RimWorld

RimWorld

Time Kills
302 kommentarer
Swarthy 9. juli kl. 8:39 
Never mind just read the compatibilities, definitely will be using this mod now.
Vulkandrache 9. juli kl. 7:41 
The effect is simply a birthday present and thus depends on the life expectancy.
Ageless pawns never have a birthday and are immune and genes like non-senesence are patched to grand immunity to the effect.

There is however one oddity i noticed with "Block unwanted minutia".
If the birthday message is blocked from appearing the effect is applied anyway if it would normaly be blocked with a hediff (like diseases are block from Peno)
Swarthy 9. juli kl. 7:31 
Question, will this affect xenotypes that are functionally immortal or long lived like Space Marines or angelic beings?
Silencer59  [ophavsmand] 8. juli kl. 17:37 
@OddHornedNinja
Your comment made my day, thank you!
OddHornedNinja 8. juli kl. 16:41 
I don't think I can ever not play with this mod, no matter if I am doing a generation save or just my normal 4x age rate I use this mod. Just having the chance a pawn can die from old age is such a good story opportunity.

Thank you for making one of my favorite flavor mods.
Silencer59  [ophavsmand] 16. juni kl. 19:06 
No problem.
NOT_YOUR 16. juni kl. 13:36 
Thanks for update !
Silencer59  [ophavsmand] 30. apr. kl. 14:05 
@Mevolander
I would've liked it to behave like that in some way, but it would've required C# knowledge. Instead it has a fixed progression which is slowed or reversed depending on tend quality.
Mevolander 30. apr. kl. 9:11 
Does the severity of old age increase as the pawn ages?
Silencer59  [ophavsmand] 27. mar. kl. 7:35 
Last thing I could suggest is a complete clean install (game, mods, configs). I've had to do this on a couple game version updates before to fix lingering issues when applying a major game update like 1.5. Essentially you uninstall the game and clear any remaining files from it's directory, clear out the workshop folder for it, and also clear the game's configs from your appdata (C:\Users\<Username>\AppData\LocalLow\Ludeon Studios). Then reinstall the game and mods. Totally understand if you'd prefer to simply switch mods though, reconfiguring an entire modlist is a real pain in the rear.
Silencer59  [ophavsmand] 27. mar. kl. 7:34 
@Vulkandrache
Unfortunately I'm stumped. I've had the mod active in all my runs since I created it 4 years ago and have not seen this issue, even in 1.5. I don't have the C# knowledge that the maintainer of that Simple Mortality mod has so I wouldn't be able to apply their potential fix to my mod. I do appreciate you linking it though as they have some interesting tags in their .xml that I may make use of in a future version of this mod.
Vulkandrache 27. mar. kl. 6:51 
Checking every angle i could think of i still could not find why this problem occurs.

I have been using this mod for several campaigns in 1.4 and never had this issue.
I can only assume something changed going into 1.5.
The competing mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3240077631
specificaly mentiones that Rimworld can assign hediffs at will, because reasons i guess.
And it has code to remove its hediff on newly spawned pawns.


For people wanting to play with faster aging:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2218078784
Because this game is so well programmed it does not check wether a value is actualy valid.
If you input 20x into the aging multiplier for the storyteller the game just takes it as gospel,
even though the slider itself only goes to 6x
Caldery 27. mar. kl. 6:27 
@Silencer59 I greatly appreciate the replacement mod offer, but removing MoreAgingMultipliers makes my pawns pretend theyre incapable of crafting so I might just stick with that and pretend theres no problems :steamsad:
Silencer59  [ophavsmand] 26. mar. kl. 10:09 
@Vulkandrache
I haven't encountered this issue in the 100s of hours I have played with my mod so I'm unsure what exactly would cause it. I'd suggest validating Rimworld itself and unsubbing and resubbing to this mod to see if that helps since the method I use to apply Old Age is a vanilla one.
Vulkandrache 26. mar. kl. 3:57 
I am not using any mod that changes the aging multiplier, only the storyteller setting.
And many pawns spawn with "Old age" even though they are way to young for it.

Setting the storyteller back to 4x 1x does not change the Old age application.

What i have noticed is that the pawninfo has no aging multiplier stat on display.
That used to be there in 1.4, though i dont know if that was from a mod.

Even starting a new game with nothing but "Time kills" in the modlist
has this issue when spawning pawns with dev mode.

