RimWorld

RimWorld

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Death Rattle Continued [1.2+]
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Mod, 1.2, 1.3
File Size
Posted
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4.277 MB
22 Aug, 2020 @ 3:24pm
19 Nov, 2021 @ 10:24pm
10 Change Notes ( view )

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Death Rattle Continued [1.2+]

In 1 collection by troopersmith1
Troopersmith1's Mods
16 items
Description
Cat2002 has released an updated version of this mod that is compatible with biotech available at

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2896207870

As well as an updated version of Life support available at

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2937012139

Please go check them out and thank you to anyone who downloaded and enjoyed this mod

Updates to 1.4 will be postponed until further notice. If someone wants to update to 1.4 you are welcome to do so. Source code is available on github. Link in description.

Description

Updated Death Rattle by The Word-Mule for Rimworld 1.2+, 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.

Original mods can be found at
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013400235 and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013401375

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.

Note: This mod doesn't change "death on downed" chances at all, so without another mod to change that, a good portion of the raiders and such that attack you will die without suffering "fatal" injuries. The settings introduced by 1.2 has an option to adjust this, and there are also mods on the workshop to do this as well.

Russian translation provided by Babushkina_Sphera

Non-Steam Link

https://github.com/troopersmith1/Death-Rattle-Continued/releases/

Compatibility

Works very well alongside Life Support ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2213696082 )

Compatible with Combat Extended.

If using this alongside the Immortals mod, make sure that you have "Immortals can get Conditions" enabled in the settings for that mod, and you need to make sure that a lethal condition can progress to 100% as well. Do that, and everything works like it should.

It should be compatible with everything. Just try it, and let me know if it doesn't work. Make sure you provide a link to the mod, so I can attempt to fix it.

Popular Discussions View All (4)
3
6 Apr, 2022 @ 2:42pm
Pawns randomly die?
japa4551
1
8 Oct, 2023 @ 8:07pm
comatose not working
markus
1
9 Nov, 2021 @ 6:40am
Organ bleedout times
rudemario
323 Comments
troopersmith1  [author] 10 Apr, 2021 @ 4:46am 
@himedo15

That is the same effect, because the combined effects of Tear Gas and whatever else was affecting the Vampire bring a Vital Capacity to 0, which is still lethal. Breathing is not at zero all the time with Vampires, it still normal like with other pawns. The difference is that the Vampires *ignore* the number when figuring their other stats, but will still die if the number reaches 0. I just checked again, and I was able to kill a Vampire without destroying their organs, by injuring them and them hitting them with a debuff to Breathing. Your Vampire would have died if you didn't have this mod enabled. So that is not a bug, just a limitation of the way the Vampires work in Rimworld.

However, the Resurrection feature is bugged, and the author of the Vampire mod should probably have a look at that. Like I said, the only way for me to fix it would be to disable this mod on all Vampires.
himedo15 9 Apr, 2021 @ 7:26pm 
@actually you don't. The vampire got tear gassed, which reduces breathing by -70%. This lowered the breathing, which was already at 0, which caused it to start dying of oxygen deprivation. Except it doesn't need to breathe so it shouldn't have started dying from a reduced breathing debuff. This could also be an issue with the gas mod, But i'm thinking that a debuff from any source would cause the death as result in a breathing being decreased from 0, and death rattle sees that as oxygen deprivation. But regardless, its not from organ loss. its from various effects that reduce breathing. I'm not familiar with debug but just slapping a vanilla illness on that reduces breathing would probably test if my theory is correct. personally, i don't see why this one debuff would trigger it, but not others.
troopersmith1  [author] 9 Apr, 2021 @ 6:18pm 
@himedo15

I see what you are describing, but losing vital organs, like both lungs or the heart, kills the Vampire, even without this mod enabled. The only difference is that this mod being enabled makes the Vamp not die instantly, just like it does for everyone else. That is because the "Vital Capacity" is still present on the pawn, even if the Vampire doesn't "use" it, and having a Vital Capacity of 0 is lethal in vanilla, or causes "Oxygen Deprivation", for example, if using this mod.
troopersmith1  [author] 9 Apr, 2021 @ 6:18pm 
The bigger issue I saw is that the "Instant Resurrection" is bugged if the Vampire died from one of the effects from this mod, where they revive, then instantly die of blood loss for some reason, and are not a Vampire anymore either, so cannot be revived.

The only way I could fix that on my end would be to disable the effects from this mod completely on all Vampires, but that is a pretty nuclear option. I can do that as a fallback option, but it might be a good idea to reach out to the author of the other mod and see if they can sort out the problem with resurrection, because that is the only "real" bug.
himedo15 9 Apr, 2021 @ 2:11pm 
Thank you and here is the link. I forgot that there were multiple ports of the vampire mod. Here is the one i am talking about specifically. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2369553686&searchtext=vampires
troopersmith1  [author] 9 Apr, 2021 @ 1:08pm 
@himedo15

As I have said several times, you need to provide a link to the mod you would like me to look at.

Before I even get started, I will tell you the issue is likely on their end, but depending on how they implemented the vampires, it may not be something that can be fixed without breaking a lot of other things. I'll have a look at it, but I'm not going to promise anything.
himedo15 8 Apr, 2021 @ 4:16pm 
Can you fix an issue with Rim Vampires, where if they get a debuff that affects breathing they start dying. They do not breath, and should not be able to die from suffocation.
Kyokui Avarus 31 Mar, 2021 @ 1:35pm 
@troopersmith1 Thanks! :2016villain:
troopersmith1  [author] 31 Mar, 2021 @ 12:28pm 
@Spooky The Ghost

OKAY. So after some very tedious testing, I finally figured out what the issue was that you were experiencing. So, if you want to use the Immortals mod alongside this mod, you need to go into the settings for the Immortals mod, and make sure that you have "Immortals can get Conditions" enabled, and you need to make sure that a lethal condition can progress to 100%. Do that, and everything works like it should.
Kyokui Avarus 28 Mar, 2021 @ 12:37pm 
@troopersmith1 Here, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1984905966&searchtext=immortals
The mod author had a kid recently, so they are unable to work on the mod themselves.