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RimWorld => Mods => Releases => Topic started by: System.Linq on July 17, 2017, 02:00:30 AM

Title: [1.0] Death Rattle (2018-10-30)
Post by: System.Linq on July 17, 2017, 02:00:30 AM
(https://i.imgur.com/kKDmcG1.png)

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.

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

Download
I recommend you download it from the Steam Workshop to receive automatic updates. Visit the Steam Workshop page to subscribe here (http://steamcommunity.com/sharedfiles/filedetails/?id=1076757664).

If you do not have RimWorld on Steam, but you have a forums account, you can also download it manually through the attachment. Note that the mod requires HugsLib (https://ludeon.com/forums/index.php?topic=28066) to function.

(http://i.imgur.com/9L4f8u7.png) (https://ludeon.com/forums/index.php?topic=28066)

License
Can include in modpacks with credit. Can reuse/edit code with credit.

[attachment deleted due to age]
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: SpaceDorf on July 17, 2017, 02:14:26 AM
First :)

Me likey the concept.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: lorebot on July 17, 2017, 02:42:15 AM
I've been hoping for a mod like this since the first time I had a colonist fall over dead the moment they lost a 2nd kidney. Sure, not having any kidneys is fatal...but it's certainly not instant. They should linger on for a day or so while they go into sepsis and die of blood poisoning.

Could you share some specifics on which organs are no longer 'instant death' if they're destroyed? You mentioned the liver, I'm guessing kidneys are included, are there others? Does it include organs being harvested through surgery or only combat damage?
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: System.Linq on July 17, 2017, 03:05:52 AM
Any organ that causes death through loss of capacity (i.e. blood filtration, blood pumping, breathing, metabolism) no longer causes instantaneous death. That's it. Colonists will also go into a coma instead of dying when consciousness reaches zero.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: PixelBitZombie on July 17, 2017, 03:11:36 AM
Still better than nothing. Like lore mentioned, its been a mod that I've waited for too. Gives you a beating chance to try and save your colonists from death.
Thanks.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: System.Linq on July 17, 2017, 03:32:07 AM
No problem; I made it because it bothered me too.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: lorebot on July 17, 2017, 03:53:50 AM
Quote from: Linq on July 17, 2017, 03:05:52 AM
Any organ that causes death through loss of capacity (i.e. blood filtration, blood pumping, breathing, metabolism) no longer causes instantaneous death. That's it. Colonists will also go into a coma instead of dying when consciousness reaches zero.

Okay, so with this mod you could conceivably harvest ALL of a pawns organs and then sell them to a slaver before they die...because they'll still be in a 'coma' without a heart or lungs. I mean, a human could be considered 'alive' for a minute or so while they suffocate if their lungs were suddenly removed/disabled...and I suppose the same could be said for someone whose heart stops.

Are there different time limits till death depending on what type of capacity is lost? Breathing and blood pumping should really have a much shorter time window than blood filtration or metabolism if that's at all possible. :)
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: System.Linq on July 17, 2017, 04:02:45 AM
Quote from: lorebot on July 17, 2017, 03:53:50 AM
Quote from: Linq on July 17, 2017, 03:05:52 AM
Any organ that causes death through loss of capacity (i.e. blood filtration, blood pumping, breathing, metabolism) no longer causes instantaneous death. That's it. Colonists will also go into a coma instead of dying when consciousness reaches zero.

Okay, so with this mod you could conceivably harvest ALL of a pawns organs and then sell them to a slaver before they die...because they'll still be in a 'coma' without a heart or lungs. I mean, a human could be considered 'alive' for a minute or so while they suffocate if their lungs were suddenly removed/disabled...and I suppose the same could be said for someone whose heart stops.

Are there different time limits till death depending on what type of capacity is lost? Breathing and blood pumping should really have a much shorter time window than blood filtration or metabolism if that's at all possible. :)

Consciousness is different from breathing/blood pumping. They will not go into a coma, that is for Consciousness only (e.g. brain damaged pawns who take smokeleaf won't instantly die). They will die very quickly if you remove their heart or lungs; the time window is meant for you to get them a new one, not continue removing things. Even that is touch-and-go. Obviously the time windows are different for different organs.

