RimWorld

RimWorld

Deathless Means Deathless
17 Comments
萱亲 30 Aug @ 7:19pm 
very good
Dizzy  [author] 29 Aug @ 1:43am 
Update: Total rewrite and rework. No more damage clamping, no more target part changing. The mod now transpiles HediffSet.AddDirect() (the method responsible for adding injuries, and destroying parts if they go below 0 hp) to ensure that an immortal pawn's neck/head/skull/brain cannot be destroyed no matter how much damage it takes, much like the torso. This fixes errors that would occasionally pop up when damage propagation occurs, issues with CE compatibility, and should overall be much more stable (and hopefully performant) than the previous implementation.

Further compatibility with other mods (such as allowing deathless pawns to survive VFEI2 Pherocore implantation), along with a protective coma for Luciferium withdrawal, will be coming at some point in the near-ish future.
LavendelParfum 12 Aug @ 7:38pm 
absolutely based dev take
Dizzy  [author] 11 Aug @ 5:21pm 
then do not detonate a nuclear warhead under your feet
if you detonate a nuclear warhead under your feet, the pawn will evaporate, but if you drop it on your head with a rocket, it will survive) from the Rimatonics mod
Kimo' 17 Jul @ 11:27am 
+1 to that, I think it's best if deathless pawn can only be killed with an active execution, and not something that can happen outside of their control.
Antharann Fireblade 25 Jun @ 12:10pm 
it be interesting if deathless then becomes the only cure for luciferium
the withdrawl period is just a nightmare then, only deathless could survive it.
Dizzy  [author] 25 Jun @ 10:42am 
Honestly, I have never used Luciferium in my life, so I kinda forgot it exists. A quick test has the pawn's brain being destroyed, so presumably it doesn't use the standard damage dealing methods but instead just adds the "destroyed" Hediff directly. Personally I'm fine with this, but if there's demand for it I might try to make Deathless give immunity to Luciferium-death.
possessed by phoenix 25 Jun @ 3:51am 
what happens if they die to luciferium withdrawal?
Dizzy  [author] 11 Jun @ 5:12pm 
I've heavily rewritten the mod, both for 1.5 and 1.6. It should be more reliable now. The issues I encountered during this round of re-testing likely never cropped up in my normal gameplay thanks to other mods I normally use, like CE.
Dizzy  [author] 17 May @ 11:58am 
it might be floating point imprecision, maybe—if the head is already at critical health, the damage should get clamped to 0, but floating point numbers aren't precise, so that "0" could very well be "0.0000001", and after enough "0 damage" hits, it could eventually add up to the 1 hp needed to destroy the part... i'm not sure how i would go about fixing this—i also haven't played rimworld in nearly two months—but it shouldn't be a problem outside of extreme stress testing, since npc pawns normally don't target downed pawns.
Dizzy  [author] 17 May @ 11:52am 
@A. A. Haldane interesting. did you have any other non-required mods loaded? and what did the game list the cause of death as?
A. A. Haldane 17 May @ 1:33am 
Tested this mod, not true. If you have 40 or so pawns simultaneously shooting and melee attacking a deathless pawn, they'll die eventually. That being said it requires minutes of ridiculous firepower on 3x speed, and every organ in their body will be destroyed other than the handful of core body parts.
SAUCE__GODD 15 Mar @ 4:50pm 
does this work with Finish Off?
Krazyfan1 9 Mar @ 6:25pm 
perhaps burns can remain a weakness as long as the pawn is not immune to fire?
chill 9 Mar @ 7:52am 
eternal life more like eternal pain
Antharann Fireblade 8 Mar @ 11:47pm 
Now i wonder if one could could do the same but as an implant?