RimWorld

RimWorld

Death Rattle Continued [1.2+]
295 Comments
pillbug2 Sep 26 @ 6:15pm 
No problem, and thanks! I've been curating my own mod list for bugs. Reporting them well helps everyone.
cat2002  [author] Sep 26 @ 9:59am 
Also, thank you for the minimal reproducible list, it will help a ton.
cat2002  [author] Sep 26 @ 9:57am 
I'll take a look and see if it's something I can take care of on my side.
pillbug2 Sep 26 @ 12:52am 
I have let the Vanilla Expanded team know. The error also appears to trigger with PsiTech or Life Support Continued, so VRE Starjack probably needs to fix it.
pillbug2 Sep 25 @ 11:41pm 
This appears to happen with the PsiTech mod as well (and maybe more, will check). Will send a bug report to VRE Starjack.
pillbug2 Sep 25 @ 9:34pm 
Hello, thank you for the mod! I found a bug in a minimal modlist if VFE Empire and VRE Starjack mods are also loaded.

Log, first error at line 467:
https://gist.github.com/HugsLibRecordKeeper/086e1dd824f5bc879c95d4faedd87f7f#file-output_log-txt-L467

Procedure:
1. Dev quicktest
2. Save game
3. Load save. The errors will be produced.

Sometimes there is one, sometimes multiple duplicate errors. There is always at least one. There is no error if VFE Empire is removed.

Do you know the fix? Thank you very much!
Dakera Sep 18 @ 2:33am 
Thank you for continuing this wonderful mod!
ionizedJackal Aug 23 @ 9:35pm 
give me a bit there seems to be something els conflicting as well and im trying to track the other one down once im 100% sure il send a log with the mods
cat2002  [author] Aug 23 @ 8:25pm 
And a log.
cat2002  [author] Aug 23 @ 8:24pm 
Can I get a link?
ionizedJackal Aug 23 @ 7:28pm 
so after a lot of testing uninstalling almost all my mods i found a mod that if death rattle and The Witcher Trials are installed it makes it so on map creation almost all the factions dont spawn i have tryed uninstalling just one of them it works fine its something about both of them that breaks it
Grave Aug 23 @ 5:29pm 
How do I remove artificial coma?
Starempire42 Aug 20 @ 4:06am 
I must say thank you for making this mod, multiple of my current colonists would probably be dead by now (just a couple of minutes ago someone blew a hole in my guys forehead leaving him with 11% brain power in a coma instead of death)

So again thanks for keeping it updated. Great Mod
cat2002  [author] Aug 10 @ 2:52pm 
I do believe that is from halo shields and/or "Rimworld Animations" not Death Rattle.
badassgrunt Aug 10 @ 1:48pm 
So I'm not sure it's due to this mod but it seems I can't hurt wildlife, nor can they hurt each other.
https://gist.github.com/HugsLibRecordKeeper/ec557f5e3d2e47a41b0e364b829464fc
Caramel Aug 1 @ 3:07pm 
error when shambler raid have HeartAttack, it come from Vanilla Psycasts Expanded, psycast Timequake
Caramel Aug 1 @ 3:02pm 
Exception interval ticking hediff (ClinicalDeathNoHeartbeat ticksSinceCreation=6430) for pawn 蹣步者 京多安. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
Templar Fry Jul 31 @ 7:36am 
@Dr. Ben Carson. You should upload your log for this like Farbott you may have mods that are consistent and be able to help deduce which ones are causing the incompatibility.
Dr. Ben Carson Jul 30 @ 5:59pm 
My colonists no longer burn to death. One colonist even had his head burned off. yea his freaking head was missing and he was still alive lol.
VelvetDrgn Jul 30 @ 3:30pm 
@cat2002 I might just be stupid, when a pawn's torso goes to 0 they also just die regardless, right? I think that's what kept happening
Templar Fry Jul 30 @ 12:45pm 
@Farbott You have almost 300 mods. That at that rate could legit be anything. I'm sorry but it's not likely any one mods fault. If one mod adds like a drug and another adds a hediff for the status of like death or unconscious it could literally be any mod with this mod. I see a number of mods that you are using that are out of date, have alternatives or could just be removed with 1.6. Surgery improved could have caused it or life support or even tweaks galore.
Farbott Jul 30 @ 11:16am 
I'm not sure where else I can take this to, as pawns still die normally to torso destruction, but they can get beheaded and still live, they dont even get knocked out by it.
This just seems like a likely culprit, being the whole death prevention until they're REALLY out of it thing https://gist.github.com/HugsLibRecordKeeper/29c4ff77cbbd9d9e33543618f2bc63a0
Guest Jul 30 @ 10:20am 
Sup, great mod i was searching for something like this for long time, anyways i got proposition for update, if you got some time could you add more config? for example: togglable brain damage, how fast pawn die from: hypoxia, no pulse, Acute liver failure, Acute renal failure??
cat2002  [author] Jul 24 @ 1:51pm 
I don't think that's caused by this mod.
Yame Jul 24 @ 11:08am 
got an error after loading a save, Should i ignore this?
https://pastebin.com/MdNDktRM
cat2002  [author] Jul 21 @ 5:56pm 
@davetrap go download log publisher from hugslib and follow the instructions in their description.
cat2002  [author] Jul 21 @ 5:55pm 
@VelvetDrgn, sorry, nothing in your logs stands out as a likely incompatibility, which I assume this is, if you figure out which one please let me know.
davetrap99 Jul 21 @ 2:05pm 
What log and where should i provide it? I´ve never done this before.
cat2002  [author] Jul 21 @ 1:26pm 
Provide a log.
davetrap99 Jul 21 @ 1:23pm 
I harvested one of my pawns heart, but she didn´t die. Even after the no pulse timer ran out, she didn´t die. I can´t get rid of the body now, because technically she´s still alive... without a heart or head or anything else, because i attacked her after to kill her, but it didn´t work. How do I fix this?
cat2002  [author] Jul 20 @ 3:25pm 
@VelvetDrgn That shouldn't be happening, if you could please share a log generated using log publisher from hugslib.
VelvetDrgn Jul 20 @ 3:21pm 
so one of my pawns got his liver destroyed and instantly died, I'm assuming the mod isn't working then? or is there a chance of instant death anyways?
Kateye Jul 20 @ 3:01pm 
@cat2002 Hmm, I must have a conflict then. I'll investigate.
cat2002  [author] Jul 20 @ 2:49pm 
Should be harmless for now, but I'll get a fix out soon.
headcrabN Jul 20 @ 2:45pm 
log says "[Death Rattle Continued [1.2+]] Patch operation Verse.PatchOperationConditional(/Defs/HediffDef[defName="XenogermReplicating"]/lethalSeverity) failed"