I recommend you try the mod before drawing conclusions.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: lorebot on July 17, 2017, 04:18:26 AM
Quote from: Linq on July 17, 2017, 04:02:45 AM
Consciousness is different from breathing/blood pumping. They will not go into a coma, that is for Consciousness only (e.g. brain damaged pawns who take smokeleaf won't instantly die). They will die very quickly if you remove their heart or lungs; the time window is meant for you to get them a new one, not continue removing things. Even that is touch-and-go. Obviously the time windows are different for different organs.

I recommend you try the mod before drawing conclusions.

I'll certainly give it a try asap. The only reason I'm asking is because your OP doesn't have a lot of specifics about the effects of your mod...and it's 4am here and I need to get to bed so I can't just go try it out :)
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: SpaceDorf on July 17, 2017, 05:13:20 AM
You have to consider that the value of slaves is dependent on their overall health and equipment.

Even IF you manage to micro the sale of a empty bag of flesh the price would reflect the condition of your "merchandise".

So it really is only the "Achievment"-Kind of possible ...

( not that I would not try to grab that one too  ::) )
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: Navy1227 on July 17, 2017, 05:16:33 AM
Quote from: lorebot on July 17, 2017, 04:18:26 AM
Quote from: Linq on July 17, 2017, 04:02:45 AM
Consciousness is different from breathing/blood pumping. They will not go into a coma, that is for Consciousness only (e.g. brain damaged pawns who take smokeleaf won't instantly die). They will die very quickly if you remove their heart or lungs; the time window is meant for you to get them a new one, not continue removing things. Even that is touch-and-go. Obviously the time windows are different for different organs.

I recommend you try the mod before drawing conclusions.

I'll certainly give it a try asap. The only reason I'm asking is because your OP doesn't have a lot of specifics about the effects of your mod...and it's 4am here and I need to get to bed so I can't just go try it out :)


I mean.... you COULD try it before bed, but maybe not a good idea?


On Topic:
For some reason this just out right reminds me of flat lining pawns which makes me want that with defibrillators. Basically if you get a pawn who has bled out so much that they just can't go on, instead of dying they just flat line and can be brought back with said defibs... with a % chance.


ACTUALLY On Topic:
Thank you for this, it looks and sounds great.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: XeoNovaDan on July 17, 2017, 09:34:55 AM
This is definitely a must-have on the surface. The way that RimWorld's current health system handles stuff like this definitely seems off, and there should most certainly be a window to save that pawn.

Keep up with the great mods!
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: EnterTheNameHere on July 17, 2017, 05:55:14 PM
Funny thing happened when raiders went over my traps - one had severed neck and two lost their head. They were all in coma, but unfortunatelly even my best doctor cannot save them. Heads were not found.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: System.Linq on July 17, 2017, 06:24:08 PM
Quote from: EnterTheNameHere on July 17, 2017, 05:55:14 PM
Funny thing happened when raiders went over my traps - one had severed neck and two lost their head. They were all in coma, but unfortunatelly even my best doctor cannot save them. Heads were not found.
Yep, I didn't have time to test this edge case earlier, but I'll fix it tonight. It's not really game-breaking -- it's not like you can stitch a new head back on them, so they're gonna die either way.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: rambo on July 17, 2017, 08:08:54 PM
some guy lost his BRAIN and is still alive thats instant death for sure
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: PixelBitZombie on July 17, 2017, 08:18:07 PM
Quote from: rambo on July 17, 2017, 08:08:54 PM
some guy lost his BRAIN and is still alive thats instant death for sure

