Death Rattle Continued [1.2]

MOD Desc
Description
Updated for Rimworld 1.2, now incorporates the functionality of Death Rattle Comatose into the main mod. Also adjusted the severity of acute liver failure and the threshold before brain damage begins to occur, which allows more time to react to the injury.

Original mods can be found at
https://steamcommunity.com/sharedfiles/filedetails/?id=2013400235 and https://steamcommunity.com/sharedfiles/filedetails/?id=2013401375

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.

Note: This mod doesn’t change ‘death on downed’ chances at all, so without another mod to change that, a good portion of the raiders and such that attack you will die without suffering ‘fatal’ injuries. The settings introduced by 1.2 has an option to adjust this, and there are also mods on the workshop to do this as well.

Non-Steam Link
https://github.com/troopersmith1/Death-Rattle-Continued/releases/

Compatibility
Works very well alongside Life Support ( https://steamcommunity.com/sharedfiles/filedetails/?id=2213696082 )

Compatible with Combat Extended.

It should be compatible with everything. Just try it, and let me know if it doesn’t work, so I can attempt to fix it.



Short version: RimWorld is amazing. If you’re on the fence about getting this game, I’d totally recommend it. It’s definitely worth the 30 dollars.

———–

Long version: There are so many different things I love about RImWorld. I could gush endlessly about this game.

First and foremost are its storytelling capabilities. RimWorld’s AI manages to somehow create these diverse stories, and endear each pawn you manage to you. Whether it’s the triumph of defeating a massive raid, the tragedy of a favorite colonist being shot to pieces, or the randomness of seven wooden feet falling from the sky, the combination of random events and your colonists’ interactions with one another provide endless tales (that typically end in death). I find that, by the end of a playthrough, I have something special to say about almost every colonist, whether they saved the town or burnt it down.

My second favorite thing about RimWorld is its openness. RimWorld is almost sandbox-like in that it lets you play it virtually however you want. Do you want to make your colony a beacon of kindness and humanity, or a community of bloodthirsty cannibals? Do you want to skip building a permanent settlement and wander around the world instead? You can do that. Are you trying to rocket off your planet in a hastily built spaceship, or are your colonists planet-dwellers for life? Either is just fine. RimWorld lets you start your game however you choose with preset or randomized scenarios, and lets you do whatever you want while on the world.

The last bit I have to say about RimWorld is how much STUFF there is. Despite being fairly simplistic visually, RimWorld offers a huge variety of characters, items, animals, plants and more. World generation and colonist creation always come up with new and interesting challenges, and if you don’t like it, you can always reroll for a different start. It’s practically complete, even if it says it’s Early Access, and each update adds more stuff to check out, big (world gen overhaul) and small (oh look a new type of hat).

This isn’t to mention RimWorld’s massive Steam Workshop support. There’s even more stuff made by other players in the community, which makes the gameplay even better. People have introduced hundreds of new scenarios for others to try, many of which I don’t know if I’ll ever get to. There’s mods that add cosmetics like new hair and outfits, mods introducing cults and creatures, and mods overhauling how people can act and interact. Installing/removing mods is really easy, and I always end up playing with a bunch of them.

One gripe is that sometimes, mods conflict, and it can be kind of a pain to troubleshoot and figure out which of your 20 mods breaks your game, but mod devs are always active about fixing any bugs.

This problem is true for the base game, too; with each new update, there’s always a few new bugs created. However, just like with mods, Tynan and the other RimWorld devs are always super active about patching out any problems, and will take input from the community, another great bit about this game.

(Another problem I get is that when you have too large of a community, or too many mods, your game performance takes a hit, but this probably has more to do with my playstyle. I recruit almost every prisoner and add way too many Workshop addons.)

To summarize, RimWorld generates awesome stories and makes each randomly generated colonist interesting. You can play the game however you’d like, and no one’ll tell you otherwise. There’s so much stuff in the game that it’s impossible to see it all in one playthrough. The community and game devs are awesome, too. This such an awesome little game, and I’d recommend it to anyone who likes fun stories and management or RTS games (and making hats out of human skin).

I started off in the desert to see how it was as a change. We had 3 survivors, Bellerose, Roman, and Ramyn. AKA Noodles.

Noodles was the greatest doctor in the game. He could patch up anybody, with a stick and a block of ice, probably. Sadly, we had few resources. The only steel we got was from steel walls all over the world and wood was not to be seen. We managed to build our homes shotgun style (one corridor with rooms on the left and right) and hoped for the best.

We found an ‘ancient danger’ which was a large limestone room, covered in darkness. We needed supplies, so we broke it down to see what was in there. It was cyrptosleep chambers. 4 of them. Despite warnings I had read from guides, I opened them.

3 guys and 1 female popped out of the chambers, 3 of them in shock. The other one had an SMG. He opened fire at Bellerose, who fled the scene. Due to cyrptosleep sickness, the man started to spew his lunch all over the limestone floor. Noodles, being a brawler, rushed at him with a knife. He managed to kill the man, and we gave Bellerose his SMG since she was the only one who wasn’t a brawler. However, during the fight, Noodles got his left foot shot.

Since he was the only certified doctor in the colony, we had to put him through amateur care. Meanwhile, a mad animal was running around (Iguana) and was closing in our home. I sent Bellerose out with her Tec-9 and she shot the Iguana, but she got injured as well.

While Bellerose was in bed, resting away her pain, Noodles, who got shot in his foot, crawled out of bed to get a medic kit and heal Bellerose. This hero. Sadly, he got a major infection in his left foot. Due to the lack of medical knowledge from anyone, we had to amputate it.

When he recovered, we gave him a wooden peg leg. He was fine with it, even though he moved slower. When he woke up, everyone went back to sleep. He continued the freezer we were building at the time for around 4 hours before going to sleep. Around this time, a woman named Minla joined our colony.

This man has done so much. But sadly, he couldn’t help our food problem. We were running low on food. We had to grab the bodies from the cyrosleep chambers (they were still fresh) and poor Noodles was so hungry, he had to eat the corpses. Raw. Before they were bucthered.

This obviously took a toll on his mental health. He asked Bellerose out, and got rejected. This was the breaking point. He stabbed his cat, and chased after Roman, who got cut up. We needed Noodles. He was a great doctor. I decided to make Bellerose melee attack Noodles. This didn’t work out well. He chased after a rat, stabbed it, and finally stabbed Minla. He got over his mental breakdown, and rescued Minla. Due to his peg leg and his wounds over his torso, he walked at a snail’s pace. This resulted in Roman and Bellerose slowly bleeding to death in the middle of a desert.

Minla and Noodles rested. The wounds over Noodles chest got too much, and he got a major infection. Then, Minla woke up, grabbed a knife, and went berserk. She tried to stab Noodles for killing everyone else. Noodles was quick to take her down of course, and went back to sleep with a corpse in his room. When he woke up, he truly snapped. He wandered around the corridor, completely nude, and dropped his knife.

Raiders attacked. They smashed the cooler, the solar panels, stole gold and a bunch of clothes, and lit one of the wooden walls on fire before running off. Noodles didn’t notice this. He wandered around still, until he got downed from a heat stroke. He couldn’t escape.

The fire burned everything inside the entire house, except for a couple of human meat for some reason. Including Noodles.

Rest in peace Noodles. You may not be thinking right, but you’ll still be a hero.


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