RimWorld

RimWorld

[XND] Adrenaline!
144 Comments
ПОГАСШИЙ 3 Feb @ 9:43am 
...when is 1.5?
Mlie 27 Mar, 2020 @ 3:02pm 
Made an upload of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2037728879
Hope this helps anyone!
SonoFelice 13 Mar, 2020 @ 10:18pm 
*Reads title* YES.
Limão 3 Mar, 2020 @ 8:45am 
@XeoNovaDan you intend make a similar mod for 1.1?
thorman123456789 29 Feb, 2020 @ 4:02pm 
why will it not be updated?
Security Cam #7 22 Feb, 2020 @ 9:31am 
Oof :c
XeoNovaDan  [author] 22 Feb, 2020 @ 8:50am 
Note for 1.1: This mod will not be updated.
brightsideguy 15 Feb, 2020 @ 9:34am 
btw to those asking about heart attacks. Until the author responds, figured I'd mention that if you go into the xml files, you can comment out the heart attacks (aka using <!-- -->). I did that for my personal game, haven't had them since.
saqib126 12 Feb, 2020 @ 5:51pm 
I`d like to ask for a option to disable the heart attacks from adrenaline, never had heart atttacks before and had two in about 10 fights, and my best doc has a 30% change of reducing the severity by 1 level(out of 4, so an average of 12 tendings(several hours of constant tending) and 12 industrial meds to stop one heart attack), making heart attacks the most dangerous thing to my colonists on those raids.
Rosco 9 Feb, 2020 @ 2:31pm 
I can't generate planets anymore because of this mod :
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Adrenaline.HediffGiver_Adrenaline.OnHediffAdded (Verse.Pawn,Verse.Hediff) <0x00161>
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x001f6>
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn) <0x004a5>
Mur Derer 4 Jan, 2020 @ 5:47am 
Hello?
Mur Derer 1 Jan, 2020 @ 4:00am 
I have just one question: is this compatibile with multiplayer?
DVeL 15 Dec, 2019 @ 1:21pm 
Balance issue - taking prisoners is extremely difficult.
To dawn a pawn without killing it you need to either lower its conscience or moving ability by damaging pawn. But damage also increases its adrenaline to extreme levels.

Conscience:
Can be lowered by pain - Adrenalin gives 0.75 multiplier to pain
Also directly raises conscience by +15%.
Also greatly increases breathing, which increases consciousness even further.
As a result - even pawn with 100% pain and severe damage remains ALWAYS conscious.

Moving - Gives +15% moving, which means even pawn with one leg will remain stationary and not downed.
HawnHan 22 Nov, 2019 @ 6:52pm 
I translate the mod into Simplified Chinese,and send a pull request.If you need it,please merge.thank you for hard work.
Sorcia 13 Nov, 2019 @ 3:29am 
Patch for androids to not get this effect?
Lonfield 30 Oct, 2019 @ 7:55am 
I like the idea
megabot 13 Oct, 2019 @ 1:36pm 
heh. now i know how it works. if enemies are nearby, they get a rush. how i found out?

a few thrumbos migratet in here for a while. i have atacked one and let my pawn(with giddy!up) run around it, making it follow him

well,everyone is suffering from adrenaline crashes now. and i mean the animals which simply got adrenaline and are now vomiting all over the place
megabot 11 Oct, 2019 @ 10:55am 
may i ask for adrenaline being changed a bit? the generation, to be specific. apparently if there are enemies on the map and you draft someone they will get adrenaline- and possibly get a heart attack because of it. so, if possible, i would like for them to only get adrenaline if they are fighting ir running a lot- that is, if it's not this way already
Sir Rolin 5 Oct, 2019 @ 10:11am 
@XeoNovaDan - https://gist.github.com/f83badeb04292c2d5aff5e0dedc85b88
I tried to generate a pawn (new save) and it screwed up the whole character selection
XeoNovaDan  [author] 4 Oct, 2019 @ 3:58am 
@Tibbnak - Are you using the latest version of this mod? A HugsLib log is preferable to just a single stacktrace since it shows what mods do what patches.
Quin 3 Oct, 2019 @ 7:47pm 
That said, it might be a conflict due to another mod overwriting a core or something so I'd like some suggestions on where to look xml-wise or binary-wise.
Quin 3 Oct, 2019 @ 5:44pm 
at (wrapper dynamic-method) RimWorld.AgeInjuryUtility.GenerateRandomOldAgeInjuries_Patch1 (Verse.Pawn,bool) <0x00a16>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateInitialHediffs_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00039>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch3 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00803>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e3>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>
Quin 3 Oct, 2019 @ 5:44pm 
Using this mod in my mod list breaks a large number of random assortments of mods so hard that they completely abort patching or otherwise fail quietly and ungracefully in the background (the only way I can tell is by using the startup impact mod and seeing a large number of mods that normally take starup time glitching out to 0 ms taken and their features mysteriously being unavailible), and attempting to generate a planet with this mod enabled throws