Not entirely. But that would be severe enough that they probably wouldn't last longer than 2-3 hours game time in a coma.
At least unless you have certain body mods. I believe I can do brain repair, never tried because I haven't needed to.
Title: Re: [A17] Death Rattle (2017-7-16)
Post by: EnterTheNameHere on July 17, 2017, 08:52:49 PM
Theoretically, if you could keep them "alive" with some artificial blood circulation, you could have time to harv... eh transplant their organs... Psychology point of view speaking, colonists might not even be angry about it if there is no chance to save the person - their organs might help later. But since the "heads off" coma effect is kind of unintended, that would probably require more coding, adding complexity, that's outside of the intention of this mod (I guess).
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: System.Linq on July 18, 2017, 03:44:13 AM
Updated to 2017-7-18:
-Destruction of the brain is now an instant death again.
-Tweaked vegetative states.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: moonra on July 18, 2017, 04:58:06 AM
A very much needed change in the vanilla mechanics, this is definitely getting added to my mod list.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: EnterTheNameHere on July 18, 2017, 05:10:03 AM
Quote from: Linq on July 18, 2017, 03:44:13 AM
Updated to 2017-7-18:
-Destruction of the brain is now an instant death again.
-Tweaked vegetative states.

Who is great? Bende... I mean Linq is great!
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Soupy Delicious on July 19, 2017, 10:58:21 PM
My dog clinically died (their heart was very damaged) and my 8-skilled doctor brought him back to life with no medicine.

We DID get to him quickly, but I'm afraid this mod might eradicate some of the milder cases of 'nothing we can do for ya, dog' and simply make it so that if you get to the pawn in time they will invariably make it.  Do you think there could be any truth to what I'm saying?

edit: Answer me, damnit!  It's a salient point!
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Reoxur on July 24, 2017, 12:43:56 PM
I don't think the mod is working for me

Unless there's something more I gotta do other than drag HugsLib and this mod into Mods folder and activate them ingame.

Or dying from gunshots doesn't mean they live at all lol
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: lorebot on July 24, 2017, 02:29:00 PM
Quote from: Reoxur on July 24, 2017, 12:43:56 PM
I don't think the mod is working for me

Unless there's something more I gotta do other than drag HugsLib and this mod into Mods folder and activate them ingame.

Or dying from gunshots doesn't mean they live at all lol

The mod doesn't stop a pawn from dying due to damage, it stops them from being instantly killed by loss of an essential bodily function. So your pawns will still die from being shot up a lot, but they won't be instantly killed if their liver, heart, stomach, etc... gets destroyed by the first bullet. You'll get some time to try to save them by giving them replacement organs, but if none are available they'll still die pretty fast.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: rambo on July 25, 2017, 12:42:07 PM
suggestion : add organ machines like a lung machine when you get bitten by snake (in real life) and no anti venom is available they put you in some sort of lung machine until the affects wear out so if lets a heart is destroyed and you have no spare hearts so you put a heart machine until a "generous" donor comes by
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: MeMyselfAnDie on July 25, 2017, 09:44:14 PM
Would it be possible for you to make a version that is compatible (or I suppose replaces the functionality of, since I think they change the same function) with no death randomness?
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Reoxur on July 26, 2017, 06:38:21 AM
Quote from: lorebot on July 24, 2017, 02:29:00 PM

The mod doesn't stop a pawn from dying due to damage, it stops them from being instantly killed by loss of an essential bodily function. So your pawns will still die from being shot up a lot, but they won't be instantly killed if their liver, heart, stomach, etc... gets destroyed by the first bullet. You'll get some time to try to save them by giving them replacement organs, but if none are available they'll still die pretty fast.

Oh I see, thanks  ;)
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Reoxur on July 26, 2017, 06:40:11 AM
Quote from: rambo on July 25, 2017, 12:42:07 PM
suggestion : add organ machines like a lung machine when you get bitten by snake (in real life) and no anti venom is available they put you in some sort of lung machine until the affects wear out so if lets a heart is destroyed and you have no spare hearts so you put a heart machine until a "generous" donor comes by

I second that  :P
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: FoxXeL on July 26, 2017, 08:18:23 AM
Hi, I installed the mod, tried it and realized it doesn't work. I then started a test map and shot my colonist with a sniper. When the liver was shot off, he died. I then used the debug command to add a hediff to my colonist (Active liver failure) to the liver organ and got an error. This is the log.

