 
I always thought malnutrition in Rimworld was kinda weird, since in reality humans take way longer to die of hunger than a couple days. I will try this out :)
Think3r Apr 22, 2020 @ 7:20am 
@Beast Do you consider rewriting the code as patch operation for better compatibility to other mods, as Paladin pointed out?
Beast  [author] Apr 22, 2020 @ 2:57am 
It only affects the malnutrition debuff. It works by changing the max severity to 3.0, instead of vanilla 1.0.

Also a word of warning, you should probably not remove the mod while any pawns have a moderate malnutrition or above. At moderate malnutrition the severity is already at 100% without this mod, so they will die from hunger instantly.
J.C Denton Apr 22, 2020 @ 2:07am 
Does this slow down hunger rate by 3 times or does it only affect the Malnutrition debuff?
Awiss Apr 21, 2020 @ 10:13pm 
nice
GraphKT Apr 21, 2020 @ 1:15am 
покушать принес:steamhappy:
Paladin Apr 20, 2020 @ 3:04pm 
You overwrite hediff instead of patching it. That may cause issues with other mods that do the same.
Beast  [author] Apr 20, 2020 @ 2:38pm 
@LionOnTheFloor
Should be compatible with about anything. Malnutrition is left alone by pretty much any mod. Works fine with Alien Races.
Beast  [author] Apr 20, 2020 @ 2:25pm 
The original Malnutrition only affected Consciousness, HungerRateFactor and Social Fight Chance Factor. The HungerRateFactor scales now from 0.1 to 0.5, while the Vanilla version started at 0.5 and scaled to 0.6. Social Fight Chance now only affects Trivial and Minor stages, with the reasoning that at Moderate the pawns are too weak to want to start a fight. Consciousness debuffs are stronger now, but only start at moderate.

I hadn't thought about animals yet, but they use the same Hediff, so I will have see how it affects the balancing of those.
8beater Apr 20, 2020 @ 2:21pm 
Save for existing saves and Alien Races?
Think3r Apr 20, 2020 @ 2:14pm 
Nice overhaul! How does this affect animals? Will it still increase the hunger rate with each stage? I hope so. Have you kept all Vanilla debuffs, while adding yours? Not exactly clear from the description.