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Rapporter et oversættelsesproblem
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)
Your comment made my day, thank you!
Thank you for making one of my favorite flavor mods.
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.
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.
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
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.
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.
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.
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.
ok, I will try, thanks for the help.
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.
I uninstalled all the mods, even the game, but I'm still the same.
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.
Yes, i have the giotech. and my pawn are a mix, there ara baseliner and xenotypes too
Are those pawns baseliners or some other xenotype? (Assuming you have Biotech).
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?
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.
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.
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.
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.
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.
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.
Thanks for your answer I will check the discussion
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.
May thanks!
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.
Thanks for the Mod o7
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.
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.