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Adrenaline.HediffGiver_Adrenaline.OnHediffAdded (Verse.Pawn,Verse.Hediff) <0x0018b>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.AddHediff_Patch1 (object,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x001e9>
Awesomeexplorer 22 Sep, 2019 @ 1:47pm 
If you haven't already, you should spend the time to make adrenaline resusicate dead humanoid and animal pawns using the same mechanics as the reviver mech serum before X amount of time after their death and only work once per pawn. Can have penalties similar to the ones in the death rattle mod (e.g. permanent brain/organ damage.) Also the chance for them to get too much adrenaline (depending on how much they had before death) and almost immediately die to a heart attack.
XeoNovaDan  [author] 15 Sep, 2019 @ 10:14am 
@HoneyX - Yes
Lunaseia 15 Sep, 2019 @ 10:13am 
Thank you.... I'm unfortunately not very good with coding knowing only very very basics. I just deleted the set of lines that was related to the heart attack, namely this:

<hediffGivers>
<li Class="HediffGiver_Random">
<hediff>HeartAttack</hediff>
<mtbDays>5.1</mtbDays>
<partsToAffect>
<li>Heart</li>
</partsToAffect>
</li>
</hediffGivers>

Is that the correct way to eliminate the Heart attack proc?
XeoNovaDan  [author] 15 Sep, 2019 @ 9:53am 
@HoneyX - Yes, you can edit the XML by going into 1.0/Defs/HediffDefs/Hediffs_Global_Misc.xml. The bit of XML that makes the pawns get heart attacks at extreme rush is lines 119 through to 127.
Lunaseia 15 Sep, 2019 @ 9:41am 
Is there a way to remove the Heart Attack trigger when under extreme adrenaline rush? I've lost my best animals and very good pawns just because they got a heart attack while fighting off raiders. At this point i'd lose more pawns just from killing themselves instead of defending.
[AN] Young Blood Wolf 15 Sep, 2019 @ 5:01am 
Damn now I can make my powerful colony more powerful by being able to get back up >:D
AmbiguousMonk 10 Sep, 2019 @ 2:43pm 
Awesome! Thank you for producing this mod. It's brilliant
XeoNovaDan  [author] 10 Sep, 2019 @ 1:56pm 
@AmbiguousMonk - Yes, it's all editable through XML. And both factors you mentioned contribute to production.
AmbiguousMonk 10 Sep, 2019 @ 1:50pm 
Is it functionally possible for us to adjust the effects of adrenaline via xml changes or will that break or prevent the mod from working properly? I'd love to be able to do my own personal balancing on this mod, but would never dare request that values get changes specifically for me

Also: If you don't mind me asking, how is adrenaline actually produced in this mod? Just over time while in proximity to an enemy pawn or does things like striking and enemy and being stuck make a difference too?
XeoNovaDan  [author] 7 Sep, 2019 @ 10:40am 
@Sir Paranoia - I'll look at that one eventually. Other than the VFE Medieval launch, I'm taking a bit of a break from modding.
Paranoia 7 Sep, 2019 @ 9:17am 
Really liking this mod so far. Just a heads up though it seems to conflict with Zombieland a little, doesn't seem to cause no problems game-play wise other then throwing little red errors where I'm assuming Zombies gains adrenaline and sometimes vomits which they aren't meant to do.

