RimWorld

RimWorld

Death Rattle Continued [1.2+]
311 Comments
XCD Oct 21 @ 6:39am 
At this point, you need to cut off their tail or use charms to purify them in order to kill them. Due to your mod, the BeastlyZombie I raised went berserk because its sinister energy was too high, and as a result, it could be killed instantly by a charm-induced burn that removed its head. Wild BeastlyZombies can be directly killed with weapons coated in chicken blood, leaving behind decayed corpses. The strongest zombie later on, the FlyingZombie, can be destroyed and killed with one shot to the neck from a cannon equivalent to the original game's level, even when its sinister energy points are at zero.
XCD Oct 21 @ 6:39am 
Of course, a zombie with states directly added via developer mode is not complete. Normally refined zombies have something called sinister energy; you can understand it as the higher the sinister energy, the stronger the zombie. Zombies with more than 400 points of sinister energy are immune to all damage, except that painting weapons with chicken blood, gilding mechanical units, or using charms to inflict burns or lightning strikes can effectively reduce the zombie's sinister energy and deal massive damage. However, advanced zombies will ultimately only lose mobility.
XCD Oct 21 @ 6:37am 
My comment was written using a translator, so some parts may not be expressed well, please bear with me: You need a moelotl, that is, an axolotl-human, and use developer mode to give it a BeastlyZombie or FlyingZombie state. This way, it can become an advanced zombie that does not die, even if its head is gone—it will just lose mobility and lie on the ground.
cat2002  [author] Oct 20 @ 10:29am 
@XCD I'm sorry, I'm not familiar with the mod, please give me minimal steps to reproduce the issue from a new game.
XCD Oct 20 @ 5:47am 
This mod causes zombies in the MoeLotl: Rigor Mortis mod, which normally require specific methods to be killed, to die from neck damage.
penglars Oct 15 @ 6:29am 
Iirc everyone has it, even raiders
jpinard Oct 7 @ 8:15pm 
Does anyone know if this means enemies will also have death rattle?
TheWarFieldDramatic Oct 3 @ 11:24am 
This mod caused any pawn to not die when their head are destroyed in my game
Nerdygamer1 Oct 2 @ 6:58pm 
Second question:

I just updated to this version of the mod from the OLD old version of the mod (original author, 2018 version) and now I'm getting some error messages (surprise, surprise.) The timing is pretty damning, but I still wanted to do my due diligence, so I disabled all my mods (except Harmony, HugsLib, XML Extensions, and Death Rattle 1.2) and the error messages on lines 162; 165; 166; 451; and 452 are persistent, regardless if I'm running all my mods or just the bare essentials. (Disregard all the other error messages)

https://gist.github.com/HugsLibRecordKeeper/31c634d981b258c1fc1e54188c6ce05c

Again, I realize these errors are most likely my fault for trying to swap a new mod for an old one, but I'm partly just trying to satisfy curiosity as to what they even mean and partly trying to judge how detrimental they're going to be if I dismiss them and continue playing on my save.
Thanks!
Nerdygamer1 Oct 2 @ 6:52pm 
@bugsbony Thank you! I was looking for a Death Rattle fix and must have clicked the "subscribe" button before reading the comments and finding a link to this version.
bugsbony Oct 2 @ 3:16am 
@Nerdygamer1: it's because you're subscribed to an old version of this mod, which has the same mod id. Lots of continued mods use the same mod id as the original mod. But if you're subscribed to 2 mods with the same id rimworld doesn't know which one to use and give you a warning. You want to unsub from this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2206107940
Nerdygamer1 Oct 1 @ 6:53pm 
Getting an error upon launching Rimworld, regardless of whether this mod is in the load list or not. Unsubscribing is the only way I can get the error to go away.

https://gist.github.com/HugsLibRecordKeeper/15e5d93dfee977ca640b46b45e4fc98b
jpinard Sep 30 @ 4:16am 
Does this apply to enemies as well? Or just your units?
jetblade545 Sep 29 @ 3:43pm 
Ok, thank you @cat2002
cat2002  [author] Sep 29 @ 8:31am 
Shouldn't matter.
jetblade545 Sep 28 @ 10:18pm 
do i load EPOE before or after? same with Life Support?
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
Valadin Pal 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
Valadin Pal 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?