RimWorld

RimWorld

RealDeathless
68 Comments
阿飞睡觉了 19 Jul @ 5:53am 
在1.6可以正常生效吗?
StarEngraver  [author] 13 Jul @ 3:11pm 
1.6 WIP, but due to the planned new features and real life busy schedules, it may not be possible to update in the short term.
Alien_Halls 13 Jul @ 2:54pm 
1.6?
ChumpRumpkis 16 Jun @ 1:54pm 
could you update this and add settings? like healing rate or something
Danny 24 May @ 8:19pm 
@Lv120Akagi
n'wah use your EYES, "- Pawn's HP will not lower than 5% (only player, optional)."
Lv120Akagi 10 Apr @ 6:09pm 
I noticed that the real deathless gene only prevents your own pawns from dying, but not stranger pawns. Is this intentional?
Your Friend Toad 2 Apr @ 12:37pm 
When every other mod started to fail me, this one continued to work. Thank you.
Nuacepony 11 Feb @ 8:06am 
有没有办法加一个大脑的血量至少为1的功能,每次小人脑子里一堆插件被打爆脑袋就全没了很难受
Viren 8 Jan @ 10:05am 
@Up To Me!, that depends on if you have an ageless gene on the pawn.
Up To Me! 31 Dec, 2024 @ 5:37am 
Can pawn die from old age?
\n 27 Dec, 2024 @ 1:33pm 
i really like this. though once you find it, most other genes and other systems for 'keeping pawns going' from dlcs or mods feel a bit redundant. would it be possible to have a mod option or maybe a separate gene that doesn’t include the bonus healing or regenerating aspects? vanilla deathless but actually deathless. i get that this might cause some issues for pawns but that's ok :)
Kcancaro 5 Nov, 2024 @ 3:40pm 
Bro, this is amazing. A xenotype that never dies would be very cool. It would be like an endless evolving human.
GHOST 12 Jul, 2024 @ 12:07pm 
@ELF SLAYER could you upload your edit?
ELF SLAYER 15 Jun, 2024 @ 8:13pm 
Hey hey

I use your mod as a base for regeneration and immortality in a lot of mods I make for myself.

1.5 recently changed some stuff with pawn rendering so I was having some issues with pawns being headless graphically despite already having regenerated it.

In order to fix this, I inserted this code to trigger each time after a pawn's bodypart has been added:

pawn.Drawer.renderer.SetAllGraphicsDirty();

Thanks for your work on this mod and keeping it updated! Hope that line of code helps out.
Rokuni 23 May, 2024 @ 7:10pm 
I approve of the unlimited death refusal, much more fitting imho
Turkwise 6 May, 2024 @ 11:55pm 
A simple solution could be to give pawns with the gene an unlimited use death refusal ability instead. That still has some issues but that would be preferable in my opinion.
StarEngraver  [author] 5 May, 2024 @ 1:13am 
@Turkwise In fact, this is a known issue. The reason is that your pawn is severely injured and is dead in the vanilla game. However, due to the HP lock mechanism of this mod, the pawn survives. However, once it moves, for example, carried by other pawn, it will die immediately and trigger resurrection. No solution has been found yet, so for the sake of authenticity, the resurrection sickness was added after resurrection.
Turkwise 1 May, 2024 @ 5:53pm 
Sometimes a downed pawn with this gene gets up with all of their injuries healed instantly. Happens pretty regularly actually, not something I actually like happening.
Max Pendragon 24 Apr, 2024 @ 8:50pm 
Oh yeah, death and resurrection deletes the mechanitor implant
Max Pendragon 24 Apr, 2024 @ 5:50pm 
I noticed a very niche (and hilarious) bug. When trying to execute a pawn with "Real Deathless" they keep coming back to life instantly, causing the execution to never end.

It does make sense though.

Found this out trying to kill them to get rid of duplication sickness.

