RimWorld

RimWorld

CustomDeathRandomness
126 kommentarer
The Byzarkandian 11. juli kl. 11:46 
1.6?
Chesse5552024 27. juli 2024 kl. 13:14 
does work for intections ,
SumYungGuy 13. juli 2024 kl. 11:33 
Think we can get this to work for entities too now?
andydig 24. maj 2024 kl. 8:36 
thanks for updating!
Lung 17. apr. 2024 kl. 17:39 
Yeah, if you run it in 1.5 right now it throws a few console errors about how it now connects to nothing. This indicates the mod is entirely broken as of the update.
King Devely 14. apr. 2024 kl. 17:56 
Has this been tested to see if the 1.4 version still works correctly on 1.5?
Lung 14. apr. 2024 kl. 10:30 
Appears top be in need of a 1.5 update, but time will only tell if we get said update.
iller 21. feb. 2023 kl. 22:23 
Ooh, this looks really handy for that caravan prisoner Bug that Ludeon introduce in their latest patch. (It disassociates them from your caravan, so when you try to return to your colony with them in tow, they were becoming fresh hostiles and die 90% of the time you try to capture them)
Cylland 11. dec. 2022 kl. 6:21 
Are pawns meant to be invincible on the deowned stage? When my pawns go down they become almost invincible to subsequent damage, their health wont go doen bellow 12% and only will die of bleeding/starvation, i can shoot them and set them on fire and they wont expire while incapacitated. Is this a bug?
Emilie Sackenball 29. nov. 2022 kl. 17:33 
@Geoide seems like this one have a configurable slider, the other just remove it completely
Count 7. nov. 2022 kl. 12:55 
(paraphrasing the author of the other mod):

This mod handles the chance of death on incapacitation, that other mod handles the total damage that can be on a pawn before they die
Geoide 7. nov. 2022 kl. 1:19 
Torann  [ophavsmand] 12. okt. 2022 kl. 18:45 
Updated for both v1.3 (using Pustalorc's version) and v1.4.
♡ Pustalorc ♡ 13. aug. 2021 kl. 12:33 
Torann, until you have time to update to 1.3, I have released a continued version in the meantime:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2574056954
Torann  [ophavsmand] 25. juli 2021 kl. 2:13 
@lucky__jango
The mod offers a few additional features but yes, you can adjust the death chance through the storyteller now.
lucky__jango 24. juli 2021 kl. 17:40 
Isn this mod no longer needed?
Because Death Randomness feature can be adjusted in the storyteller settings, ingame
Captain Einsicht 24. juli 2021 kl. 3:31 
thank you sir :) have a nice day
Torann  [ophavsmand] 24. juli 2021 kl. 2:06 
I will update for 1.3 but it might be a few weeks since I'm moving right now and don't have access to the source code. It seems I never uploaded this mod to github.
Nick 23. juli 2021 kl. 17:44 
Will you be updating this to 1.3? Wouldn't be the same without this mod but understand if you have moved on from rimworld modding.
Estredar 23. juli 2021 kl. 13:15 
Hello Torann, just letting you know the game is very different without your mod and i like it way less now. If you need any help with a 1.3 update, just ask away!
Captain Einsicht 23. juli 2021 kl. 1:39 
pls update
McChungus 22. juli 2021 kl. 4:23 
Is there a 1.3 alternative to this mod anywhere? Really miss having this lol
Azgael 20. juli 2021 kl. 19:27 
i am getting a serious bug where dozens on enemy pawns get downed by a single trap that does not spring when they walk over it
g96bento 20. juli 2021 kl. 18:55 
Hi Torann, as opposed to the people who cry "1.3" and say nothing else, I have two points: 1) Thank you for this mod, I've enjoyed the game far more with it than without, and 2) I'm seeing an error with 1.3 where upon world creation, there's a "Field 'RimWorld.Storyteller.difficulty' not found" exception that prevents proper spawning of tiles. <3 you!
Demonlord09 20. juli 2021 kl. 13:56 
Needs an update for 1.3 and Ideology.
[KETS] Mr.Jek 9. juli 2021 kl. 7:42 
good afternoon, we are waiting for a new version compatible with version 1.3
Ted 6. juli 2021 kl. 8:10 
Is a update for 1.3 planned?
Torann  [ophavsmand] 26. juni 2021 kl. 6:57 
It is, it works with the latest version.
Prophet Of Merci 17. juni 2021 kl. 23:51 
@Torann Still uptodate right? Adding new mods to my medieval modlist and i wanna be sure.
Torann  [ophavsmand] 23. apr. 2021 kl. 13:02 
Nope, doesn't apply to mechanoids.
Nesano 14. apr. 2021 kl. 18:13 
Does this apply to mechanoids too? I just fought a ton of scythers and a lot of them instantly died to non-lethal injuries.
Torann  [ophavsmand] 5. sep. 2020 kl. 16:22 
@枪枪
It's been updated for 1.2 for awhile now.

