边缘世界 RimWorld

边缘世界 RimWorld

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Immortals
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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2.595 MB
2020 年 1 月 31 日 下午 3:04
7 月 7 日 下午 2:22
62 项改动说明 ( 查看 )

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Immortals

描述
Just as a heads up, I have two kid who I am taking care of full time, modding time and energy is very low


They are immortal, they have inside them blood of kings.
This mod is based on highlander rules although with a few changes to make them less OP and hopefully enough settings to let them be as OP as you want.


  • Pushed Killface's update so a special thanks to them for their work.

  • Added the mortalis extractor, this building adds a new use for the immortal heads. By filling it up you can get mortalis which can be used for some drugs and to make a new immortal
  • Added mortalis, this resource can be used to create some drugs as well as a crystal that can be implanted into a pawn to grant immortality. Implanted anywhere but the brain causes the pawn to become a stunted immortal.
  • Added fake eyes, if a pawn is missing an eye they can just pop them in themselves otherwise there is a surgery to remove existing eye and put them in. Higher quality materials add beauty and social impact, and of course a pawn may swap out an eye themselves.
  • You can impale dead or downed pawns, this will kill them and if they are immortal this will stop them from being able to revive. Impaling costs 1 steel. This makes it easy to keep immortal pawns laying around to trigger the extractor.

    As usual I should be able to fix most bugs that have poped up over the weekend but won't be working on anything else.


  • By default each humanlike pawn and animal has a small chance to before immortal. Those who are lucky enough to be immortal will not know it until after their first death and first resurrection. Dead immortals are totally safe to be put into graves or sarcophagi. The brain (or something that passes as a brain) is the key to immortality, if a pawn loses their brain then they will die for good.

  • The immortality of a pawn will trigger after their first death, this means once they have come back to life they gain the full benefits of immortality, this includes powerful healing factors and should they die they will come back to life much faster. As an immortal increases in power they will gain the ability to regrow fingers and limbs, they can always regrow vital organs. Regrowing parts is not free however and will lower their hunger quickly.

  • The true death of an immortal will unleash a massive amount of energy. If there is another immortal nearby to absorb their power they will receive a quickening. This quickening will increase the power of their own immortality allowing them to heal faster. The pawn will also gain a bit of the dead pawns skill with a chance to gain their passiosn. If there is no immortal nearby the power will take to the skies raining down as bolts of lighting in the general area.(It makes a flashstorm)

  • An order has been added to let you behead any downed or dead pawn to stop them from coming back to life and to steal their powers.




More specific information about numbers and even a bit of self troubleshooting. Somewhat of spoilers if you want to be kept in the dark about how it all works.
  • Immortality is a hediff so you can add it to whichever pawn you want(add it to no part), it will work on any pawn including modding races and animals.

  • Default pawn categories that are fully editable, with the ability to add more or remove them. These govern what pawns can become immortal as well as the chances and how they interact with each other.

  • First death immortals heal 10 times slower while dead by default than a regular immortal. This means that depending on how they died it could be 10-20 days or even longer. This time will increase for each organ the immortal is missing that they need to survive, expect 10+ days extra per organ missing. If you aren't sure if a pawn will be revived you can check in dev mode, there is a hediff.

  • Each time the immortal condition ticks it will pick a random injury to heal. This takes into account the pawn's size and their immortality and the heal speed setting. This effect will also tick limbs that need regeneration so more injuries will slow down the rate at which they recover. The hunger is only ticked everytime a limb regrowth is ticked so this won't cause it to cost more hunger. How an immortal responds to each hediff can be changed in the settings. Limb regrowths are only checked on rare ticks and prosthetic organs and limbs are all safe.

  • Quickenings have a few variables that they take into account to determine just how much of a boost will be given. The immortality of the dead immortal is the base number, then the difference in body size is factored and finally the transfer value of whichever type the pawn was. The body weight of the body size can be changed or turned off and the transfer ratio can also be changed.

  • The best way to fully kill an immortal pawn is by removing their head but destroying the body with fire will also work. So a special order has been added to the orders tab to cut off a creatures head. Works on downed or dead pawns. This can also be used on any downed creature to kill it faster.

There SHOULD be no issues in adding this game during your play through. One issue is that only new pawn generation rolls for giving a pawn immortality. You can add it yourself via dev mode(its a hediff).

Removing this mod mid play through will throw a bunch of errors as content is missing but in theory this shouldn't matter after the fact.


This is a general list of things I plan on adding in no particular order and with no guarantees
  • Disease progression stopping based on immortality
  • First death matters(must be an unatural death)
  • Guillotine
  • More ways to steal immortality/Improved head mechanic
  • Royals - fix losing title on death
  • Pawns surviving dead and alone on a map


-Russian by Tkhakiro


Might throw some errors and require some dev mode clean up but shouldn't kill your save game:
Rim of Magic - Zombies mess with pawn faction and break things when they are revived. In this case when the immortal revives they are no longer one of your colonists.

Mixed Reports on Issues
Children School and Learning - Most people reporting no issues as of late


-If an immortal pawn's body is in a map that stops existing they won't be able to revive. This also includes dieing alone in a caravan.

Broken Saves
https://www.dropbox.com/request/eYM4KVbrVNAdVHzJhSmY

My other mods:



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热门讨论 查看全部(64)
94
10 月 23 日 下午 6:28
Bug Report
Jeronico
2
9 月 6 日 下午 6:30
What do you do with immortal heads?
NightTalon65
10
2023 年 5 月 30 日 上午 10:44
Next Update
fridgeBaron
2,526 条留言
pgames-food 16 小时以前 
btw vectorial has logged a bug here, in case they are able to fix it from their side:
https://github.com/Vectorial1024/EliteBionicsFramework/issues/111
pgames-food 11 月 11 日 上午 8:09 
ah hi @winter, am not sure about the food needs, but i did spot some wild animals like a deer or carribou or even a modded animal, which had the immortal trait. (maybe there can be a toggle mod option for allowing non-pawns to have that immortal hediff?

once i hunted it, and it came back to life, and then i hunted it again and use it at the butchers spot, the errors went away :)
(only to come back again maybe half a day later in game, when some other animal or something i couldnt track yet, caused the errors again)

the game is still playable, it just slows things down a bit in terms of minor lag, and makes the logfile bigger form time to time, so i guess it could always be worst - not bad for 850 mods :)
Winter 11 月 10 日 下午 4:37 
@pgames-food Does a save and reload fix it? If not, do you have any immortals with other unusual features, such as not needing food?
pgames-food 11 月 9 日 下午 10:05 
hi is anyone getting these errors over and over?

"System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE]
at Immortals.Immortal_Component.TickLivingImmortal (Verse.Pawn pawn, System.Int32 tickMult) [0x00407] in <0e2efd90d0a44649ae0b05b6b29f5ca7>:0
- TRANSPILER rimworld.v1024.ebframework: IEnumerable`1 EBF.Transpilations.Immortals.Transpiler_ImmortalComp_TickLivingImmortal:Transpiler(IEnumerable`1 instructions)
at Immortals.Immortal_Component.GameComponentUpdate () [0x00192] in F:\Steam\steamapps\common\RimWorld\Mods\Immortals\Source\Immortal_Component.cs:162
at Verse.GameComponentUtility.GameComponentUpdate () [0x00017] in <46372f5dadbf4af8939e608076251180>:0
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE] Duplicate stacktrace, see ref for original"
Winter 11 月 7 日 下午 5:20 
@SlayaZes In the options for this mod, scroll down to the 'Show pawn specific settings' button, click it, click on the 'Animals' button, and uncheck 'Can be immortal'.
SlayaZes 11 月 7 日 下午 2:09 
I am having an issue, my chickens are often immortal, is there a way to disable animals getting immortal?
videogames1000 9 月 7 日 下午 6:42 
Soft incompatibility with vpe, namely it heals the powering hediff the power psycast by default, set to 0 to fix, it possibly messes with others
Tormènt 8 月 27 日 下午 2:44 
For those of you who haven't figured it out, you need to have ten heads in the Immortis Extractor before you can use an extraction trigger. In addition you need to use an extraction trigger before the extractor hits 100%.
Winter 8 月 26 日 下午 11:04 
@Anker If you'd like to have them come back from that, there's a setting in the mod options to survive brain destruction. Without that, though, yes, immortals are definitely not invulnerable.
Anker 8 月 26 日 下午 4:10 
Don't get too placated with immortals. You'd be surprised how easily they can die to a brain shot from a dangerous foe.