No Death Randomness
This mod is outdated, please use Torann's Custom Death Randomness (https://ludeon.com/forums/index.php?topic=37446.0) instead.
Removes the 67% chance for all non-colonist, non-prisoner pawns to die when they should only be getting downed instead. This is most noticeable during raids, as raiders often spontaneously die after getting shot in their arm once. Duh. However, this obviously creates a game balance issue, as you will be able to capture every single raider that doesn't have a vital organ destroyed.
There's an optional file that increases Torso health to 60 so people don't die to having their torso destroyed as often and thus get downed more reliably. It's optional due to being incompatible with every mod that modifies body parts. If you're using EPOE or any other similar mod, don't use this file.Works very will with any non-lethal weapon mod, as they no longer randomly turn into instant-kill weapons.Downloads:
A17 (https://www.dropbox.com/s/m5ayycoccm8vf8o/M%20No%20Death%20Randomness%20A17.rar?dl=0)
A16 (https://www.dropbox.com/s/81tzsub10fxubbs/M%20No%20RNG%20in%20Death%20A16.rar?dl=0)
A15 (https://www.dropbox.com/s/q000kbpz5qot69s/M%20No%20RNG%20in%20Death%20A15.rar?dl=0)
Optional Torso Health Buff File:
!DO NOT USE WITH EPOE AND SIMILAR MODS!
A17 (https://www.dropbox.com/s/pttlq0zs5nv44u6/M%20No%20Death%20Randomness%20A17%20-%20Torso%20Health%20Buff.rar?dl=0)
Fitness
Fat, Hulk and Thin body types are disabled for all pawns, existing and newly generated alike.
Rewritten from scratch. Uses a different, much more compatible method.
Downloads:
A17 (https://www.dropbox.com/s/ewksmbeya9bk1uc/M%20Fitness%20A17.rar?dl=0)
There's an error about incorrectly formatted target version! -> Ignore it until A18 comes out.There should be no compatibility issues with other mods. Load order doesn't matter. Works with existing saves.
I found a bug / would like to request a feature.Write a comment about it and I'll see what can I do.
License: Do whatever you want with this.
Thanks to ZorbaTHut for a suggestion; and RawCode, 1000101 and Zhentar for helping me learn how to detour.
Tested "no ramdom death" together with AlcoholV's stun gun (https://ludeon.com/forums/index.php?topic=27551.msg279564#msg279564) and I got a 100% chance to down the pawn. No one died. The colonist that was stunning the pirates did get beaten to death, so, the mod is not just removing the possibility of dying.
Stun gun effect only last around 10-15 seconds tough.
Awesome mod!
Im the one who asked in reddit. Thanks you very much.
Does it also affects animals?
Quote from: Alenerel on November 25, 2016, 11:46:51 AM
Im the one who asked in reddit. Thanks you very much.
Does it also affects animals?
Yes, the percentage check is removed altogether. If this proves to be more annoying than useful, I will revert the change for animals. Keep in mind that small animals like rabbits have very low body health, meaning if you shoot them with a shotgun and hit their body, they die no matter what.
Nice! Thank you for making and sharing 'No more random death'! ;D
As for the "serious balance issue" this creates:
Doesn't it become increasingly difficult to recruit prisoners the more our population reaches our chosen Storyteller's 'Desired maximum' or 'Critical' level? And don't slave traders and random event opportunities for pawns to join become more rare with more population? If so, then how is this unbalancing? Because we have a much greater opportunity to sell prisoners for money, harvest their organs, or release them for good will?
Is "No more random death" compatible with mods such as "Medical Complication"? I am asking for that one in specific because it basically merges all the best health related mods into a single package :P
Quote from: joaonunes on December 04, 2016, 09:00:16 PM
Is "No more random death" compatible with mods such as "Medical Complication"? I am asking for that one in specific because it basically merges all the best health related mods into a single package :P
Yep, compatible. I
think NMRD is compatible with everything right now.