Exception ticking Van Driel: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.DefMap`2[Verse.PawnCapacityDef,Verse.PawnCapacitiesHandler+CacheElement].get_Item (Verse.PawnCapacityDef def) [0x00000] in <filename unknown>:0
  at Verse.PawnCapacitiesHandler.GetLevel (Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
  at Verse.PawnCapacitiesHandler.CapableOf (Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
  at DeathRattle.Hediff_DeathRattle.PostTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I really like the idea of this mod, I wish I could make it work.

The only mods that I have and may influence this one I think are De surgeries, EPOE and Harvest Everything!. Should I place this one after or before these other mods?
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Ceanox on August 07, 2017, 08:30:03 PM
So, I had a colonist who had their head torn off by a Thrumbo, i killed the thrumbo, and kept alive a... headless, person, Sadly i din't have any mods to harvest somebodies entire head, and i just stared as we took out the headless alive person's organs. I think you'll need to make instant death for that, Also same for huge neck damage, as both head damage and neck damage destroy the head.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: MikeOfDragon on August 07, 2017, 10:59:47 PM
Quote from: MeMyselfAnDie on July 25, 2017, 09:44:14 PM
Would it be possible for you to make a version that is compatible (or I suppose replaces the functionality of, since I think they change the same function) with no death randomness?
Non-colonist pawns die like 2/3rds (I think, maybe 1/3) of the time, to prevent you from getting colonists too fast. But I am pretty sure they would be compatible.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Jgta4444 on August 08, 2017, 12:57:48 AM
Quote from: MikeOfDragon on August 07, 2017, 10:59:47 PM
Non-colonist pawns die like 2/3rds (I think, maybe 1/3) of the time, to prevent you from getting colonists too fast. But I am pretty sure they would be compatible.
Well "No Death Randomness" detour default "ShouldBeDead" method and due to this all changes which "Death Rattle" make to this method will be reverted....This renders him nonfunctional and colonist starts dying from losing kidneys(Sorry if I'm say something strange, my English is very bad).
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: System.Linq on September 12, 2017, 07:23:05 PM
Quote from: MeMyselfAnDie on July 25, 2017, 09:44:14 PM
Would it be possible for you to make a version that is compatible (or I suppose replaces the functionality of, since I think they change the same function) with no death randomness?

No. Get whoever made that to use Harmony. It's not a problem on my end.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Flimflamshabam on September 12, 2017, 10:09:13 PM
Quote from: Reoxur on July 26, 2017, 06:40:11 AM
Quote from: rambo on July 25, 2017, 12:42:07 PM
suggestion : add organ machines like a lung machine when you get bitten by snake (in real life) and no anti venom is available they put you in some sort of lung machine until the affects wear out so if lets a heart is destroyed and you have no spare hearts so you put a heart machine until a "generous" donor comes by

I second that  :P

Cryptosleep Caskets
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: nguadien on September 23, 2017, 10:00:21 AM
I would really love to install this mod...but its name reminds me of the horrow movie I most scared of (Ju-On). So I would never install it just to remember gim images whenever I play Rimworld...

And I would hate the scene of twenties of pirates downed but only 2 to 3 will survive...too hard for my prison.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: WREN_PL on October 05, 2017, 01:15:14 PM
"Attachment deleted due to age"

Can you put it back up again?

Maybe even on dropbox or sth this time.

Thanks in advance
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: EnterTheNameHere on October 06, 2017, 02:12:20 PM
Wow, that deletion of link is unnecessary, since no new version of RimWorld was released since 17b.

The mod should be available here: https://www.nexusmods.com/rimworld/mods/199/?

