RimWorld

RimWorld

894 ratings
Death Rattle
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Mod, 1.0
File Size
Posted
0.174 MB
Oct 30, 2018 @ 7:34pm
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Death Rattle

Description
This mod makes it so that people will no longer instantly die when their vital capacities reach zero. If one of your colonists has their liver destroyed by a charge lance, for instance, they will become severely ill and you will have a short window to get them a new liver before they die.

The time scales in this mod are not entirely realistic, because Rimworld's time scale makes it effectively impossible for a colonist to receive life-saving care in a realistic amount of time. Colonists move too slowly, and days pass too quickly, so the numbers have been fudged to make it difficult, but possible, to save someone if you have a donor organ on hand.

Be warned: Just because they survive, doesn't mean they won't suffer permanent brain injury as a result of their near-death experience.

Don't ask me about compatibility. It should be compatible with everything. Just try it, and let me know if it doesn't work, so I can fix it.
Popular Discussions View All (5)
2
Jun 16, 2020 @ 8:16pm
clinical death
Jet
6
May 23, 2020 @ 12:31am
Does this affect downing chances?
Jet
0
Feb 24, 2020 @ 7:42pm
Bug or error unsure
SilverXReaver
< >
196 Comments
famalex Oct 22, 2020 @ 1:00am 
Likewise, oxygen deprivation = no lungs/severely damaged neck, coma = 0 conciousness, acute renal failure= no kidneys, acute liver failure is obvious.
These all kill at different rates, and some can cause brain damage if allowed to become too severe. If you need to, cryptosleep them to buy yourself more time
famalex Oct 22, 2020 @ 12:56am 
Get them a new heart
Maui Mike Oct 21, 2020 @ 11:30pm 
How do you fix no pulse?
troopersmith1 Aug 22, 2020 @ 3:39pm 
I updated this mod for 1.2, and incorporated Death Rattle Comatose into it. Here's a link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2206107940
famalex Aug 22, 2020 @ 12:28am 
Yeah, that's a downside with playing with mods. The base game is designed so that consciousness debuffs will rarely stack up to a lethal level, but this is still possible if enough things stack up. With mods, such things may not be taken into account, thus the death by no consciousness. The devs really should have made things like blood loss or disease a multiplier on consciousness instead of a flat penalty, or you can get cases where a person with loads of minor stuff is less conscious than a person with life threatening blood loss
AuntyDonna Aug 21, 2020 @ 10:46pm 
Good, that makes so much more sense. I’ve never understood the logic behind this instadeath from a mere buildup of small symptoms. I’d be fine with any one of those individual conditions reaching 100% and then killing the person. If my guy reached 100% dehydration and died that’s obviously fair. But the fact that I took maybe one hour longer than I should have in bringing him water, and therefore allowed him to tick into the initial stages of dehydration and therefore die, is so silly.
famalex Aug 21, 2020 @ 12:43pm 
Yes it does - almost every capacity that would kill when reduced to 0 now has some kind of slower death. As far as I know, you can only die if you lose your brain (or its containers), lose your torso, or bleed out. If I remember correctly, when consciousness is zero, you get a slow progressing "coma" affecting the whole body. I have never seen it progress far but I think that it will kill if it lasts too long
AuntyDonna Aug 21, 2020 @ 12:15pm 
Does this also remove the instadeath on consciousness reaching zero? That arbitrary bs has always annoyed the he’ll out of me. So irritating saving a guy from blood loss then having him die to (minor) dehydration while he’s just lying in bed resting.
_Ryanvally_ Aug 16, 2020 @ 10:48am 
1.2!
Tobes Aug 14, 2020 @ 5:15am 
@Dr. Dick great story man. Really relevant to the mod too.