Quote from: mazacik on December 05, 2016, 02:31:11 AM
Quote from: joaonunes on December 04, 2016, 09:00:16 PM
Is "No more random death" compatible with mods such as "Medical Complication"? I am asking for that one in specific because it basically merges all the best health related mods into a single package :P
Yep, compatible. I think NMRD is compatible with everything right now.
Alright, thanks :D
Quote from: mazacik on December 05, 2016, 02:31:11 AM
Yep, compatible. I think NMRD is compatible with everything right now.
Ill make a mod that doesnt do anything else but to screw yours. Then you wont be able to say that!
What about "Fit Colonists" compatibility with, lets say, "FacialStuff" from Killface? My memory might be a little of but I think it touches the "Verse.PawnGraphicSet.ResolveAllGraphics"...
Would you consider creating a version of this .dll for non-lethal weapon mods to call, thereby only affecting certain modded weapons that should be 100% non-lethal (but currently aren't)? I'm sure I'm not the only one who would prefer to circumvent the random death mechanic only with certain mod weapons and leaving it as usual for the rest.
I was looking at the code for the Blowgun mod (https://ludeon.com/forums/index.php?topic=27744.0), which has a .dll that manages to significantly reduce the random death mechanic (but does not eliminate it entirely).
Quote from: joaonunes on December 05, 2016, 06:48:14 AM
What about "Fit Colonists" compatibility with, lets say, "FacialStuff" from Killface? My memory might be a little of but I think it touches the "Verse.PawnGraphicSet.ResolveAllGraphics"...
No idea here, as I never used that mod in any of my playthroughs. If it does touch said method, it indeed will be incompatible. I would look into it, but life happened... The next update I do will probably be for A16.
Quote from: Thundercraft on December 05, 2016, 10:55:07 AM
Would you consider creating a version of this .dll for non-lethal weapon mods to call, thereby only affecting certain modded weapons that should be 100% non-lethal (but currently aren't)? I'm sure I'm not the only one who would prefer to circumvent the random death mechanic only with certain mod weapons and leaving it as usual for the rest.
I was looking at the code for the Blowgun mod (https://ludeon.com/forums/index.php?topic=27744.0), which has a .dll that manages to significantly reduce the random death mechanic (but does not eliminate it entirely).
That would require the authors of said mods to use a part of my code - something they can already do now - and not the other way around. Actually, I'll look into it.. soon-ish. It may be doable.
Disabling the mechanic or reducing it's chance depends on nothing more but a single line of code, so if you have balancing suggestions, I'll be happy to hear them.
This also gives me an idea to implement a new non-lethal weapon pack, after asking for a permission to use someone else's code because I'm lazy to do it myself, and make a separate death preventing mod that would only affect these new weapons. Not sure if that's good enough, though.
Quote from: mazacik on December 05, 2016, 03:17:31 PM
That would require the authors of said mods to use a part of my code - something they can already do now - and not the other way around. Actually, I'll look into it.. soon-ish. It may be doable.
easy going. just tell 'em that you made this dll, which makes offering mods with non-lethal weapons more easy, and in a standardized way. intelligent people will use something that is standardized, because it makes their own work much easier - as long as the standard works, of course. even more intelligent people will tell you of an easier way to do your mod's job as soon as they discovered it.
work together, not against each other !
Quote from: mazacik on December 05, 2016, 03:17:31 PMThat would require the authors of said mods to use a part of my code - something they can already do now - and not the other way around.
That makes sense. But I'm afraid that making a .dll-mod may be a bit beyond me. Though, I guess I could read that .dll modding topic I spotted recently and give it a try.
Quote from: mazacik on December 05, 2016, 03:17:31 PMThis also gives me an idea to implement a new non-lethal weapon pack, after asking for a permission to use someone else's code because I'm lazy to do it myself, and make a separate death preventing mod that would only affect these new weapons. Not sure if that's good enough, though.