(If someone prefer DropBox, I've put a mirror here:
https://www.dropbox.com/s/ujqluxkliu0jzvv/DeathRattle%202017-7-18-199-17-7-18.rar?dl=0 (old 17b version, you can find newer in the previous link)
just mind that I've put it on DropBox, not the author)
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: Canute on October 07, 2017, 02:23:56 AM
QuoteWow, that deletion of link is unnecessary, since no new version of RimWorld was released since 17b.
The server was running low on space, and the admin reduced the duration from attachments from 6 month to 2 month.
Many mod released got hit by this.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: EnterTheNameHere on October 07, 2017, 07:12:53 PM
In that case that's reasonable. I would probably choose to disable the option to host mods here altogether, since there are better options for file hosting and proper archivation modders already use (plus I really like features of CKAN from Kerbal Space Program community).
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: System.Linq on December 02, 2017, 01:04:20 PM
Now updated to B18.
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: Sam Gray on December 02, 2017, 01:15:43 PM
Thanks for the update but the .rar file seems to be corrupted and cannot be opened.
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: notfood on December 02, 2017, 04:54:06 PM
Thanks for the update!
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: System.Linq on December 02, 2017, 06:16:55 PM
Quote from: CyanSam on December 02, 2017, 01:15:43 PM
Thanks for the update but the .rar file seems to be corrupted and cannot be opened.

Update your 7zip.
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: Canute on December 03, 2017, 04:46:41 AM
Quote from: Linq on December 02, 2017, 06:16:55 PM
Quote from: CyanSam on December 02, 2017, 01:15:43 PM
Thanks for the update but the .rar file seems to be corrupted and cannot be opened.

Update your 7zip.
Just curious, when you use 7zip to create the archive, it shouldn't have .rar as ending. Because 7zip don't create rar-archives, but can open them.
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: System.Linq on December 03, 2017, 02:04:55 PM
I don't. I use WinRAR.
Title: Re: [A17] Death Rattle (2017-7-18)
Post by: kubolek01 on December 04, 2017, 01:04:13 AM
Quote from: Linq on September 12, 2017, 07:23:05 PM
Quote from: MeMyselfAnDie on July 25, 2017, 09:44:14 PM
Would it be possible for you to make a version that is compatible (or I suppose replaces the functionality of, since I think they change the same function) with no death randomness?

No. Get whoever made that to use Harmony. It's not a problem on my end.
Damn, compatibility. Gonna wait for it to become compatible, or choose.
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: kubolek01 on December 04, 2017, 12:52:57 PM
Self responding. I need to dig in it, maybe I can change a thing here and there... NOTHING IS IMPOSSIBLE!
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: mataschmata on April 15, 2018, 01:44:37 AM
This is a great mod that should've been base game IMO. Deserves a lot more attention than it gets.

I have a question though. I like to execute my guilty prisoners by removing their hearts or other vital organs such as the stomach or liver. I only get the justified execution mood drop on my colonists and I get an organ to sell.

Would this still work with this mod or would removing a vital organ not be considered "executing" them? And would them dying afterwards end up giving my colonists both the prisoner death debuff AND the organ harvested debuff?

Also... how hard does this make it to kill shit? I thought I saw someone mention it applies to animals too so I'm concerned about how much time it would take to hunt animals when you have to wait for them to die or shoot them with more bullets.

Oh and one more question now that I think of it. You mentioned permanent brain damage has a chance to happen, does the chance scale with how soon after you give them the transplant, like mech serums? Or is it the same chance no matter what?
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: Adamiks on July 16, 2018, 01:45:35 PM
Pawns incapable of moving can still move, but really slowly (the move speed is 0.00 but they can still move), is anyone else experiencing an issue like that? Might be just my other mods conflicting
(https://i.imgur.com/Lbs31TY.png)
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: Jdalt40 on July 16, 2018, 11:45:35 PM
Hey Linq, I've taken the liberty to recompile your code so now it works on 1.0, surprisingly no changes needed other than referencing.

Feel free to steal it at https://github.com/Jdalt40/DeathRattle ;)
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: Jdalt40 on July 20, 2018, 04:36:07 AM
Fixed latest release bug in which the pawn walks around headless
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: harperers on August 30, 2018, 12:35:53 AM
This mod is amazing, but unfortunately i dont know if Jdalts 1.0 patch works with .19
Title: Re: [B18] Death Rattle (2017-12-2)
Post by: Venge on August 30, 2018, 01:07:25 AM
It works. Just downloaded it. No errors all good.
Title: Re: [B19] Death Rattle (2018-9-1)
Post by: System.Linq on September 01, 2018, 04:40:03 AM
Updated to B19.
Title: Re: [B19] Death Rattle (2018-9-1)
Post by: Ranged66 on September 08, 2018, 12:24:03 PM
Bug:

When using healer mech serum, 'Clinical death/no pulse' gets healed instead of a destroyed heart. No pulse returns immediatly of course.

