RimWorld

RimWorld

[XND] Adrenaline! (Continued)
71 kommentarer
ich bin meow 14. sep. kl. 6:58 
lowkey combination of both mods make the perfect adrenaline mod lol
ich bin meow 14. sep. kl. 6:47 
wow thank you so much, i've been looking for that the whole morning 😭
Mlie  [ophavsmand] 14. sep. kl. 6:44 
ich bin meow 14. sep. kl. 6:41 
hello could you make a similiar mod but instead it'd be called like "combat rush" and pawns would get a mood boost while drafted, its kinda annoying how pawns just walk outta the fight because of poor mood
Mlie  [ophavsmand] 16. juli kl. 1:40 
@Stellar Harbour I have no opinion on it
Stellar Harbour 16. juli kl. 1:38 
So you think it isn't bugged?
Mlie  [ophavsmand] 16. juli kl. 1:36 
@Stellar Harbour I cant really answer for design desicions by the original author
Stellar Harbour 16. juli kl. 1:16 
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 kl. 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 kl. 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. juni 2024 kl. 13:35 
permition to make and overused joke
mikester112 15. juni 2024 kl. 6:40 
any chance for a setting to disable adrenaline for shamblers or just entities in general?
Eshminima 15. juni 2024 kl. 1:03 
Although I think it might be because they are attacking wildlife, sorry about that
Eshminima 15. juni 2024 kl. 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
Mlie  [ophavsmand] 15. juni 2024 kl. 0:40 
@Sgt. Sarge Could you describe how to replicate this issue?
Eshminima 15. juni 2024 kl. 0:38 
Shamblers seem to gain when not doing anything, and subsequently having adrenaline crashes
Jet 3. juni 2024 kl. 16:05 
gonna try this out again
Church.exe 7. juli 2023 kl. 15:39 
would it be possible to configure it so that adrenaline reduces aiming accuracy but increases fire rate/reduces-aiming-time and maybe reduces sight/attack distance? Looking at the effects adrenaline causes, having a cool-headed colonist seems like it just makes them across the board worse in combat, when it seems like the opposite should be true.
If adrenaline made colonists fire faster but with less accuracy and penalized long-range fighting, a pawn that's cool-headed would make for an excellent backliner but adrenaline could still be beneficial if you have a colonist who is melee based or just isn't a great fighter so accuracy-by-volume could save their lives.
Mlie  [ophavsmand] 15. maj 2023 kl. 21:38 
@Edmund the Weeb They have probably chosen the same defname. Perhaps they can pick a new one, never heard of the mod in question
Edmund the Weeb 15. maj 2023 kl. 20:38 
found a conflict, with this mod and Kraltech enabled when a pawn enters combat it gives them kraltech's adrenaline instead of this mods
porubaems 26. apr. 2023 kl. 3:43 
@Mile
Thank you for replying.

The event is truly rare, but proportionally to the amount of gunfights. I just got many happening within a month, thus "rare" started to strike more often
After your advice I've looked into the xml for hediff and found the needed section, so I can comment it out.
In general, it feels like a bit of cheating, thus if you ever decide to add somthing to this mod - some additional condition or factor with weight like age could be great.
Thanks again
Mlie  [ophavsmand] 26. apr. 2023 kl. 3:26 
@porubaems At the maximum adrenaline level (extreme) there is a chance of heartattack. This is a random event with a mtb of 5.1 days (so pretty rare). The attack gives 75% pain to the heart as its effect. The pawns health does not factor into it. So you need to keep an eye on your pawns adrenaline levels and try to keep them from the extreme. Either that or patch out the risk from the mod if you feel it does not match your playstyle.
porubaems 26. apr. 2023 kl. 2:21 
Those things did happen within one year. In general I agree with the idea of taking additional risk, I agree that a 50-60-70 year olds are vulnerable, guys with arteria blockage are, but the 3 examples above are kinda...

Just wanted to share an opinion. Meanwhile looking for some mod with nitroglycerin, because I love this mod
porubaems 26. apr. 2023 kl. 2:21 
Had the following examples of a bit annoying situations :
- A 46year sniper having a heart attack while firing at a static target turret that could not fire back (due to range). No other danger. Suddenly he becomes too excited and needs a treatment. No health conditions

-A 14 year old in a serious (but not extreme) gunfight. Bullets did not get him, but his adrenaline did. What a sad story. And he did not have any related health conditions (bad immunity gene, but I guess its not relevant)

-A 38 year gene modded warrior (hussar), brawling, wearing heavy armor to distract the shots. Forgot his age, he was definitely under 50. He was taking a lot of serious gunfire and again, it was not a bullet that got him. Like come on, aren't they living for battle.
porubaems 26. apr. 2023 kl. 2:20 
May I ask how the heart attacks work here? Are they caused be the vanilla code and the "blood pumping" going over 100% or they are caused specifically by the code of this mode?

If it's the second, it could be great to at least have a tweak to disable them in the mod settings completely. Better of course to change their conditions a bit, however it requires more work I guess.
Totsnuk 20. feb. 2023 kl. 23:52 
Yep, its definitely the adrenaline. Had it happen twice. Colonist got a heart attack from extreme adrenaline.
Totsnuk 12. feb. 2023 kl. 3:16 
i think so... maybe it just randomly assigned a cause idk
Mlie  [ophavsmand] 12. feb. 2023 kl. 3:07 
@Tot Caused by adrenaline?
Totsnuk 12. feb. 2023 kl. 1:20 
heart attack just randomly killed my colonist, didn't have a chance to save him, wow.
Jet 31. okt. 2022 kl. 21:53 
ty upd8
jami.doger.frost 22. okt. 2022 kl. 1:17 
Anyone else have a problem where a pawn dropped by adrenaline can't become un-incapacitated
Mlie  [ophavsmand] 10. okt. 2022 kl. 10:00 
@World's Gone- BOATS Updating all mods, see discord for status
why are we here? just to suffer? 10. okt. 2022 kl. 9:40 
1.4 :(

:steamsad:
brightsideguy 16. feb. 2022 kl. 2:54 
@condottiere oh I didn't known about Millie's version. And I really did love adrenaline. So I'll try that one out.

