RimWorld

RimWorld

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[XND] Adrenaline! (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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27 mar, 2020 @ 15:01
1 jul @ 10:22
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[XND] Adrenaline! (Continued)

I 1 samling av Mlie
Mlie's resurrected mods
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Update of XeoNovaDans mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1823138604

- Added support for [SYR] Trait Value



[discord.gg]
[github.com]




This simple mod aims to make combat more interesting and more immersive by making biological pawns produce adrenaline whenever they are put into fight-or-flight situations. Yes, all biological pawns, from Joe Colonist, to that manhunting squirrel on day 5, and everybody else in between!

Adrenaline primarily boosts a pawn's consciousness, movement and melee damage while also reducing the amount of pain that they can feel - so they're really giving the fight 110%! However, after a prolonged adrenaline rush, pawns may then experience the opposite: adrenaline crashes that make them feel lethargic for a short period of time.

Some pawns may also be adrenaline junkies who get mood boosts from simply being in the heat of the action! However, other pawns may instead be cool-headed and never get worked up from the intense situations that adrenaline junkies practically live for.

Adrenaline also has another cool effect: If a pawn is downed and was carrying an adrenaline syringe in their inventory, you can make them inject that syringe and they can potentially get back into the fight! Beware though, because raiders can also do this!

Adrenaline can be synthesised at drug labs once you research penoxycyline production.

Any aspects of this mod that you don't like? You can disable natural adrenaline gains, animal adrenaline gains, adrenaline crashes and raiders using adrenaline when downed, entirely in this mod's settings.

I recommend using Smart Medicine with this so that you can make your pawns stock up on adrenaline syringes without the limitations of vanilla drug policies. This also works well with Combat Extended!

Powered by the Harmony Patch Library.


Mods:
Should work fine with alien races and modded animals. There are currently no known mod conflicts.

If you are a modder and wish to make animals or alien races have different adrenaline characteristics, you might be interested in checking out this mod's GitHub wiki: https://github.com/XeoNovaDan/Adrenaline/wiki

Saves:
Can safely be added to ongoing saves. There may be errors when removing this from an ongoing save, but they should be harmless.


Brrainz for his fantastic work with the Harmony Patch Library.
Ryflamer for kindly providing the adrenaline syringe sprite.
Trunken for kindly providing the fancier headings on this page and proofreading the GitHub wiki.
Mehni for rubberducking :rubberduck:
Various members of the discord and forums for playtesting and contributing their ideas!



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: enhancements, drug
Populära diskussioner Visa alla (2)
1
3 maj, 2020 @ 14:41
Latest Patch Mod Broke?
PrinceCold
0
17 maj, 2020 @ 11:17
Game Breaks
Jet
68 kommentarer
Mlie  [skapare] 11 timmar sedan 
@Stellar Harbour I have no opinion on it
Stellar Harbour 11 timmar sedan 
So you think it isn't bugged?
Mlie  [skapare] 11 timmar sedan 
@Stellar Harbour I cant really answer for design desicions by the original author
Stellar Harbour 11 timmar sedan 
Is it supposed to be that the shooter gets more adrenaline than the one being shot?
I wanted to slightly balance out the RunAndGun mod by making melee units faster and deal more damage when they’re being shot, but it looks like I buffed ranged even more with this mod
Lobanych 19 nov, 2024 @ 17:12 
It seems like the mod was supposed to have a Gizmo that allowed downed pawns to inject themselves with adrenaline from inventory or adjacent cells. At least that's what I think based on the code in the ThingDefs_Misc
Lobanych 19 nov, 2024 @ 16:54 
Hi!

I noticed that the adrenaline injection mechanic for downed pawns doesn't seem to work at all. Even without the Non Uno Pinata mod (which prevents inventory drops), downed pawns can't use adrenaline syringes or anything else from their inventory or adjacent tiles.

Is this how it's supposed to work or is it a bug?
WW2Wonder 16 jun, 2024 @ 13:35 
permition to make and overused joke
mikester112 15 jun, 2024 @ 6:40 
any chance for a setting to disable adrenaline for shamblers or just entities in general?
Eshminima 15 jun, 2024 @ 1:03 
Although I think it might be because they are attacking wildlife, sorry about that
Eshminima 15 jun, 2024 @ 0:54 
I am playing with the deathpallapocalypse mod which basically adds a shambler faction, I am not sure if this is causing the issue but whenever I click on a shamblers health they are having adrenaline rushes despite standing listlessly