That should be doable. AlcoholV has a Stun Gun (https://ludeon.com/forums/index.php?topic=27551.msg279564#msg279564) mod. As you can see in his mod list's OP (https://ludeon.com/forums/index.php?topic=27551.0):
Quote from: AlcoholV on November 23, 2016, 03:14:08 AM
Under the MIT license. Do whatever you want with it.
There's also the Blowgun mod (https://ludeon.com/forums/index.php?topic=27744.0) I mentioned with a similar license:
Quote from: Kapun on December 04, 2016, 06:49:28 AMLicence: Do whatever you want with it.
Looking at the Blowgun code, the gun shoots a projectile which is defined with a "PoisonDart" <DamageDef>. As I said, a .dll-mod is a bit beyond me. But could the .dll be linked to the <Blowgun.DamageDef_AddHediffSizeBased ParentName="Dart"> tags that make up the "PoisonDart" DamageDef in
PoisonDartDamage.xml? (I noticed a mention of "DamageDef_AddHediffSizeBased" in one of his
\source\ files.)
By asking, I also got permission from 1000101 to borrow the "side-handled baton" from his unfinished Prisoners & Slaves (https://ludeon.com/forums/index.php?topic=20854.msg229155#msg229155) mod. (He said that it uses the same "stun" effect that bears claws use.) Though, he forgot who the artist was and suggested I track that down to give proper credit. I've been playing around with it, but I haven't released anything.
Just for the record, "Fit Colonists" is NOT compatible with Killface's "FacialStuff" as both mods alter the method "PawnGraphicSet.ResolveAllGraphics". Perhaps you should add it to the "incompatible" list.
Nothing to point out on the "No more random death" regarding "Medical Complication" after a full code analysis.
Quote from: mazacik on December 05, 2016, 03:17:31 PM
Quote from: Thundercraft on December 05, 2016, 10:55:07 AM
Would you consider creating a version of this .dll for non-lethal weapon mods to call, thereby only affecting certain modded weapons that should be 100% non-lethal (but currently aren't)?...
That would require the authors of said mods to use a part of my code - something they can already do now - and not the other way around...
??? How can we use a part of your code, though? Currently, that seems impossible to do, since you did not provide your source code... unless I'm missing something. The only files in your download are the .dll and the About.xml.
Quote from: Thundercraft on December 12, 2016, 05:47:43 PM
Quote from: mazacik on December 05, 2016, 03:17:31 PM
Quote from: Thundercraft on December 05, 2016, 10:55:07 AM
Would you consider creating a version of this .dll for non-lethal weapon mods to call, thereby only affecting certain modded weapons that should be 100% non-lethal (but currently aren't)?...
That would require the authors of said mods to use a part of my code - something they can already do now - and not the other way around...
??? How can we use a part of your code, though? Currently, that seems impossible to do, since you did not provide your source code... unless I'm missing something. The only files in your download are the .dll and the About.xml.
The same way I checked the code to look for any incompatibilities: DLL reverse engineering tool, available in the modding tools section of the forum. Just open a DLL from any mod and look for what's inside of it
Ill let you know that there are some of your fans waiting for the anti fat people updated to A16 :D
Updated both mods to A16 and made the them much more compatible.
I am grateful but... I just wanted to remove fat people, not thin or hulk :(
So if it add more health to bodies, will not mess with the races mods than adds more surgeries etc etc.
Edit:
Got this error.
http://imgur.com/XjUC2vq
Quote from: Etherdreamer on December 21, 2016, 12:39:59 PM
So if it add more health to bodies, will not mess with the races mods than adds more surgeries etc etc.
Edit:
Got this error.
http://imgur.com/XjUC2vq
You should be fine using any races mod, as long as the races mod is using default humanoid body parts. The error is harmless.
Can you make an option to not remove hulk and thin bodies, just fat?
Quote from: Alenerel on December 22, 2016, 06:37:29 AM
Can you make an option to not remove hulk and thin bodies, just fat?
Here you go.
https://www.dropbox.com/s/mg4o9081l0cgosg/M%20Everyone%20Works%20Out%20-%20Only%20Fat%20Body%20Removed.rar?dl=0
Just curious, is there a link for the A15 version of no RNG death?