Belated thanks!
tkgamer77 10. feb. 2022 kl. 13:33 
Does adrenaline count as a drug for the purposes of High Life mood buffs?
condottiere 26. aug. 2021 kl. 5:42 
@brightsideguy: Yeah, I have the same error. Disabling animals in the mod settings helped, but then I got further errors on a save game reload at a later point. I didn't bother pursuing it, decided FoW was more impactful on my gameplay experience, kept FoW and gave up on Adrenaline for now.

Mlie's FoW continued version is a straight fix of Yayo's version of FoW, without the extended FoW integrations and improvements of NWN FoW. Have you tried Mlie's FoW with Mlie's Adrenaline if you are dead set on using both together?
Mlie  [ophavsmand] 7. aug. 2021 kl. 21:34 
@brightsideguy Id say that since the error is thrown by the fog of war mod its probably best handled there
brightsideguy 7. aug. 2021 kl. 16:15 
To be more specific, it seems like when the two mods are together, the animals can't get adrenaline hediffs (even when in the middle of the fight).

Not sure whose end this would be if a fix were to be made?
brightsideguy 7. aug. 2021 kl. 15:19 
There's a mod conflict between this and (NWN) Real Fog of War. An error pops up for seemingly every animal on the map and does so constantly. Any idea on what might be conflicting?



Hugslib: https://gist.github.com/dcf04196221f773f12f5618cc39f5cc1



Copy-paste of part of error:
Exception ticking GuineaPig39118 (at (12, 0, 73)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldRealFoW.MapComponentSeenFog.isShown (RimWorld.Faction faction, System.Int32 x, System.Int32 z) [0x00008] in <ad9628703ab44335b2d1bcc1375760bf>:0
at RimWorldRealFoW.MapComponentSeenFog.isShown (RimWorld.Faction faction, Verse.IntVec3 cell) [0x00001] in <ad9628703ab44335b2d1bcc1375760bf>:0
at RimWorldRealFoW.HarmonyPatches.CanSeePreFix (System.Boolean& __result, Verse.Thing seer, Verse.Thing target, System.Func`2[T,TResult] validator) [0x00019] in <ad9628703ab44335b2d1bcc1375760bf>:0
at (wrapper dynamic-method)
|_| Clyax 29. juli 2021 kl. 15:14 
@Mlie Thank you for the update!
Mlie  [ophavsmand] 29. juli 2021 kl. 9:29 
@123nick What is rimcity citadel start?
123nick 29. juli 2021 kl. 9:19 
https://gist.github.com/9acc714b0c6d02d0b59f069e70779c04 i have a bug where, when i do a rimcity citadel start, every pawn has bug about ticking hediff and adrenaline. Log is there
Mlie  [ophavsmand] 17. juni 2021 kl. 22:08 
@VolatileGlitchAviator You might get some errors on the pawn-ticks. Might need save-game editing to fix
VolatileGlitchAviator 17. juni 2021 kl. 17:00 
is this safe to remove mid game?
Dance with the dead 23. jan. 2021 kl. 8:14 
@Mr.sandguy I think you need the mod "Non uno pinata"
sebo2203 19. dec. 2020 kl. 8:31 
I agree to @trajda

Adrenaline should give you debuff for shooting accuracy.
Faster movement speed.
Reduced manipulation.
Increased blood pumping thus bleeding out faster.
Increased pain treshold..
brightsideguy 23. okt. 2020 kl. 1:26 
Small suggestion: It would be neat if manhunting animals were always in a state of high adrenaline. Would help with balance, as a pawn on adrenaline can outrun a herd of bison simply for being scared.
brightsideguy 23. okt. 2020 kl. 1:25 
@trajda You can probably do this in the xml (aka no c# skills needed).

I made a version of my own back in 1.0 that would make skills like doctoring harder and lower shooting accuracy, but bumped up melee dodge and shooting speed. Made having cool-headed snipers useful, keeping your medics in-base during firefights helpful, etc,
Kayedon 13. sep. 2020 kl. 19:55 
Hi, I get a host of red errors when using this mod upon loading any save with it enabled.

System.InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Adrenaline.HarmonyPatches..cctor () [0x0001e] in <be125b1ed359440284268fc7d09ef7f2>:0

Cannot register Verse.Hediff (BloodLoss ticksSinceCreation=21660), (id=Hediff_61199 in loaded object directory. Id already used by Verse.Hediff (BloodLoss ticksSinceCreation=21660).

Thoughts? It goes on and on and on, all different kinds of injuries.

https://gist.github.com/97128b2a64c8e172f48cc06476d22672

Go ahead and ignore the last error on the log (LordManagerTick), unless you can help me figure out why it started showing up and ruining my save. Don't think it's caused by anything you've updated. I appreciate you and all your work!
Mlie  [ophavsmand] 27. aug. 2020 kl. 11:45 
@trajda The buff is temporary, as the effect wears off the pawns gets a debuff instead.