RimWorld
CustomDeathRandomness
126 則留言
The Byzarkandian 7 月 11 日 上午 11:46 
1.6?
Chesse5552024 2024 年 7 月 27 日 下午 1:14 
does work for intections ,
SumYungGuy 2024 年 7 月 13 日 上午 11:33 
Think we can get this to work for entities too now?
andydig 2024 年 5 月 24 日 上午 8:36 
thanks for updating!
Lung 2024 年 4 月 17 日 下午 5:39 
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 2024 年 4 月 14 日 下午 5:56 
Has this been tested to see if the 1.4 version still works correctly on 1.5?
Lung 2024 年 4 月 14 日 上午 10:30 
Appears top be in need of a 1.5 update, but time will only tell if we get said update.
iller 2023 年 2 月 21 日 下午 10:23 
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 2022 年 12 月 11 日 上午 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 2022 年 11 月 29 日 下午 5:33 
@Geoide seems like this one have a configurable slider, the other just remove it completely
Count 2022 年 11 月 7 日 下午 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 2022 年 11 月 7 日 上午 1:19 
Torann  [作者] 2022 年 10 月 12 日 下午 6:45 
Updated for both v1.3 (using Pustalorc's version) and v1.4.
♡ Pustalorc ♡ 2021 年 8 月 13 日 下午 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  [作者] 2021 年 7 月 25 日 上午 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 2021 年 7 月 24 日 下午 5:40 
Isn this mod no longer needed?
Because Death Randomness feature can be adjusted in the storyteller settings, ingame
Captain Einsicht 2021 年 7 月 24 日 上午 3:31 
thank you sir :) have a nice day
Torann  [作者] 2021 年 7 月 24 日 上午 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 2021 年 7 月 23 日 下午 5:44 
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 2021 年 7 月 23 日 下午 1:15 
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 2021 年 7 月 23 日 上午 1:39 
pls update
McChungus 2021 年 7 月 22 日 上午 4:23 
Is there a 1.3 alternative to this mod anywhere? Really miss having this lol
Azgael 2021 年 7 月 20 日 下午 7:27 
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 2021 年 7 月 20 日 下午 6:55 
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 2021 年 7 月 20 日 下午 1:56 
Needs an update for 1.3 and Ideology.
[KETS] Mr.Jek 2021 年 7 月 9 日 上午 7:42 
good afternoon, we are waiting for a new version compatible with version 1.3
Ted 2021 年 7 月 6 日 上午 8:10 
Is a update for 1.3 planned?
Torann  [作者] 2021 年 6 月 26 日 上午 6:57 
It is, it works with the latest version.
Prophet Of Merci 2021 年 6 月 17 日 下午 11:51 
@Torann Still uptodate right? Adding new mods to my medieval modlist and i wanna be sure.
Torann  [作者] 2021 年 4 月 23 日 下午 1:02 
Nope, doesn't apply to mechanoids.
Nesano 2021 年 4 月 14 日 下午 6:13 
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  [作者] 2020 年 9 月 5 日 下午 4:22 
@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 2020 年 9 月 4 日 下午 11:21 
Is this compatible with Death Rattle Continued [1.2] ?
WuYang 2020 年 8 月 27 日 下午 1:06 
pls update 1.2 plzzzzzzzzzzzzzz
Madman666 2020 年 8 月 13 日 下午 2:30 
Ah, ok, thanks for clarifying. 100% death is not exactly what i after hehe
Torann  [作者] 2020 年 8 月 13 日 下午 2:22 
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 2020 年 8 月 13 日 下午 2:16 
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  [作者] 2020 年 8 月 13 日 上午 10:32 
The mod would overwrite vanilla settings.
Luminous Dark 2020 年 8 月 13 日 上午 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  [作者] 2020 年 8 月 13 日 上午 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 2020 年 8 月 13 日 上午 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 2020 年 8 月 11 日 上午 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 2020 年 6 月 18 日 上午 1:09 
Is this compatible with multiplayer yet?
Aaronthelemon 2020 年 4 月 6 日 上午 8:52 
@GimmieMMR No.
John Bingsu 2020 年 4 月 6 日 上午 8:27 
Is the chance of instant death on down apply to the colonist as well?
Torann  [作者] 2020 年 3 月 16 日 下午 11:34 
There's a "reset to default" button in the mod settings, using this will return the game to vanilla settings.
hop 2020 年 3 月 16 日 上午 6:46 
if i enable the the tick and put both on 100% it would be the same as vanilla right?
Pentasis 2020 年 3 月 12 日 上午 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 2020 年 3 月 11 日 下午 2:26 
@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 2020 年 3 月 8 日 下午 5:14 
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?