I will try out MAM and see what that does.
Silencer59  [ophavsmand] 23. mar. kl. 15:09 
From the comments on MoreAgingMultipliers, there may be some issues in the 1.5 binaries for that mod. Not sure if that would cause the issue you saw, but maybe give Faster Aging a try with the 25x multiplier to see how that works for you. It should override the storyteller aging speed that MoreAgingMultipliers uses for it's effects.
Silencer59  [ophavsmand] 23. mar. kl. 14:23 
@Caldery
I can't speak to that mod specifically, but I haven't observed that issue with the Faster Aging mod by Verdiss which should do the same thing. I'll take a look at that mod later to see how it works.
Caldery 23. mar. kl. 13:45 
Hey Im not certain if its a separate issue or not but I do believe you might have a slight incompatibility with MoreAgingMultipliers (and likely equivalent mods?) when scaled to relatively extreme degrees. I had my colony set to 25x aging (so baseliners live 3-4 years) and they were getting the old age debuff at 30 ish years old which became severe in a few days. Love the mod otherwise though so thank you for sharing your suffering with us
Silencer59  [ophavsmand] 18. feb. kl. 4:26 
@Tae
Far as I'm aware, it's not possible through vanilla methods to make a hediff take a varying amount of time to progress. That said, you could adjust the chances of getting Old Age so that it's a little more random as far as what age they get it. The pinned discussion goes into detail on how to edit certain aspects of the mod. I'd recommend making the following changes to the ageFractionChanceCurve part it mentions:

<ageFractionChanceCurve>
<points>
<li>(0.90, 0.0)</li>
<li>(1.0, 0.2)</li>
</points>
</ageFractionChanceCurve>

That should allow pawns to have a small chance of getting Old Age starting at age 72 (for baseliners) which scales up to 20% at age 80. Should help keep your pawns from expiring all at the same age.
Tae 17. feb. kl. 22:03 
Is there a way to make the amount of years dying takes more variable? when my pawn gets old age i usually stop all medical treatment bc i want to let them go but they all take 5 years(5 rimworld days) to die so they end up dying at 85 for all of them.
Catta X 16. feb. kl. 2:39 
@Silencer59,

ok, I will try, thanks for the help.
Silencer59  [ophavsmand] 14. feb. kl. 11:22 
@Catta X
If the issue stems from a bug with one of the mods, reinstalling them likely won't fix that save. What I've had to do in the past when I encountered that issue is wipe my modlist, start a new list with just the essential mods I can't live without and then slowly add new mods back over time while playing some runs.
Catta X 14. feb. kl. 6:52 
@Silencer59,
I uninstalled all the mods, even the game, but I'm still the same. :steamsad:
Silencer59  [ophavsmand] 13. feb. kl. 11:22 
@Catta X
Ah, was thinking maybe you were using some xenotypes that had longer lifespans, but baseliners should start getting Old Age by around 80. My next guess would be that one of your mods is causing a pawn tick error. I'm not the best at tracking those down though, I usually nuke my modlist and start over when I encounter something like that.
Catta X 13. feb. kl. 10:39 
@Silencer59,

Yes, i have the giotech. and my pawn are a mix, there ara baseliner and xenotypes too
Silencer59  [ophavsmand] 11. feb. kl. 8:53 
@Catta X
Are those pawns baseliners or some other xenotype? (Assuming you have Biotech).
Catta X 11. feb. kl. 4:26 
hello
I have a pawn with more than 80 years of life, and it has not obtained the old age status. I have tried to create a colony of old men, and none of them have been given the status. I think that some mod I have is affecting this one, but I can't find it, can someone help me?
Silencer59  [ophavsmand] 7. feb. kl. 10:48 
@Snowwolf Creations | TTV
The Old Age hediff takes a while to cure depending on the type of meds used. To give a more in-depth idea of it, severity ranges from 0.0 to 1.0. If it reaches 0.0, the condition is removed, when it reaches 1.0 the pawn will die. Assuming you use industrial medicine and get a 100% tend rate out if it with your doctor, the condition is moving toward 0.0 at a rate of 0.0105 per day. Ideally you want to use glitter meds which can give a tend rate of 130% which would mean a rate of cure of 0.07365 per day. This can seem pretty slow overall but the Old Age condition starts at 0.1 severity so if it's tended with glitter meds quick enough, it would only last 2 days roughly.
Snowwolf Creations | TTV 7. feb. kl. 2:31 
Heyho, i am also currently using the Generations mod list and have a problem which i can determine the source of, maybe the Author or some other users know a solution:

