RimWorld

RimWorld

45 ratings
Deathless Means Deathless
   
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Mod, 1.5, 1.6
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173.433 KB
8 Mar @ 5:20pm
17 Jul @ 11:08am
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Deathless Means Deathless

Description
Attempts to keep the brain/skull/head/neck of Deathless pawns at or above 1 HP, redirecting would-be-lethal damage to their torso, effectively rendering them completely immortal. Does not prevent death via falling mountain.

Does not grant any form of regenerative capabilities whatsoever, nor does it make pawns more resilient. Your pawns will take injuries to non-head bodyparts as they would without the mod, and will likely be instantly incapacitated by a shot to the head. This mod only aims to ensure that said headshot cannot actually kill Deathless pawns.

Note: Deathless pawns can still be killed via execution or ripscanning. This is intentional.

Note2: Biotech is no longer required. Mod now additionally checks for a hediff with the <preventsDeath> flag (which in vanilla is only used on Anomaly's unnatural corpse) even if Biotech isn't loaded.
12 Comments
Kimo' 17 Jul @ 11:27am 
+1 to that, I think it's best if deathless pawn can only be killed with an active execution, and not something that can happen outside of their control.
Antharann Fireblade 25 Jun @ 12:10pm 
it be interesting if deathless then becomes the only cure for luciferium
the withdrawl period is just a nightmare then, only deathless could survive it.
Dizzy  [author] 25 Jun @ 10:42am 
Honestly, I have never used Luciferium in my life, so I kinda forgot it exists. A quick test has the pawn's brain being destroyed, so presumably it doesn't use the standard damage dealing methods but instead just adds the "destroyed" Hediff directly. Personally I'm fine with this, but if there's demand for it I might try to make Deathless give immunity to Luciferium-death.
possessed by phoenix 25 Jun @ 3:51am 
what happens if they die to luciferium withdrawal?
Dizzy  [author] 11 Jun @ 5:12pm 
I've heavily rewritten the mod, both for 1.5 and 1.6. It should be more reliable now. The issues I encountered during this round of re-testing likely never cropped up in my normal gameplay thanks to other mods I normally use, like CE.
Dizzy  [author] 17 May @ 11:58am 
it might be floating point imprecision, maybe—if the head is already at critical health, the damage should get clamped to 0, but floating point numbers aren't precise, so that "0" could very well be "0.0000001", and after enough "0 damage" hits, it could eventually add up to the 1 hp needed to destroy the part... i'm not sure how i would go about fixing this—i also haven't played rimworld in nearly two months—but it shouldn't be a problem outside of extreme stress testing, since npc pawns normally don't target downed pawns.
Dizzy  [author] 17 May @ 11:52am 
@A. A. Haldane interesting. did you have any other non-required mods loaded? and what did the game list the cause of death as?
A. A. Haldane 17 May @ 1:33am 
Tested this mod, not true. If you have 40 or so pawns simultaneously shooting and melee attacking a deathless pawn, they'll die eventually. That being said it requires minutes of ridiculous firepower on 3x speed, and every organ in their body will be destroyed other than the handful of core body parts.
SAUCE__GODD 15 Mar @ 4:50pm 
does this work with Finish Off?
Krazyfan1 9 Mar @ 6:25pm 
perhaps burns can remain a weakness as long as the pawn is not immune to fire?