Quote from: ethanwdp on December 22, 2016, 01:08:47 PM
Just curious, is there a link for the A15 version of no RNG death?
Yeah, I forgot about it. Added.
how did you install optional torso health buff ? replace the original No Rng In Death or put in as a new folder/mod
Quote from: Madpizzaboy on December 23, 2016, 03:38:08 AM
how did you install optional torso health buff ? replace the original No Rng In Death or put in as a new folder/mod
Just put it in the mods folder. It's set up so both the mod and the torso buff go into the same folder, but it doesn't really matter. You could put it in a separate folder and everything would work just the same.
As you said, "No RNG in Death" can cause balance issues.
It would be great if you could set your own probability.
Hello, @mazacik, could you please consider coding a small code package for rng-death-prevention (without actually disabling mechanic as a whole), that could be somewhat easily connected up to custom added guns and items via xmls or at least tied to some hediffs that can be hooked up to a gun? It would be a greatly appreciated and requested code piece. Thanks)
I think the no RNG death mod is calling out for a blood pouch mod :D
umm.. I want an Edition only remove Hulk and Fat,and hold Thin.
Thanks very much.
Hey,
is there a plan to update "No RNG in Death" to A17? On one hand Tynan said on Reddit. "The skills of pawns are more important now!" on the other hand are your colonists losing toes and fingers left and right reducing their "effective skill" noticeably + only seeing simple prostetics once a year in the tradescreen (when you are lucky). So when you finally find an ancient danger with people in them who have bionics, you deserve that shit! ;)
AC
Trying to get things working for A17. The way I did things in A16 doesn't seem to work anymore, pawns just don't get downed from pain. Something about pain thresholds must've changed. I'll try to figure it out, but if that's the case, chances are I'll have to rewrite the entire mod because that's easier than modifying the A16 version to work with A17.
Updated the death randomness mod to A17. The fitness mod was in my opinion made obsolete by Change Dresser (https://ludeon.com/forums/index.php?topic=30973.0). However, if the author does not update said mod to A17, I will update (rewrite, I lost it) mine to A17. Let me know if you want it.
Is there any way to "turn it off" for animals or it just works for both animals and humanlike?
Quote from: Vaniat on April 17, 2017, 11:39:22 AM
umm.. I want an Edition only remove Hulk and Fat,and hold Thin.
Thanks very much.
Wrong mod buddy.
Thanks!! Great mod!
Quote from: mazacik on May 24, 2017, 04:02:37 AM
Updated the death randomness mod to A17. The fitness mod was in my opinion made obsolete by Change Dresser (https://ludeon.com/forums/index.php?topic=30973.0). However, if the author does not update said mod to A17, I will update (rewrite, I lost it) mine to A17. Let me know if you want it.
I really enjoyed the fitness mod (as well as the RNG in death removal) because it completely removed the hilariously huge differences in size between pawns altogether and not just for my own, if you would like to update the mod I would appreciate it a lot.
Quote from: Cabdono on May 24, 2017, 02:43:29 PM
Is there any way to "turn it off" for animals or it just works for both animals and humanlike?
It works the same for animals and humans. I could easily do a version where animals still die randomly, but I don't see the point.
The Fitness mod is back for A17, completely rewritten and much more compatible (hopefully).
Quote from: mazacik on May 25, 2017, 06:22:23 AM
The Fitness mod is back for A17, completely rewritten and much more compatible (hopefully).
Thanks you very much!
I believe I fixed your about.xml to include the target version, no more red text! ;)
[attachment deleted by admin due to age]
Just fyi the fitness mod breaks alien races visually. Any kind of unique head the alien races use gets reverted to a normal human head after a saved game is loaded.
There are several comments on the Steam page for No Death Randomness (http://steamcommunity.com/sharedfiles/filedetails/?id=940455142) who are asking for a version that reduces death randomness from 67% down to something like 20% or 30%.
Several of us would appreciate it, myself included. Reducing the death randomness is less OP than removing it entirely. (And there are at least one or two non-lethal weapon mods now which are truly non-lethal even without this mod.)
Quote from: Thundercraft on June 07, 2017, 03:35:54 PM
There are several comments on the Steam page for No Death Randomness (http://steamcommunity.com/sharedfiles/filedetails/?id=940455142) who are asking for a version that reduces death randomness from 67% down to something like 20% or 30%.
Several of us would appreciate it, myself included. Reducing the death randomness is less OP than removing it entirely. (And there are at least one or two non-lethal weapon mods now which are truly non-lethal even without this mod.)
I never noticed there's a steam workshop page for my mod, lul. I can make the version tomorrow, rn I'm too tired to start up visual studio and change things up. Also, if anyone has an idea for another version they'd want, let me know, I'll try to make it as well.
Quote from: Thundercraft on June 07, 2017, 03:35:54 PM
There are several comments on the Steam page for No Death Randomness (http://steamcommunity.com/sharedfiles/filedetails/?id=940455142) who are asking for a version that reduces death randomness from 67% down to something like 20% or 30%.
Several of us would appreciate it, myself included. Reducing the death randomness is less OP than removing it entirely. (And there are at least one or two non-lethal weapon mods now which are truly non-lethal even without this mod.)
Instead of reducing the randomness (sorta), why don't you try reducing the hitpoints of the torso? It would increase the chances of dying without the need of a random dice toss.
Any percentage of reduction might be translated directly onto more chances of dying.
I also made this mod, but I have not released it because of yours. I bent the knee.
I am probably going to mix it up and add a mechanic or something. If you were thinking of doing that as well, PM me and we could work together if the Gods will it.
I opened main.cs and I am super confused. I thought all I would have to change would be a value like 67 to 30 or 20. Did you write all this manually?
Quote from: Thundercraft on June 07, 2017, 03:35:54 PM
There are several comments on the Steam page for No Death Randomness (http://steamcommunity.com/sharedfiles/filedetails/?id=940455142) who are asking for a version that reduces death randomness from 67% down to something like 20% or 30%.
Several of us would appreciate it, myself included. Reducing the death randomness is less OP than removing it entirely. (And there are at least one or two non-lethal weapon mods now which are truly non-lethal even without this mod.)
Done, here (https://www.dropbox.com/s/9i2l64sfc015ipr/M%20No%20Death%20Randomness%2025%25%20A17.rar?dl=0) you go. The chance is 25%, for both people and animals. I hope that's fine.
Quote from: KeenKrozzy on June 07, 2017, 07:34:56 PM
I also made this mod, but I have not released it because of yours. I bent the knee.
I am probably going to mix it up and add a mechanic or something. If you were thinking of doing that as well, PM me and we could work together if the Gods will it.
What exactly do you have in mind? I feel like the more complex this mod would be, the fewer people will use it. Do let me know, if you have a nice idea, I'm willing to help you or give feedback/bugtesting/whatever. If you want to make/release your own version of this mod, that's perfectly fine too.
Quote from: enosu on June 08, 2017, 09:01:18 AM
I opened main.cs and I am super confused. I thought all I would have to change would be a value like 67 to 30 or 20. Did you write all this manually?
Opening main.cs and changing the value is far from enough. The mod itself is in the Assemblies folder, the Source folder is for people that want to look at my code and play with it. You have to open the entire project (.sln) in Visual Studio or other similar program. There you can edit all the .cs files, their properties and the project's references, but any changes you make will not appear until you compile the code. What I did to make this mod is, take RimWorld's code, copy the part that handles pawn death (CheckForStateChange), remove the part where pawn dies 67% of the time on getting downed, make other necessary changes so that the code can compile again (meaning fix literally every single line), set up detouring stuff (so RimWorld actually uses my code instead of it's own), hit compile, profit.
Says it's for the incorrect version. Just thought id let you know.
Quote from: mazacik on November 24, 2016, 11:41:19 PM
..."However, this obviously creates a game balance issue, as you will be able to capture every single raider that doesn't have a vital organ destroyed."
