RimWorld

RimWorld

Death Rattle [1.4]
100 Comments
OganessonG 7 Jul @ 3:24am 
works in 1.6
CthulhuMasta 24 Apr, 2024 @ 8:47am 
Is it supposed to work on animal? I can't find any information on this but i can't slaughter animals with the mod. My pawns just repeatedly slice their necks unless i take the animal off slaughter, then my doctor comes to rescue the animal. I feel like this isn't intended and is super annoying, especially with the new 1.5 crawling.
iShade 13 Apr, 2024 @ 4:56pm 
plss
RawChaos1 11 Apr, 2024 @ 9:23pm 
seems like it isn't working
Dr. Pete 11 Apr, 2024 @ 3:57pm 
testing it too, my favorite mod lol

What's the point of having all these hearts around if I can't use 'em when I need 'em?
Kolljak 18 Mar, 2024 @ 12:48pm 
seems to work. no issues so far.
Kolljak 18 Mar, 2024 @ 12:21pm 
testing 1.5
Morale -10 2 Feb, 2024 @ 3:53pm 
You say you need a mod to change the death on downed chance but why not just include it in the base mod?
Also there is an slider for this in the vanilla game called "Colonist instant kills", you can do it by changing the difficulty, aka the storyteller.
ElConvict 22 Jan, 2024 @ 12:09pm 
@SydWad his neck wasn't working to get him oxygen. Probably needed to use a healer serum on him tbh.
SydWad 19 Jan, 2024 @ 6:31pm 
I got an issue. Shot a guy in the neck with a sniper and he started to suffer from oxygen deprivation (makes sense)
But i mended the wound and it kept going up, gave him blood and yayo and he kept suffocating then died.
How was i supposed to save him? Only injuries was a minor gunshot on the leg and the 2/25 gunshot to the neck by the sniper.
Toumantre 10 Jan, 2024 @ 2:47pm 
Is this compatible with More Injuries?
Aberro 3 Jan, 2024 @ 9:32am 
Also, as a suggestion, I think blood loss should not directly result in death. Instead, ideally, at high enough percentage it should start with oxygen deprivation, which should increase from 0% slowly, but at increasing rate that depends on blood loss percentage, so that it would approximately reach 100% together at 100% of blood loss (supposedly, it's not 100% of the blood lost, it means that at 100% the internal pressure is so low that remaining blood starts to clot inside veins and that's unrecoverable condition). And maybe make blood loss rate higher at serious injuries. Usually, there's no point in blood transfusion in vanilla, because on the one hand it's easier to tend in-place without medicine to stop blood loss, on the other hand, after tending pawns recover their blood much faster than their injuries, so when they able to walk again, they have enough blood so again - no point in blood transfusion.
Aberro 3 Jan, 2024 @ 9:32am 
With blood loss causing deadly condition at severe level, it would make more sense (or rather a necessity) to use blood transfusion to prevent death from hypoxia, and also it would give some time to first stop the blood loss before transfusion.
Aberro 3 Jan, 2024 @ 9:08am 
Is seems this mod does not account for deathless (like sanguophages). Without vital organs, they get brain damage. Which, I suppose, should not happen, since their brain is basically protected by archites.
femoral2 26 Nov, 2023 @ 2:26pm 
Can you remove the dependency with HugsLib?
Asami 25 Nov, 2023 @ 6:38am 
Could you patch this for Archotech Weaponry?
SoulYard 18 Nov, 2023 @ 8:39am 
Found a small issue with Vanilla Psycasts Expanded. When using the Health Swap cast from the Harmonist tree to change the brain damage hediff nothing happens, the same goes for the Regenerate Limbs cast from the Protector tree, which should work for most negative effects.
Winter 10 Nov, 2023 @ 8:56pm 
Most of what this mod seems to make sense, except maybe for the ability to live without a head. But it is RimWorld so i guess it's subjective. :steamhappy:
trojan  [author] 1 Oct, 2023 @ 12:46pm 
@Zanklev I'll take a look. Thank you for submitting an issue.
@Enoch It looks like catboy has slightly more modding experience. I've been more active recently. Hope that helps you make a decision :) If you're going to switch, make a backup. Ensure none of your pawns have any Death Rattle Hediffs. Those two things should be enough!
Zanklev™ 30 Sep, 2023 @ 1:31am 
Hello, I pushed an issue on the github. I've been having a game crash that seems to be related to this mod, I was hoping you could take a look if you've got the time, thank you.
NRFBToyStore 25 Sep, 2023 @ 7:42am 
@Enoch Indeed. I just looked at both githubs and can clearly see the differences. Thanks for mentioning it!
Naru 24 Sep, 2023 @ 9:24pm 
Are there any significant differences between this version and catboy's continued upload that also works for 1.4? I see this one was updated recently while catboys was last updated in April. And if advisable, would it be safe to switch from that version to this one mid-save without any issues?
trojan  [author] 24 Sep, 2023 @ 8:34pm 
@RealLifeHobgoblin

Merged and published. Thanks king
RealLifeHobgoblin 24 Sep, 2023 @ 8:04pm 
I sent you a push request to fix the error thrown if biotech is not enabled
~zenith~ 4 Jul, 2023 @ 11:07am 
FYI everyone, I am assuming that this version of the mod does not work fully with Biotech.