Funnily enough, resurrecting cures sickness. So for any other people who get duplication sickness, just kill both pawns somehow.
Max Pendragon 24 Apr, 2024 @ 5:47pm 
@Breadmond It isn't removing Psylinks on resurrection in 1.5 for me, but is still removing other hediffs. Not sure if that was changed as an exception or what. Give it a try I guess.
Breadmond 24 Apr, 2024 @ 5:19pm 
has it been rolled back in the update for 1.5? just making sure
叫我水工鸟儿QAQ 2 Apr, 2024 @ 8:03am 
诅咒基因 不灭
StarEngraver  [author] 15 Mar, 2024 @ 4:11pm 
@securednul Only remove "hediff", genes should not change. It will be rolled back in the update for 1.5, because it seems that psylink is also a type of hediff, sorry.
securednul 15 Mar, 2024 @ 5:53am 
Are all of my Genes and my Psylink supposed to dissappear after a resurrection?
柠檬 30 Jan, 2024 @ 3:59am 
这个挡不了帝王镇魂炮所以是机制致死都复活不了吗 感觉还是不够正义啊
Dffdhh 27 Sep, 2023 @ 9:25am 
大佬你这mod有个bug,如果伤得太重的话小人一被搬运就会直接死亡然后陷入俩天的复活状态
BBBBilly 7 Sep, 2023 @ 12:03pm 
大佬,About.xml里的Only Player打错了,打成Only Palyer了
Miki米卡柳丁 27 Aug, 2023 @ 6:19pm 
问一下,是不是死了就是真的死了?比如我用这个基因,然后手术-噶了小人的心脏,结果显示的是小人噶了...然后等了几天,直到腐烂中,小人都没复活。其他方面,比如噶一个肾这些的能倒是能长出来。
V 16 Aug, 2023 @ 7:57am 
哈哈哈哈
V 16 Aug, 2023 @ 7:57am 
开局一个人徒手干爆炸羊 被炸昏过去了 就一直不起来 饿死了
StarEngraver  [author] 13 Aug, 2023 @ 4:34pm 
@V 设置了仅玩家控制的角色有效,朋友是如何实现饿死这个操作的?
V 13 Aug, 2023 @ 7:05am 
会饿死
StarEngraver  [author] 13 Jul, 2023 @ 11:02pm 
@CheryWang 电脑暂时不在身边,需要确认下启动游戏有没有重复基因序号的红字。别的模组指定序号和这个一致的话可能被后面加载的覆盖了,猜测。
Miki米卡柳丁 13 Jul, 2023 @ 9:15pm 
作者问一下,在加了其他的超凡模组后,我在游戏里并没有找到mod基因所在的位置,请问是其他超凡基因模组导致覆盖了这个模组吗?
Deimion 19 Jun, 2023 @ 8:03pm 
Is there any way to make the gene inheritable? It doesn't seem to get passed down
Vardath 1 Jun, 2023 @ 2:49pm 
@Captain Einsicht: No they don't revive, they just don't die, they will be downed but won't die, you need both the deathless and real deathless genes active.
Captain Einsicht 1 Jun, 2023 @ 11:38am 
do they revive when dead ? got a dead pawn , he is since 26 days dead but.. nothing happens
#445482 28 May, 2023 @ 6:49pm 
恢复被破坏的身体部件:steamhappy:
StarEngraver  [author] 20 Apr, 2023 @ 3:43am 
@V 和原版不死基因是相同的图标。如果没有其它超凡基因的模组,应该在第二行第一个。
V 20 Apr, 2023 @ 3:35am 
没看见不死的基因啊
StarEngraver  [author] 20 Feb, 2023 @ 4:17am 
@苍白而蔷薇 我的理解每个Tick分摊一次变量自增的性能基本等于忽略不计,但我是菜鸟,有冲突的话不好说,之后看下能不能调整下。泰南早该好好整整优化了。
苍白而蔷薇 20 Feb, 2023 @ 4:08am 
主要是我对于环世界性能这块非常焦虑,你懂的。qwq
StarEngraver  [author] 20 Feb, 2023 @ 4:06am 
@苍白而蔷薇 原版也是做不到这么久检测一次的。ThingDef中有TickRare以及TickLong,分别是250和2000检测一次,geneClass有没有类似的我需要确认下。个人理解性能这块实话说有点多虑了,因为60000个tick中,有59999个tick只有计数器自增的操作,那实际上随着游戏的进行原本就有无数计数器在运行,即便是原版的Rare和Long,背后也需要计数器来计算。
苍白而蔷薇 20 Feb, 2023 @ 1:50am 
指60000ticks检测一次
苍白而蔷薇 20 Feb, 2023 @ 1:50am 
如果真是每个Tick都要检测一次,感觉性能有点悬啊。不应该是每过这么久才检测一次吗
StarEngraver  [author] 17 Feb, 2023 @ 10:27pm 
@Deimion I think it will not cause much game lag, but it has not been tested. This mod is implemented based on Tick() in the vanilla geneClass which actually will be used every tick. I just set up a counter and need 60000 ticks before restoring missing parts.
Deimion 17 Feb, 2023 @ 9:19pm 
Thanks for making this mod!

Would making it check to restore missing parts more often than once per day potentially make the game lag?
Vardath 14 Feb, 2023 @ 9:24pm 
After starting a new game I've had no issues. I actually forgot I'd enabled it for the playthrough as everything seems to be working normally, raiders and animals die and deathless people don't.
NaNoServers 14 Feb, 2023 @ 6:39am 
@Vardath R.I.P. your colony + try to pause the game next time??? :steammocking: