边缘世界 RimWorld

边缘世界 RimWorld

[XND] Adrenaline!
144 条留言
DOC_BOILED ONE 2 月 3 日 上午 9:43 
...when is 1.5?
Mlie 2020 年 3 月 27 日 下午 3:02 
Made an upload of this for RimWorld 1.1
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2037728879
Hope this helps anyone!
SonoFelice 2020 年 3 月 13 日 下午 10:18 
*Reads title* YES.
Limão 2020 年 3 月 3 日 上午 8:45 
@XeoNovaDan you intend make a similar mod for 1.1?
thorman123456789 2020 年 2 月 29 日 下午 4:02 
why will it not be updated?
Solarne lampki do konewki LED 2020 年 2 月 22 日 上午 9:31 
Oof :c
XeoNovaDan  [作者] 2020 年 2 月 22 日 上午 8:50 
Note for 1.1: This mod will not be updated.
brightsideguy 2020 年 2 月 15 日 上午 9:34 
btw to those asking about heart attacks. Until the author responds, figured I'd mention that if you go into the xml files, you can comment out the heart attacks (aka using <!-- -->). I did that for my personal game, haven't had them since.
saqib126 2020 年 2 月 12 日 下午 5:51 
I`d like to ask for a option to disable the heart attacks from adrenaline, never had heart atttacks before and had two in about 10 fights, and my best doc has a 30% change of reducing the severity by 1 level(out of 4, so an average of 12 tendings(several hours of constant tending) and 12 industrial meds to stop one heart attack), making heart attacks the most dangerous thing to my colonists on those raids.
Rosco 2020 年 2 月 9 日 下午 2:31 
I can't generate planets anymore because of this mod :
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Adrenaline.HediffGiver_Adrenaline.OnHediffAdded (Verse.Pawn,Verse.Hediff) <0x00161>
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x001f6>
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn) <0x004a5>
Mur Derer 2020 年 1 月 4 日 上午 5:47 
Hello?
Mur Derer 2020 年 1 月 1 日 上午 4:00 
I have just one question: is this compatibile with multiplayer?
DVeL 2019 年 12 月 15 日 下午 1:21 
Balance issue - taking prisoners is extremely difficult.
To dawn a pawn without killing it you need to either lower its conscience or moving ability by damaging pawn. But damage also increases its adrenaline to extreme levels.

Conscience:
Can be lowered by pain - Adrenalin gives 0.75 multiplier to pain
Also directly raises conscience by +15%.
Also greatly increases breathing, which increases consciousness even further.
As a result - even pawn with 100% pain and severe damage remains ALWAYS conscious.

Moving - Gives +15% moving, which means even pawn with one leg will remain stationary and not downed.
HawnHan 2019 年 11 月 22 日 下午 6:52 
I translate the mod into Simplified Chinese,and send a pull request.If you need it,please merge.thank you for hard work.
Sorcia 2019 年 11 月 13 日 上午 3:29 
Patch for androids to not get this effect?
Lonfield 2019 年 10 月 30 日 上午 7:55 
I like the idea
megabot 2019 年 10 月 13 日 下午 1:36 
heh. now i know how it works. if enemies are nearby, they get a rush. how i found out?

a few thrumbos migratet in here for a while. i have atacked one and let my pawn(with giddy!up) run around it, making it follow him

well,everyone is suffering from adrenaline crashes now. and i mean the animals which simply got adrenaline and are now vomiting all over the place
megabot 2019 年 10 月 11 日 上午 10:55 
may i ask for adrenaline being changed a bit? the generation, to be specific. apparently if there are enemies on the map and you draft someone they will get adrenaline- and possibly get a heart attack because of it. so, if possible, i would like for them to only get adrenaline if they are fighting ir running a lot- that is, if it's not this way already
Sir Rolin 2019 年 10 月 5 日 上午 10:11 
@XeoNovaDan - https://gist.github.com/f83badeb04292c2d5aff5e0dedc85b88
I tried to generate a pawn (new save) and it screwed up the whole character selection
XeoNovaDan  [作者] 2019 年 10 月 4 日 上午 3:58 
@Tibbnak - Are you using the latest version of this mod? A HugsLib log is preferable to just a single stacktrace since it shows what mods do what patches.
Quin 2019 年 10 月 3 日 下午 7:47 
That said, it might be a conflict due to another mod overwriting a core or something so I'd like some suggestions on where to look xml-wise or binary-wise.
Quin 2019 年 10 月 3 日 下午 5:44 
at (wrapper dynamic-method) RimWorld.AgeInjuryUtility.GenerateRandomOldAgeInjuries_Patch1 (Verse.Pawn,bool) <0x00a16>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateInitialHediffs_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00039>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch3 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00803>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e3>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>
Quin 2019 年 10 月 3 日 下午 5:44 
Using this mod in my mod list breaks a large number of random assortments of mods so hard that they completely abort patching or otherwise fail quietly and ungracefully in the background (the only way I can tell is by using the startup impact mod and seeing a large number of mods that normally take starup time glitching out to 0 ms taken and their features mysteriously being unavailible), and attempting to generate a planet with this mod enabled throws

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Adrenaline.HediffGiver_Adrenaline.OnHediffAdded (Verse.Pawn,Verse.Hediff) <0x0018b>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.AddHediff_Patch1 (object,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x001e9>
Awesomeexplorer 2019 年 9 月 22 日 下午 1:47 
If you haven't already, you should spend the time to make adrenaline resusicate dead humanoid and animal pawns using the same mechanics as the reviver mech serum before X amount of time after their death and only work once per pawn. Can have penalties similar to the ones in the death rattle mod (e.g. permanent brain/organ damage.) Also the chance for them to get too much adrenaline (depending on how much they had before death) and almost immediately die to a heart attack.
XeoNovaDan  [作者] 2019 年 9 月 15 日 上午 10:14 
@HoneyX - Yes
Aetherisax 2019 年 9 月 15 日 上午 10:13 
Thank you.... I'm unfortunately not very good with coding knowing only very very basics. I just deleted the set of lines that was related to the heart attack, namely this:

<hediffGivers>
<li Class="HediffGiver_Random">
<hediff>HeartAttack</hediff>
<mtbDays>5.1</mtbDays>
<partsToAffect>
<li>Heart</li>
</partsToAffect>
</li>
</hediffGivers>

Is that the correct way to eliminate the Heart attack proc?
XeoNovaDan  [作者] 2019 年 9 月 15 日 上午 9:53 
@HoneyX - Yes, you can edit the XML by going into 1.0/Defs/HediffDefs/Hediffs_Global_Misc.xml. The bit of XML that makes the pawns get heart attacks at extreme rush is lines 119 through to 127.
Aetherisax 2019 年 9 月 15 日 上午 9:41 
Is there a way to remove the Heart Attack trigger when under extreme adrenaline rush? I've lost my best animals and very good pawns just because they got a heart attack while fighting off raiders. At this point i'd lose more pawns just from killing themselves instead of defending.
[AN] Young Blood Wolf 2019 年 9 月 15 日 上午 5:01 
Damn now I can make my powerful colony more powerful by being able to get back up >:D
AmbiguousMonk 2019 年 9 月 10 日 下午 2:43 
Awesome! Thank you for producing this mod. It's brilliant
XeoNovaDan  [作者] 2019 年 9 月 10 日 下午 1:56 
@AmbiguousMonk - Yes, it's all editable through XML. And both factors you mentioned contribute to production.
AmbiguousMonk 2019 年 9 月 10 日 下午 1:50 
Is it functionally possible for us to adjust the effects of adrenaline via xml changes or will that break or prevent the mod from working properly? I'd love to be able to do my own personal balancing on this mod, but would never dare request that values get changes specifically for me

Also: If you don't mind me asking, how is adrenaline actually produced in this mod? Just over time while in proximity to an enemy pawn or does things like striking and enemy and being stuck make a difference too?
XeoNovaDan  [作者] 2019 年 9 月 7 日 上午 10:40 
@Sir Paranoia - I'll look at that one eventually. Other than the VFE Medieval launch, I'm taking a bit of a break from modding.
Paranoia 2019 年 9 月 7 日 上午 9:17 
Really liking this mod so far. Just a heads up though it seems to conflict with Zombieland a little, doesn't seem to cause no problems game-play wise other then throwing little red errors where I'm assuming Zombies gains adrenaline and sometimes vomits which they aren't meant to do.

