RimWorld

RimWorld

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Death Rattle Continued [1.2+]
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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209.471 KB
Dec 1, 2022 @ 7:57pm
Jul 20 @ 3:27pm
15 Change Notes ( view )

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Death Rattle Continued [1.2+]

Description
Github: https://github.com/kittycat2002/Death-Rattle-Continued

Original mods can be found at
https://steamcommunity.com/sharedfiles/filedetails/?id=2013400235 https://steamcommunity.com/sharedfiles/filedetails/?id=2013401375
https://steamcommunity.com/sharedfiles/filedetails/?id=2206107940

Works well with Life Support

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.

Now incorporates the functionality of Death Rattle Comatose into the main mod. Also adjusted the severity of acute liver failure and the threshold before brain damage begins to occur, which allows more time to react to the injury.

It should be compatible with everything. Just try it, and let me know if it doesn't work, so I can fix it.

Includes a patch for EPOE: Forked so that the Neuro-Cure can be used to repair Brain Damage.

Also compatible with BioTech
Popular Discussions View All (2)
1
Feb 25 @ 9:59pm
More Injuries extra compatibility?
MrPiromaniak
0
May 10, 2023 @ 5:01pm
Removing comatose / option to remove induced coma
アルベルト Pietralunga
314 Comments
cat2002  [author] Nov 20 @ 6:01pm 
It'll probably throw a few errors, but it should be fine? Make a backup before you do, just to be safe.
Salep Nov 20 @ 2:09pm 
hi, Is this mod safe to remove from save file?
Mastergage Nov 20 @ 2:02pm 
@XCD These are the best comments i have ever read.
This is a collection of 8 mods focused on Moelotl (axolotl women) one of the mods has a title and and description that translates to:

[h1] Let the dewdrop egg be great again! [/h1]
This mod allows the axolotl to periodically generate a special ingredient called Dewdrop Eggs (a recipe may be added in the future).
This was never what I wanted.
I never intended to add a patch to the mod.
We created this mod together,
but you betrayed me, betrayed us all.
You stole the Dewdrop Eggs and lied to us!
The axolotl god has only one chance for revival.
If you don't seize it,
then let me do it. Let war begin, from the skies of Earth to the edge of the Milky Way, let the galaxy boil, let the stars fall. Even if I shed my last drop of blood, I will see the axolotl god liberated once more. If I cannot save it from your betrayal…
Then let fan art burn!


I checked several translators that's approximately right. I'm adding this to my game.
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?