I recently set up cryopods near my frontlines, for situations like these. One of my colonists got shot through the heart (raiders to blame) and collapsed immediatly. One of my combat-incapable medics quickly stuffed him into cryptosleep to fix later. When after the battle I pulled him out and applied healer mech serum on the spot, it only healed the status effect, no pulse, instead of the destroyed heart. The status effect immediatly returned of course. I had to heal his heart through dev tools cause screw that, didn't use that serum for nothing.

I assume the same will happen to damaged necks causing oxygen loss.
Title: Re: [B19] Death Rattle (2018-9-1)
Post by: System.Linq on September 08, 2018, 12:58:56 PM
Makes sense. A destroyed limb isn't really normally a severe condition, because in vanilla if something you need to live gets destroyed, you just die. I'll look into making the hediffs from this mod very low priority for healer mech serums, and hopefully that'll solve it.

e: I'll just make it so they can't be cured by the mech serum. Problem solved (sort of -- it'll still prioritize other missing limbs and permanent injuries over a destroyed heart).
Title: Re: [B19] Death Rattle (2018-9-1)
Post by: gkolocsar on September 09, 2018, 03:02:23 PM
Hey guys,

How do you treat intestinal failure? Can't do anything to help this little guy.
Title: Re: [B19] Death Rattle (2018-9-9)
Post by: System.Linq on September 09, 2018, 06:47:36 PM
Updated to 2018-9-9:
- Healer mech serums now properly work to save pawns with Death Rattle illnesses. Stock up!
Title: Re: [B19] Death Rattle (2018-9-9)
Post by: alexdgreat on October 19, 2018, 05:36:01 AM
Please update to 1.0
Title: Re: [B19] Death Rattle (2018-9-9)
Post by: limitlessenergy on October 24, 2018, 11:40:50 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=1544906410

seems someone posted update but its only available on steam no github or dropbox

i will try to use the downloaded attachment and see if it still works on 1.0 but would be nice to have the one that works with Questionable Ethics
Title: Re: [B19] Death Rattle (2018-9-9)
Post by: NankaDanka on October 24, 2018, 12:47:10 PM
Meanwhile, for those who want to shoot down safely, i recommend weapons that inflict burn damage... In the rimsenal there are some weapons with only burn damage that always down with no problem.

I hope this mod update soon. ;u;
Title: Re: [B19] Death Rattle (2018-9-9)
Post by: Soupy Delicious on October 25, 2018, 08:44:10 AM
Great mod.  I hunger for it :D
Title: Re: [B19] Death Rattle (2018-9-9)
Post by: Ruisuki on October 28, 2018, 07:08:05 AM
so this improves the chances of capturing enemies compared to vanilla? i need to pair this with blunt weapons
Title: Re: [1.0] Death Rattle (2018-10-30)
Post by: System.Linq on October 31, 2018, 12:25:22 AM
Updated to 1.0.
Title: Re: [1.0] Death Rattle (2018-10-30)
Post by: Ink. on December 30, 2018, 05:35:39 PM
Question: I keep having situations where someones neck gets blasted in a firefight causing oxygen deprivation. I provide them first aid to patch it and get them to my hospital, but they still end up dying. Is there anything I can do to stop this? Their lungs are fine. Case in point this colonist just has a severely damaged neck and therefore is about to die.
Title: Re: [1.0] Death Rattle (2018-10-30)
Post by: 82ab53e4 on April 30, 2019, 03:34:32 AM
Any plans on changing how heart attacks works?
With this mod they are more dangerous than missing heart :D.
Title: Re: [1.0] Death Rattle (2018-10-30)
Post by: Ruisuki on May 22, 2020, 08:35:03 PM
does clinical death means even tending will prove insufficient and they will dis regardless? if so, can i cryptosleep them and replace the part in question? Say the brain or whatever is the cause