RimWorld

RimWorld

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Death Rattle Continued [1.2+]
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Mod, 1.3, 1.4, 1.5, 1.6
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209.471 KB
1 Dec, 2022 @ 7:57pm
20 Jul @ 3:27pm
15 Change Notes ( view )

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Death Rattle Continued [1.2+]

Description
Github: https://github.com/kittycat2002/Death-Rattle-Continued

Original mods can be found at
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2013400235 https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2013401375
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2206107940

Works well with Life Support

This mod makes it so that people will no longer instantly die when their vital capacities reach zero. If one of your colonists has their liver destroyed by a charge lance, for instance, they will become severely ill and you will have a short window to get them a new liver before they die.

The time scales in this mod are not entirely realistic, because Rimworld's time scale makes it effectively impossible for a colonist to receive life-saving care in a realistic amount of time. Colonists move too slowly, and days pass too quickly, so the numbers have been fudged to make it difficult, but possible, to save someone if you have a donor organ on hand.

Be warned: Just because they survive, doesn't mean they won't suffer permanent brain injury as a result of their near-death experience.

Now incorporates the functionality of Death Rattle Comatose into the main mod. Also adjusted the severity of acute liver failure and the threshold before brain damage begins to occur, which allows more time to react to the injury.

It should be compatible with everything. Just try it, and let me know if it doesn't work, so I can fix it.

Includes a patch for EPOE: Forked so that the Neuro-Cure can be used to repair Brain Damage.

Also compatible with BioTech
Popular Discussions View All (2)
1
25 Feb @ 9:59pm
More Injuries extra compatibility?
MrPiromaniak
0
10 May, 2023 @ 5:01pm
Removing comatose / option to remove induced coma
アルベルト Pietralunga
263 Comments
cat2002  [author] 8 hours ago 
@VelvetDrgn That shouldn't be happening, if you could please share a log generated using log publisher from hugslib.
VelvetDrgn 8 hours ago 
so one of my pawns got his liver destroyed and instantly died, I'm assuming the mod isn't working then? or is there a chance of instant death anyways?
Kateye 8 hours ago 
@cat2002 Hmm, I must have a conflict then. I'll investigate.
cat2002  [author] 8 hours ago 
Should be harmless for now, but I'll get a fix out soon.
headcrabN 8 hours ago 
log says "[Death Rattle Continued [1.2+]] Patch operation Verse.PatchOperationConditional(/Defs/HediffDef[defName="XenogermReplicating"]/lethalSeverity) failed"

Any advice? I do not have the Biotech DLC.
cat2002  [author] 9 hours ago 
@Kateye this mod does that.
Kateye 10 hours ago 
Is there any way to disable the Instant Death if you remove the last lung or heart during surgery? I was kinda hoping to hollow out a pawn before tossing them into a ripscanner.
Paragon 18 Jul @ 9:28pm 
Hello! Firstly, I just want to share the sentiment that this has to be my favorite mod just in terms of what it does. I hate the idea of Pawns dying instantly and this gives much added depth/chance to colonists and raiders alike. As small as the window may be!

But anyway, I just had a suggestion/possibly more in-depth "fix?" It always annoyed me that this mod added the "Induce Artificial Coma" procedure to the medical tab. Mostly because it tends to just be there for anything and works on pawns/animals/robots (especially modded ones like Androids) that it shouldn't work on. I would like it if there was an option to disable this, or better, if there was an "XML list" to patch pawns/animals/robots it shouldn't work on, etc. But I understand if that's too much work, obviously. And for now, Cherry Picker works just fine to remove it anyway, so no worries. Again, love the mod! Especially when getting awesome heart/kidney/liver shots!!
cat2002  [author] 18 Jul @ 4:57pm 
Wake up via wake up (the drug)
LimeAnura 18 Jul @ 4:36pm 
Possibly dumb question, but im curious if I'm missing something or it's working as intended; When do pawns wake up from artificial coma? I put a pawn in one to treat a neck wound and they haven't woken up. It now is at 70% and says it's dangerous and I don't see an option to try and wake them.