@Kernyx
Yes, it should. This mod just changes the chance a pawn dies when downed, not what happens after a pawn is downed.
Elentári 4. sep. 2020 kl. 23:21 
Is this compatible with Death Rattle Continued [1.2] ?
WuYang 27. aug. 2020 kl. 13:06 
pls update 1.2 plzzzzzzzzzzzzzz
Madman666 13. aug. 2020 kl. 14:30 
Ah, ok, thanks for clarifying. 100% death is not exactly what i after hehe
Torann  [ophavsmand] 13. aug. 2020 kl. 14:22 
If you set it to 0 in either the mod settings or the core custom settings, it should never kill off a pawn "randomly." It'll still kill a pawn if they're missing something like a head, but most pawns down before they die.

If you set it to 100% in the custom settings, it should only kill off 67% of pawns (this is the default setting) plus storyteller penalty.
If you set it to 100% in the mod settings, it will kill off every enemy pawn that downs.
Madman666 13. aug. 2020 kl. 14:16 
So wait, if you set death on downed 0% in the custom difficulty window, storyteller can still kill people off with bruises to a toe?
Torann  [ophavsmand] 13. aug. 2020 kl. 10:32 
The mod would overwrite vanilla settings.
Luminous Dark 13. aug. 2020 kl. 9:56 
Thanks Torann. So, setting vanilla storyteller raider death chance to 50% would be the same as setting the mod's settings to 33%, right? (At least for humanoids, assuming you're not overriding the storyteller scaling). Just out of curiosity, if you set the mod's death chance to 50% and the vanilla setting to 60%, would one override the other, or would you get the product of the two (30%)?
Torann  [ophavsmand] 13. aug. 2020 kl. 8:58 
@Luminous Dark
Short answer is yes, it's a lightweight version that gives the same core feature although the mod offers more diversity and options.

The custom storyteller settings always apply storyteller scaling and it only adjusts the "extra chance" meaning it gives you the option for 0-67%. The mod gives you a few more options like distinction between animals and humanoids, ability to set the death chance to a true 100% and remove storyteller scaling.
Luminous Dark 13. aug. 2020 kl. 6:25 
Can the functionality of this mod be reproduced using vanilla rimworld now that 1.2 introduced custom difficulty settings that include a slider for how likely raiders are to die outright, or is there a significant difference between that slider's effects and those of this mod?
Narmen 11. aug. 2020 kl. 9:36 
@gunseeker i've been using this mod in multiplayer forever, just make sure the mod config is setup exactly like the host
Gunseeker 18. juni 2020 kl. 1:09 
Is this compatible with multiplayer yet?
Aaronthelemon 6. apr. 2020 kl. 8:52 
@GimmieMMR No.
John Bingsu 6. apr. 2020 kl. 8:27 
Is the chance of instant death on down apply to the colonist as well?
Torann  [ophavsmand] 16. mar. 2020 kl. 23:34 
There's a "reset to default" button in the mod settings, using this will return the game to vanilla settings.
hop 16. mar. 2020 kl. 6:46 
if i enable the the tick and put both on 100% it would be the same as vanilla right?
Pentasis 12. mar. 2020 kl. 2:13 
Is this compatible with Self Preservation mod? That mod has a setting to disable death on down. Do I set that on or off?
KiameV 11. mar. 2020 kl. 14:26 
@Torann with 1.1 you should no longer include harmony in the 1.1 assemblies folder as the user should have harmony loaded as the first item in the mod list. See the description on the github page
https://github.com/pardeike/HarmonyRimWorld
Logan 8. mar. 2020 kl. 17:14 
Right, and so long as you are the only one to do that, it's fine. But what happens when someone else does the same, and ends up below your mod in the load order, while needing a newer version? It'll probably mostly be fine, since most people playing with mods will have *something* which pulls harmony in to the top of the load order, but it's a good source of hard to pin down bugs. Out of curiosity, why *don't* you put the harmony dependency in the mod metadata?