I remember downloading Death Rattle only for sanguophages to not die after injecting their genes. The one by cat2002 kills sanguophages (eliminating cheese), but this is one by trojan is the only one listed as a dependency for Ideology's biosculpter machine. My only suggestion is to do some file-transferring between versions if you wish for your game to stop yelling at you for dependencies while also wanting the functionality of cat2002's upload.
Headshotkill 29 Jun, 2023 @ 1:30am 
Just had a pawn with his head cut of by a megascarab, most of his stats including consciousness instantly went to 0% but somehow he managed to keep walking. He didn't enter the comatose state and was just bleeding out.
Also funny how one of his thought was mind-shattering pain, like bro what mind, you don't have one anymore!

Anyone else encounter this bug, I also use the correct Life support mod.
Dizzy Ioeuy 25 Jun, 2023 @ 5:31pm 
that mod would be "just a flesh wound"
BaconBoi 28 May, 2023 @ 12:38am 
@Jayrus that isnt what this mod does, this is just so that vital organs being destroyed dont instantly kill pawns, look for a mod which makes it so there is no random death chance on downing pawns
BlossomingLilac 23 May, 2023 @ 2:52pm 
It works just fine for me, so it's likely a mod conflict or something?
FaeRust 13 May, 2023 @ 4:45pm 
can confirm, this version is not working. random trader died in a social fight from a punch to the ear
ThePastaManCan🤷‍♂ 29 Apr, 2023 @ 11:23pm 
use 1.2+ this version doesn't work
Flarind 24 Apr, 2023 @ 4:03pm 
Love this mod soooo much! But could you plz update the mod so as to makes it not to grow the degree of organ failure with someone who have the Immortal gene and be forced to death rest due to the Organs destruction? Just a simple conditional detection statement to detect whether there is a state of death rest or not.:steamhappy:
IodizedSalt 9 Mar, 2023 @ 3:26am 
Animals being slaughtered and creatures being 'finished off' no long work due to this mod.

https://gist.github.com/205b09dfcf30a0004dc69e30df51cacb
Chris0matic 6 Mar, 2023 @ 2:21pm 
what mods are being afflicted by hugslib?
Kasa 4 Mar, 2023 @ 8:31pm 
Will pawns put into an artificial coma eventually die due to brain damage?

I asked because I have some blood farms and the coma is the easiest way to keep them docile.
GHOST 25 Feb, 2023 @ 7:41am 
Hey, I was wondering if you'd be willing to make this not require hugslib? Because hugslib is severely broken at the moment and is messing up a ton of mods and it doesn't seem like it's going to be fixed any time soon, if at all.
Karasik Erohin 17 Feb, 2023 @ 11:08am 
Errors while doing autotest full colony related to this mod. Appear generally only on the initial pawn generation and afaik don't appear later yet i'll report it still. log: https://gist.github.com/d57d741b8305e47f221a7a8bfce324b0
Grumpy Yukichi 15 Jan, 2023 @ 1:38am 
@Ducky it depends on how the coma is created. If the 0% capacity is due to organs being missing (heart, liver, both kidneys, both lungs) then the coma severity should slowly decrease once the missing organs have been replaced. If it's due to other immediate death conditions (such as gene shock+extraction death) then it is unclear whether or not the coma can be reversed.
zebra03 4 Jan, 2023 @ 12:09am 
A suggestion for the mod, when a torso reaches 0% health that should mean that internal organs should suffer from damage that the torso would normally absorb but to compensate for the possibility of a ton of bruises causing the torso reaching 0 the health of the torso is increased by something like 50%
Ducky 31 Dec, 2022 @ 11:25pm 
Does anyone know how to get a pawn out of a coma?
Brown Penguin 27 Dec, 2022 @ 1:35am 
@killer yes man this mod is a huge virus made to steal your identity.
丿中國萬年丶 21 Dec, 2022 @ 11:47am 
找的就是这个!!!
Killer 21 Dec, 2022 @ 10:06am 
is this mod a trojan ?
Tam 15 Dec, 2022 @ 10:51pm 
Does this mod affect wild animals ?
Syrus 14 Dec, 2022 @ 1:32pm 
You should try Death Rattle Continued [1.2+] at
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2896207870&tscn=1671053389
See if that works in the case you describe. If not, its author seems to be very active with bug fixing.

Though I really wish there was only one updated version...
Nocturnal Bev O 14 Dec, 2022 @ 1:24pm 
There is a compatibility issue with this and vanilla expanded psycasts. When attempting to cast resurrect on a pawn with a death rattle condition, the psycast happens but immediately kills the pawn again and the body disappears. Not seeing any errors in the log regarding this happening. Disabling death rattle results in the psycast working as intended. I assume that the psycast is not set to remove the death rattle hediffs upon resurrection, when resurrect is cast it reapplies the hediff, or reprocs the hediff, but with 0 time resulting in instant death of the pawn.
Teirdalin 13 Dec, 2022 @ 10:59pm 
We need a third updated version, get on it people.
BanDHMO 9 Dec, 2022 @ 5:54am 
How does this work for raiders on pain-reducing drugs? Usually enemies go down either from pain or from having a vital part/organ destroyed. Drugs take care of pain, this mod makes vital organ loss non-deadly. So it means a drugged up raider will fight until torn to shreds?
Mr.Darkside 6 Dec, 2022 @ 9:22pm 
it would be possible to add a device that will support a person's life, but not forever, in fact, it will prolong time, but still sooner or later he will die