RimWorld

RimWorld

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Death Rattle Continued [1.2+]
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Mod, 1.3, 1.4, 1.5, 1.6
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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
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.