RimWorld

RimWorld

Remove Death Amnesia
58 Comments
Evono 5 Jul @ 5:27pm 
is 1.6 planned please?
Dragonheart013 18 Apr @ 6:23am 
Would it be possible to have it restore and crafting bill restrictions? Like if you've set a bill to only be able to be done by a certain colonist, if they're brought back to life the bill is assigned to them again? Or would that be too fiddly to be worth it?
The Bard of Hearts 18 Jun, 2024 @ 5:11pm 
Thanks for the mod work
randoo  [author] 18 Jun, 2024 @ 3:22pm 
Sorry, kept looking at the Steam notification, saying "Oh, I'll do it later," then forgetting. Anyway, the mod's updated to 1.5.
GanjaMan [NL] 15 Jun, 2024 @ 2:46pm 
@PapaJuicy is being updated on github
PapaJuicy 15 Jun, 2024 @ 9:38am 
upppppdaaattteeee ppplllssssss
The Bard of Hearts 20 May, 2024 @ 2:11am 
Any news on an update to this mod?
Lil Kitty Girl 21 Apr, 2024 @ 6:16pm 
Hype :3
GanjaMan [NL] 21 Apr, 2024 @ 5:28pm 
being updated according to github
Desouza 18 Apr, 2024 @ 10:21pm 
please update:steamhappy:
EvilNecroid 11 Apr, 2024 @ 8:10pm 
update??
IHateTheIRS 28 Mar, 2023 @ 2:05pm 
bro less than a week later asking about 1.4, you are what i'd call a benevolent skill issue, my friend.
FranCSGO Gameplays y Tutoriales 26 Oct, 2022 @ 8:05pm 
1.4?
L 25 Oct, 2022 @ 11:25pm 
update?
GanjaMan [NL] 22 Oct, 2022 @ 10:34pm 
plans for 1.4?
ParasiticSquid 16 Oct, 2022 @ 8:54am 
Apparently doesn't save work priorities for celestial pawns that revive
Hallucinates_Tigers 5 Feb, 2022 @ 9:27am 
This conflicts with "Area Inclusion & Exclusion" and turns Rimworld into a pure city builder; deleting all my pawns.

Any chance this can be patched?
Evee 16 Oct, 2021 @ 11:52am 
was using for immortality mod and didnt save work after first death, but worked after that
The Slayer | CharShel 1 Aug, 2021 @ 3:53am 
Thank!
craze 10 Sep, 2020 @ 9:20am 
Awesome, thank you!
randoo  [author] 10 Sep, 2020 @ 7:59am 
@craze, latest update moves the memory gizmos to god mode along with a setting to revert that.
randoo  [author] 5 Sep, 2020 @ 12:19pm 
@craze,that's understandable. I'll work something out either tomorrow or later today.
craze 5 Sep, 2020 @ 12:14pm 
@❄sirrandoo Hey there, do you think you could change the pawn gizmo to only appear when in god mode, like most other conditional development gizmos, rather than being stuck on whenever devmode is enabled? Or maybe add an option to the mod menu to just hide it permanently?

As a modder/power user, I cant *not* play in dev mode, as I lose access to the console to tell if things are erroring, and having this annoying gizmo that I'm never going to use and cannot turn off is kind of annoying.

The rest of the mod is great, and I really don't want to have to go without. Thanks.
[TTV] pumacatrun2 20 Jun, 2020 @ 12:29am 
I just want to report that I've never had any issues running Area Inclusion & Exclusion with Remove Death Amnesia, am also using Fluffy's work tab. Just did some dev mode testing to make sure of it.
randoo  [author] 16 Jun, 2020 @ 12:03pm 
@ate without table -3, after a lengthy investigation, the error you were receiving was due to how "Area Inclusion & Exclusion" handles data. For context, the mod recently underwent a rewrite to make it focused on content other than work priorities, so it had to save some data. The problem with that was that until the mod saves an area, it'd end up loading a null area, which Area Inclusion & Exclusion didn't like. If you would still like to use this mod, your only options are to disable the other, or use the legacy version, which can be found in the mod's workshop description. In addition, this version has marked that mod as incompatible.