The illness "old age" got a timer and wants to be cured currently, my pawns try to cure it but it doesnt work, so they are stuck in kind a loop. It first appeared on animals, but also happens on pawns.
Silencer59  [ophavsmand] 19. jan. kl. 10:58 
@Dearest Leader
It's likely a conflict with some mods in the modpack, I use my mod in a 400+ sized modlist without issues. If the Generations list has been updated to resolve it, unsubbing and resubbing to the collection may resolve it since Steam can sometimes fail to update mods correctly.
Dearest Leader 19. jan. kl. 9:16 
Facing similar problems with old age just not ticking - using Generations 2 as well. I've checked the logs and they appear squeaky clean. Old age seems to be applied correctly but then it just never ticks. I've checked other health conditions and they seem to tick along just fine. I've looked through some discord channels and for some people it seems to be fine but quite a few people are getting this erronous non-ticking behaviour. Any other suggestions as to what it could be if not an error with ticking? I know that the streamer that put together Generations 2 did something to resolve the issue on his version but I am as up to date as you can be with the modpack and no luck.
Silencer59  [ophavsmand] 20. dec. 2024 kl. 14:50 
No problem. :)
Squidwardslefttoenail 20. dec. 2024 kl. 14:49 
@Silencer59 Thank you!
Silencer59  [ophavsmand] 18. dec. 2024 kl. 15:13 
@Squidwardslefttoenail
Yes, though it does involve editing the mod's files which is easier than it sounds. I have a discussion pinned which explains how to make edits to the mod. If you have any questions after checking that post, let me know.
Squidwardslefttoenail 18. dec. 2024 kl. 14:57 
Is there a way to adjust the age at which pawns can get it?
tetteblu 14. dec. 2024 kl. 9:53 
Thank you both for the quick answer, i checked the dev log and nothing there, no signs of errors or updates of the old age. I then updated the list order and the configs and it got worse, now they have the Old Age but no % ahah. Forget about it, i am positive is not an issue of this great mod. Thanks again!
Silencer59  [ophavsmand] 13. dec. 2024 kl. 15:37 
If you reload that save and open the dev console, you might see some ticking errors that could point you in the right direction.
Silencer59  [ophavsmand] 13. dec. 2024 kl. 15:35 
@tetteblu
That's likely an issue with a mod that modifies pawn ticking (no idea beyond that). This mod uses all vanilla methods to get applied and tick on pawns so I'm certain it's not an issue with Time Kills.
Nolder55 13. dec. 2024 kl. 15:23 
Tetteblu, There should be something hidden in the health tab as I had the same but there are also new configs and a new load order to install. so try that too.
tetteblu 13. dec. 2024 kl. 12:26 
I am currently playing mr samuel streamer's generation 2 modpack, which has 370+ mods... one of which is Time Kills. My pawns are getting artery blockage and Old Age but these conditions aren't ticking, they both are stuck at 10%, therefore neither degeneration occurs. I checked the code files and it is ok, tick per day 0.2015 if i recall right, maybe mod incompatibility? any idea?
Silencer59  [ophavsmand] 7. dec. 2024 kl. 16:03 
@Griczzly
No problem. If you're not sure what the values need to be for what you want, try to elaborate on how you want it set up and I'll provide some suggestions.
Griczzly 7. dec. 2024 kl. 14:12 
@Silencer59
Thanks for your answer I will check the discussion
Silencer59  [ophavsmand] 7. dec. 2024 kl. 10:15 
@Griczzly
Adding settings would require C# knowledge which I don't have unfortunately. That said, I do have a pinned discussion that explains how to edit the mod to your liking. The first section of that guide is for changing what age range pawns can get Old Age.
Griczzly 7. dec. 2024 kl. 4:41 
Hello, I think your mod pretty amazing, but I would like to ask you if you could add one settings option and that option should be ability to set when the old age should appear, because I would like to set it on 60 years old.
May thanks!
Silencer59  [ophavsmand] 7. nov. 2024 kl. 18:56 
No problem.
A small caveat I'd like to add is that it's based on the pawn's lifespan. For baseliners it's 80, but if you have Biotech and use a mod that adds genes that expand their lifespan, this mod will respect their increased lifespan for pawns with those genes active.
Rudi Gauss 7. nov. 2024 kl. 18:49 
Yes, i read as much in the comments. As long as your Mod works (which it does) there isnt any problem. 80 years is pretty fitting.
Thanks for the Mod o7
Silencer59  [ophavsmand] 7. nov. 2024 kl. 5:29 
@Rudi Gauss
Settings requires C# knowledge which I don't have unfortunately. I do have a guide in the discussions section on how to edit the mod to your liking though.
Rudi Gauss 7. nov. 2024 kl. 2:08 
oooh, its fixed at 80 and doesnt have mod-settings... thought i did something wrong
Silencer59  [ophavsmand] 2. nov. 2024 kl. 6:34 
@Garlic
That may depend on whether or not you see the Geneva Convention as a bucket list when playing lol.

Base game's solution to old pawns (that doesn't include war crimes or abandonment) is actually a weakened immune system as they age so they die from disease. I honestly don't think it scales down fast enough to be effective in removing them though. Had I understood that when I made the mod, I may have went a different route but I discovered that after I had already published it.
Garlic 1. nov. 2024 kl. 19:32 
Tried it, and working as intended. But I noticed the game's fundamental problem is that there are not many options to deal with old pawns except banishing or euthanizing. I can turn off their works, but that annoying idle colonist warning... Should I cut their legs to take quality care of them in bed? xD