Any advice? I do not have the Biotech DLC.
cat2002  [author] Jul 20 @ 2:14pm 
@Kateye this mod does that.
Kateye Jul 20 @ 1:21pm 
Is there any way to disable the Instant Death if you remove the last lung or heart during surgery? I was kinda hoping to hollow out a pawn before tossing them into a ripscanner.
Paragon Jul 18 @ 9:28pm 
Hello! Firstly, I just want to share the sentiment that this has to be my favorite mod just in terms of what it does. I hate the idea of Pawns dying instantly and this gives much added depth/chance to colonists and raiders alike. As small as the window may be!

But anyway, I just had a suggestion/possibly more in-depth "fix?" It always annoyed me that this mod added the "Induce Artificial Coma" procedure to the medical tab. Mostly because it tends to just be there for anything and works on pawns/animals/robots (especially modded ones like Androids) that it shouldn't work on. I would like it if there was an option to disable this, or better, if there was an "XML list" to patch pawns/animals/robots it shouldn't work on, etc. But I understand if that's too much work, obviously. And for now, Cherry Picker works just fine to remove it anyway, so no worries. Again, love the mod! Especially when getting awesome heart/kidney/liver shots!!
cat2002  [author] Jul 18 @ 4:57pm 
Wake up via wake up (the drug)
LimeAnura Jul 18 @ 4:36pm 
Possibly dumb question, but im curious if I'm missing something or it's working as intended; When do pawns wake up from artificial coma? I put a pawn in one to treat a neck wound and they haven't woken up. It now is at 70% and says it's dangerous and I don't see an option to try and wake them.
Komeiji Satori Jul 17 @ 1:01am 
Great mod! It would be great if you could mention in the mod description whether it affects instant death chances in storyteller settings. That way, when enemies die instantly after being attacked, I won't have to waste two hours troubleshooting mod conflicts wondering why the mod isn't working as expected😭
David Brent Jul 16 @ 2:30pm 
can you tell your mod to load after epoe?
cat2002  [author] Jul 14 @ 7:34pm 
Yeah, steam has been having issues where it downloads old versions of mods for the past couple of days.
Harry_Robinson1 Jul 14 @ 7:18pm 
Deleting everything in the mod folder, unsubbing, and resubbing fixed it. Very strange, the mod had a 1.6 folder so it should've been up to date but it was giving me the same errors it had given me since 1.4.
Harry_Robinson1 Jul 14 @ 7:06pm 
Yeah, if this won't fix it and I can't trace it back to another mod I will.
cat2002  [author] Jul 14 @ 7:04pm 
Share a log.
Harry_Robinson1 Jul 14 @ 7:03pm 
I'm not sure what the issue is with it, but I always get red errors on startup with this mod. But it might be an issue on my end, I'm gonna try a complete manual reinstall.
cat2002  [author] Jul 14 @ 5:37am 
Ah woops, I'll tell the mod to load after epoe.