Exception in JobDriver tick for pawn Branwell driver=JobDriver_Vomit (toilIndex=0) driver.job=(Vomit (Job_40236) A=(149, 0, 124)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.JobDriver_Vomit/<MakeNewToils>c__Iterator0.<>m__1 () <0x000f3>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>
XeoNovaDan  [author] 5 Sep, 2019 @ 5:25pm 
Updated to v1.1.2.0. This simply adds a toggle for whether or not animals can gain adrenaline.
XeoNovaDan  [author] 5 Sep, 2019 @ 5:12pm 
@Psych - On it right now
Psych 5 Sep, 2019 @ 5:09pm 
i don't like this on animals.
Do u have setting for this?
XeoNovaDan  [author] 31 Aug, 2019 @ 4:14am 
@agentbarron - Everything's effectively been moved back a stage. Full list (old values in brackets):

Slight:
+10% blood pumping (+10%)
+10% breathing (+10%)
+5% consciousness (+5%)
+0% moving (+5%)
+0% sight (+5%)
x95% pain (x90%)
x1 melee damage (x1.05)

Moderate:
+20% blood pumping (+20%)
+10% breathing (+15%)
+5% consciousness (+10%)
+5% moving (+10%)
+5% sight (+10%)
x90% pain (x83%)
x1.05 melee damage (x1.125)

Intense:
+20% blood pumping (+20%)
+15% breathing (+20%)
+10% consciousness (+15%)
+10% moving (+15%)
+10% sight (+15%)
x83% pain (x75%)
x1.1 melee damage (x1.2)

Extreme:
+50% blood pumping (+20%)
+20% breathing (+25%)
+15% consciousness (+20%)
+15% moving (+10%)
+15% sight (+10%)
x75% pain (x83%)
x1.15 melee damage (x1.3)
Heart attack MTB 5.1 days (5.1)
agentbarron 30 Aug, 2019 @ 11:57pm 
Ill give it a try again, how much is it nerfed?
Winnie the pooh 29 Aug, 2019 @ 2:40pm 
Ok thx
XeoNovaDan  [author] 29 Aug, 2019 @ 2:39pm 
@CHAD - All pawns will effectively be cool-headed, adrenaline junkies will only get mood boosts when injecting.
Winnie the pooh 29 Aug, 2019 @ 2:34pm 
How do the traits work if we have everything unactivated ?
Winnie the pooh 29 Aug, 2019 @ 2:32pm 
Noice
XeoNovaDan  [author] 29 Aug, 2019 @ 2:10pm 
@CHAD - Done!
Winnie the pooh 29 Aug, 2019 @ 1:11pm 
Nice, could you also add an option to disable the ability from downed raiders carrying adrenaline to inject themselves please ?
bagelhe 29 Aug, 2019 @ 12:55pm 
looks like this mod is not playing nicely with the forsakens. the forsaken pawn is all the time under extreme adrenaline rush and unable to get up.
XeoNovaDan  [author] 27 Aug, 2019 @ 7:14am 
Alright, pushed v1.1.0.0 which nerfs adrenaline across the board, as well as adding two extra mod settings: disable natural gain (i.e. gaining in combat) and disable adrenaline crashes.
XeoNovaDan  [author] 27 Aug, 2019 @ 6:51am 
@CLASSIC @agentbarron - Sorry that I've been a bit slow with feedback response on this one, I've been busy working on other stuff. I'll knock the bonuses of adrenaline rushes down a tier and also add that option to stop rushes being gained during combat - though I am probably a bit too late at this point.
Winnie the pooh 27 Aug, 2019 @ 6:20am 
@agentbarron yeah i agree, i wish this mod had just the Adrenaline drug, i've uninstalled it because unless you use CE its just a bad mod that makes pawns fucking terminators ...
agentbarron 27 Aug, 2019 @ 2:26am 
this is a pretty interesting mod, i just wish it was all together less powerful. Pawns take a lot more hits before going down, usually having bleeding rates in the thousands so its almost impossible to capture/save them