RimWorld
CustomDeathRandomness
126 comentarii
The Byzarkandian 11 iul. la 11:46 
1.6?
Chesse5552024 27 iul. 2024 la 13:14 
does work for intections ,
SumYungGuy 13 iul. 2024 la 11:33 
Think we can get this to work for entities too now?
andydig 24 mai 2024 la 8:36 
thanks for updating!
Lung 17 apr. 2024 la 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 la 17:56 
Has this been tested to see if the 1.4 version still works correctly on 1.5?
Lung 14 apr. 2024 la 10:30 
Appears top be in need of a 1.5 update, but time will only tell if we get said update.
iller 21 febr. 2023 la 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 la 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 la 17:33 
@Geoide seems like this one have a configurable slider, the other just remove it completely
Count 7 nov. 2022 la 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 la 1:19 
Torann  [autor] 12 oct. 2022 la 18:45 
Updated for both v1.3 (using Pustalorc's version) and v1.4.
♡ Pustalorc ♡ 13 aug. 2021 la 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  [autor] 25 iul. 2021 la 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 iul. 2021 la 17:40 
Isn this mod no longer needed?
Because Death Randomness feature can be adjusted in the storyteller settings, ingame
Captain Einsicht 24 iul. 2021 la 3:31 
thank you sir :) have a nice day
Torann  [autor] 24 iul. 2021 la 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 iul. 2021 la 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 iul. 2021 la 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 iul. 2021 la 1:39 
pls update
McChungus 22 iul. 2021 la 4:23 
Is there a 1.3 alternative to this mod anywhere? Really miss having this lol
Azgael 20 iul. 2021 la 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 iul. 2021 la 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 iul. 2021 la 13:56 
Needs an update for 1.3 and Ideology.
[KETS] Mr.Jek 9 iul. 2021 la 7:42 
good afternoon, we are waiting for a new version compatible with version 1.3
Ted 6 iul. 2021 la 8:10 
Is a update for 1.3 planned?
Torann  [autor] 26 iun. 2021 la 6:57 
It is, it works with the latest version.
Prophet Of Merci 17 iun. 2021 la 23:51 
@Torann Still uptodate right? Adding new mods to my medieval modlist and i wanna be sure.
Torann  [autor] 23 apr. 2021 la 13:02 
Nope, doesn't apply to mechanoids.
Nesano 14 apr. 2021 la 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  [autor] 5 sept. 2020 la 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 sept. 2020 la 23:21 
Is this compatible with Death Rattle Continued [1.2] ?
WuYang 27 aug. 2020 la 13:06 
pls update 1.2 plzzzzzzzzzzzzzz
Madman666 13 aug. 2020 la 14:30 
Ah, ok, thanks for clarifying. 100% death is not exactly what i after hehe
Torann  [autor] 13 aug. 2020 la 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 la 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  [autor] 13 aug. 2020 la 10:32 
The mod would overwrite vanilla settings.
Luminous Dark 13 aug. 2020 la 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  [autor] 13 aug. 2020 la 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 la 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 la 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 iun. 2020 la 1:09 
Is this compatible with multiplayer yet?
Aaronthelemon 6 apr. 2020 la 8:52 
@GimmieMMR No.
John Bingsu 6 apr. 2020 la 8:27 
Is the chance of instant death on down apply to the colonist as well?
Torann  [autor] 16 mart. 2020 la 23:34 
There's a "reset to default" button in the mod settings, using this will return the game to vanilla settings.
hop 16 mart. 2020 la 6:46 
if i enable the the tick and put both on 100% it would be the same as vanilla right?
Pentasis 12 mart. 2020 la 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 mart. 2020 la 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 mart. 2020 la 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?