Exception in JobDriver tick for pawn Branwell driver=JobDriver_Vomit (toilIndex=0) driver.job=(Vomit (Job_40236) A=(149, 0, 124)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.JobDriver_Vomit/<MakeNewToils>c__Iterator0.<>m__1 () <0x000f3>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>
XeoNovaDan  [作者] 2019 年 9 月 5 日 下午 5:25 
Updated to v1.1.2.0. This simply adds a toggle for whether or not animals can gain adrenaline.
XeoNovaDan  [作者] 2019 年 9 月 5 日 下午 5:12 
@Psych - On it right now
Psych 2019 年 9 月 5 日 下午 5:09 
i don't like this on animals.
Do u have setting for this?
XeoNovaDan  [作者] 2019 年 8 月 31 日 上午 4:14 
@agentbarron - Everything's effectively been moved back a stage. Full list (old values in brackets):

Slight:
+10% blood pumping (+10%)
+10% breathing (+10%)
+5% consciousness (+5%)
+0% moving (+5%)
+0% sight (+5%)
x95% pain (x90%)
x1 melee damage (x1.05)

Moderate:
+20% blood pumping (+20%)
+10% breathing (+15%)
+5% consciousness (+10%)
+5% moving (+10%)
+5% sight (+10%)
x90% pain (x83%)
x1.05 melee damage (x1.125)

Intense:
+20% blood pumping (+20%)
+15% breathing (+20%)
+10% consciousness (+15%)
+10% moving (+15%)
+10% sight (+15%)
x83% pain (x75%)
x1.1 melee damage (x1.2)

Extreme:
+50% blood pumping (+20%)
+20% breathing (+25%)
+15% consciousness (+20%)
+15% moving (+10%)
+15% sight (+10%)
x75% pain (x83%)
x1.15 melee damage (x1.3)
Heart attack MTB 5.1 days (5.1)
agentbarron 2019 年 8 月 30 日 下午 11:57 
Ill give it a try again, how much is it nerfed?
Winnie the pooh 2019 年 8 月 29 日 下午 2:40 
Ok thx
XeoNovaDan  [作者] 2019 年 8 月 29 日 下午 2:39 
@CHAD - All pawns will effectively be cool-headed, adrenaline junkies will only get mood boosts when injecting.
Winnie the pooh 2019 年 8 月 29 日 下午 2:34 
How do the traits work if we have everything unactivated ?
Winnie the pooh 2019 年 8 月 29 日 下午 2:32 
Noice
XeoNovaDan  [作者] 2019 年 8 月 29 日 下午 2:10 
@CHAD - Done!
Winnie the pooh 2019 年 8 月 29 日 下午 1:11 
Nice, could you also add an option to disable the ability from downed raiders carrying adrenaline to inject themselves please ?
bagelhe 2019 年 8 月 29 日 下午 12:55 
looks like this mod is not playing nicely with the forsakens. the forsaken pawn is all the time under extreme adrenaline rush and unable to get up.
XeoNovaDan  [作者] 2019 年 8 月 27 日 上午 7:14 
Alright, pushed v1.1.0.0 which nerfs adrenaline across the board, as well as adding two extra mod settings: disable natural gain (i.e. gaining in combat) and disable adrenaline crashes.
XeoNovaDan  [作者] 2019 年 8 月 27 日 上午 6:51 
@CLASSIC @agentbarron - Sorry that I've been a bit slow with feedback response on this one, I've been busy working on other stuff. I'll knock the bonuses of adrenaline rushes down a tier and also add that option to stop rushes being gained during combat - though I am probably a bit too late at this point.
Winnie the pooh 2019 年 8 月 27 日 上午 6:20 
@agentbarron yeah i agree, i wish this mod had just the Adrenaline drug, i've uninstalled it because unless you use CE its just a bad mod that makes pawns ♥♥♥♥♥♥♥ terminators ...
agentbarron 2019 年 8 月 27 日 上午 2:26 
this is a pretty interesting mod, i just wish it was all together less powerful. Pawns take a lot more hits before going down, usually having bleeding rates in the thousands so its almost impossible to capture/save them