Not if they are bleeding profusely from every hole they have.
Triage became very important in my last playthrough, once i managed to capture 30 prisoners out of a +500 siege with +20 colonists (micromanagement hell!), more than twice that bleed to death, and that was only because i made them flee with mortars, the battle itself lasted nothing. If it was a regular raid, many more would have bleed to death.
Quote from: mazacik on June 08, 2017, 10:47:57 AM
Done, here (https://www.dropbox.com/s/9i2l64sfc015ipr/M%20No%20Death%20Randomness%2025%25%20A17.rar?dl=0) you go. The chance is 25%, for both people and animals. I hope that's fine.
Yes! Thank you.
Quote from: mazacik on June 08, 2017, 10:47:57 AMQuote from: KeenKrozzy on June 07, 2017, 07:34:56 PM
I also made this mod, but I have not released it because of yours. I bent the knee.
I am probably going to mix it up and add a mechanic or something. If you were thinking of doing that as well, PM me and we could work together if the Gods will it.
What exactly do you have in mind? I feel like the more complex this mod would be, the fewer people will use it. Do let me know, if you have a nice idea, I'm willing to help you or give feedback/bugtesting/whatever.
Perhaps he's thinking of implementing something like what faltonico suggested, subtracting extra hitpoints from the torso, like a critical hit or something? Or, maybe he's thinking of increasing the bleedout rate so they die faster?
Quote from: faltonico on June 07, 2017, 06:31:47 PMInstead of reducing the randomness (sorta), why don't you try reducing the hitpoints of the torso? It would increase the chances of dying without the need of a random dice toss.
Any percentage of reduction might be translated directly onto more chances of dying.
This will require a bit more scripting, but is there a way to make the chance variable based on whether or not the raider is "interesting"? I'd like to have less instadeaths for raiders that:
1) We've seen before
2) Have a relation with a colonist
3) Are in the list of "people I want to see this game"
i have it but it shows up red in the mod list idk why
Could this be made compatible with Death Rattle? The mod author of Death Rattle said that if you use Harmony patches instead of detours, they'll be compatible. Could this be done? These mods together would make for a much more immersive experience.
Could you make that hulk can be used in men but not women?
Also it says that the targeted version is wrong formatted.
Thanks you
No RNG death+Thrumbo=Medical farm/chance to autotame/more blood around.
Another mod i consider essential for me to play B18^^
Thanks for giving us this gem =)
Will this still work in B18 if I change the version number?
I consider it essential for population cap increase mods and realism.
Will you be updating this mod for a18? I hope so. Not getting.many good guys from the pirate guild and this mod gives me a chance to bend raiders to my will
B18? I'm gonna download this and try to change the version number in the hope it will work. I came here as soon as I had rescued a space refugee, who got into a mental state, wandered outside and got manhuntered by a squirrel in 1 hit.
No RNG for me please, it pisses me off.
You don't suddenly get killed by a squirrel in 1 hit. I can't imagine how you would physically, instantly die from a squirrel.
If anyone's reading this, please advise anyone in this thread on how to do this themselves, or update the mod for B18, or make a new one. Please? :-\
With our collective wishing might, we can summon... uhh, hopefully someone to the rescue!
[B18] Custom Death Randomness: https://ludeon.com/forums/index.php?topic=37446.0 (https://ludeon.com/forums/index.php?topic=37446.0)
^-- Thanks.
I tried and unless a version mismatch disables the mod without telling me somehow, it works.
It doesn't give any error aside from saying the version number is empty, so it should be working.
I believe it works and I'm trusting it. It stays checked, which is another reason I should believe it works.
Quote from: dorakath on January 09, 2018, 07:26:52 PM
[B18] Custom Death Randomness: https://ludeon.com/forums/index.php?topic=37446.0 (https://ludeon.com/forums/index.php?topic=37446.0)
Awesome, thanks for that!
Bumping for a less body positive rim.
Is there an updated Fitness mod available?