RimWorld

RimWorld

707 ratings
No More Lethal Damage Threshold
3
7
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.651 MB
Nov 17, 2021 @ 7:26pm
Aug 18 @ 4:09pm
7 Change Notes ( view )

Subscribe to download
No More Lethal Damage Threshold

Description
Did you know pawns can only have a total of 150 damage across all body parts before the pawn dies for no reason? This mod fixes that by telling ShouldBeDeadFromLethalDamageThreshold to go **** itself!

Should be compatible with all mods and is save compatible!

All rights are reserved by me, you are not authorised to reupload this mod in any aspect unless you have received permission from me.

This is not for selfish reasons, one of my mods during the release of 1.6 had a reupload that the reuploader seriously screwed up somehow, which harmed the performance of about 1000 users that switched over.

If you want to update one of my mods, please seek me out and get me to do a check over your work, my username on Discord is jdalt40.
278 Comments
Hugalafutro Nov 3 @ 5:55pm 
Some mod from this modlist https://rentry.co/cx4nhv3e already does the same and installing this mod causes it to revert to vanilla and furthermore even breaks Deathless gene.

I am NOT blaming this mod, just pointing out mod incompatibility others saying it doesn't work might experience so check your modlists before blaming this mod.

I have a save with hostile Deathless pawn (VRE Fungoid), without this mod I can shoot him for a minute until he is just a torso with bleeding head and it still lives. With this mod, it dies after 5 shots form rifle, with Brain Destroyed in health list, but listing the different last shot damage as death reason, and Brain doesn't list any damage source just says Destroyed.
Jdalt40  [author] Oct 29 @ 7:49am 
I’ll think about it but yeah, this only affects enemies that aren’t killed by any other system (which is rare, it’s only generally achieved with high body part hp, low incoming damage factor, or very fast regeneration, as torso removal or death on down is more likely to kill them first)
RedGlobe Oct 29 @ 6:53am 
First up: This mod IS WORKING AS INTENDED!

Okay ... feeling somewhat dumb now. After some reading (and I just realized the author mentioned that some comments earlier) I got that there is a option within custom storyteller settings called 'Enemy death on downed' that determines the chance if a pawn hostile should die whenever he gets downed while being damaged (pain shock, etc.). Setting this to 0 brought back the behaviour I was used to. So, yeah ... human error, once more.

Though the solution via the storyteller settings suck/feel wrong somehow to me.

@Jdalt40 Maybe a notice should be put into the description to hint towards this matter to prevent future confusion.
RedGlobe Oct 29 @ 6:35am 
Just to explain: the feature this mod delivers is vital to my game experience and without the combat and pawn health feels way off. Thus it is in my very interest to have it back to its intended working state.

And because if forgot earlier: great many thanks for this mod and the support over the years. I only recently realized how mutch of an impact it made on my game experience. Absolutely vital pawn health feature!
RedGlobe Oct 29 @ 6:30am 
I can confirm on my end that since 1.6 and Odyssey this mod stopped to deliver its designated feature. For whatever reason every type of pawn dies once a 'sufficent' amount of damage was dealt to them. No need for loss of head/brain or torso -- or equivalents -- for pawns to die. As to why it stopped I got no clue at all. Before Odyssey and 1.6 it just worked as intended -- yes, even WITH my ~450 mods running in parallel. Certainly, I can't say for sure that with changes in other mods there hasn't crept up an incompatability or plain bug. Yet, a notion tells me that it is probably a core internal or condition that changed? Maybe a revision is in order?

While I am not into RW modding directly, I'll try to debug the assembly myself and check whether I can get a clue as to where the issue within the logic is.
AbsoluteGato Oct 13 @ 3:31am 
@Jdalt40 thank you for the answer! i will do testing with other mods to make sure
Jdalt40  [author] Oct 13 @ 2:30am 
Yeah that has nothing to do with this mod so no idea
AbsoluteGato Oct 13 @ 12:19am 
hello, i need help with something. i have installed aotc, void, elite bionic framework, and no more lethal damage treshold. one of my pawns have full zenith bionics that adds ton of multiplication to their health but when he got shot by slug turret, the damage took 1/4 of his max health...
so what is going on? he should have tons of max health due to zenith bionics but 1 hit attack from a slug turret that happen to hit him manage to damage him significantly?
i posted this question in each of the mod pages just in case if anyone has the answer to this
Jdalt40  [author] Sep 23 @ 4:06am 
No clue, but it isn't this mod

It's either they're dying upon being downed (check your death on down chance in custom difficulty settings), or B&S doing something and killing them deliberately
The StarBorn Sep 23 @ 2:39am 
When I played Big and Small, this mod didn't seem to have any effect; the pawn still died after receiving a certain amount of damage, and there were no missing fatal body parts.