As a side note, the only issue this mod had with work tab post rewrite was that the work tab wouldn't update properly. This has since been fixed as 12 hours ago at the time of writing this.
randoo  [author] 15 Jun, 2020 @ 11:43pm 
@ate without table -3, should be fixed now.
INSANE clown pussy 15 Jun, 2020 @ 11:02am 
Hey sirrandoo, Fluffy's recent work tab update breaks this and makes all pawns disappear as an fyi
[TTV] pumacatrun2 10 Jun, 2020 @ 10:52am 
Thank you so much for the update! Will let you know if I run into any issues. Appreciate the work :nekoheart:
randoo  [author] 10 Jun, 2020 @ 4:26am 
Should be fixed now.
*Monkey Noises* 10 Jun, 2020 @ 4:11am 
The save and load memories buttons don't disappear when dev mode is turned off
randoo  [author] 10 Jun, 2020 @ 2:42am 
The mod's rewrite is done. Support for wild men has been added, along with other restrictions. There's dev mode gizmos to save and load memories in case of mod conflict. As always, feel free to report any bugs you find in the latest release, and sorry for the long wait.

It should be backwards compatible, but if you don't want to risk anything, the old version is available on the mod's Github.
[TTV] pumacatrun2 12 Apr, 2020 @ 6:50am 
:thumb:
randoo  [author] 12 Apr, 2020 @ 6:45am 
@pumacatrun2 It's possible with the upcoming rewrite.
[TTV] pumacatrun2 12 Apr, 2020 @ 6:35am 
Any chance of applying this to colonists who turn into wild people too? God damn Paul and his mopey ass freedom.
Lazlo 7 Mar, 2020 @ 3:21am 
All good, thanks for the reply. I will try to figure out what mod is having the issue with yours. Thanks.
randoo  [author] 6 Mar, 2020 @ 5:44pm 
@lazlo, all this mod does is stop the game from removing work priorities when a pawn dies, and the part of the game that resets priorities when a pawn revives.

There's always been an outstanding mod incompatibility with this mod, but I've never been able to pin down which mod. It sounds like that's the issue you've having.
Lazlo 6 Mar, 2020 @ 3:13pm 
This mod seems to only be affecting half of my pawns, but the other half of them have their priorities reset whenever I load a saved game.
[TTV] pumacatrun2 28 Jan, 2020 @ 4:26am 
Wonderful, thanks for updating :)
randoo  [author] 27 Jan, 2020 @ 1:46pm 
@pumacatrun2 There's bill support as of the latest release; you have to enable it in the settings menu. As for the other features, they'll be added after the mod gets rewritten.
[TTV] pumacatrun2 14 Dec, 2019 @ 11:00pm 
No worries, appreciate it.
randoo  [author] 14 Dec, 2019 @ 10:49pm 
@pumacatrun2, I've added it to the to-do list, but it'll be a while till I get around to it.
[TTV] pumacatrun2 14 Dec, 2019 @ 7:50am 
THANK YOU. I've been asking for a mod that can do this for ages. Half the reason I usually save-scum if a colonist I like a lot dies - don't usually invest in res mech serums/priests and chronomancers (AROM) because it's so much effort to reset all their priorities.

Does this/can you also make it save restrictions (clothing/food/drugs) and bill assignments? That'd be perfect.
randoo  [author] 24 Nov, 2019 @ 2:48am 
@Dekri, I can't access that page.
randoo  [author] 22 Nov, 2019 @ 4:11pm 
@Dekri, I can't seem to reproduce the issue(s) you're having with the mod. Could you send me your mod list?
Dekri 22 Nov, 2019 @ 2:49am 
@SirRandoo and new info now my pawn lays on ground after death and i used ressurector and he's alive but work tab reseted for him. Once Works, Once not :(
Dekri 22 Nov, 2019 @ 2:46am 
@SirRandoo oh today it's working, idk maybe it's not working when i opening grave and then ressurecting my pawn, they have to lay on ground without any touching then work tab will save my options. Can you maybe do smth with graves then? Anyway Great mod Thank you :)
randoo  [author] 21 Nov, 2019 @ 3:32pm 
@Dekri, I'll look into it.
Dekri 21 Nov, 2019 @ 4:23am 
can you make it work with "Android tiers Ressurector"?
randoo  [author] 10 Nov, 2019 @ 4:38pm 
@cliffood, this mod currently only affects revived pawns.