[XND] Adrenaline!

MOD Desc

This simple mod aims to make combat more interesting and more immersive by making biological pawns produce adrenaline whenever they are put into fight-or-flight situations. Yes, all biological pawns, from Joe Colonist, to that manhunting squirrel on day 5, and everybody else in between!

Adrenaline primarily boosts a pawn’s consciousness, movement and melee damage while also reducing the amount of pain that they can feel – so they’re really giving the fight 110%! However, after a prolonged adrenaline rush, pawns may then experience the opposite: adrenaline crashes that make them feel lethargic for a short period of time.

Some pawns may also be adrenaline junkies who get mood boosts from simply being in the heat of the action! However, other pawns may instead be cool-headed and never get worked up from the intense situations that adrenaline junkies practically live for.

Adrenaline also has another cool effect: If a pawn is downed and was carrying an adrenaline syringe in their inventory, you can make them inject that syringe and they can potentially get back into the fight! Beware though, because raiders can also do this!

Adrenaline can be synthesised at drug labs once you research penoxycyline production.

Any aspects of this mod that you don’t like? You can disable natural adrenaline gains, animal adrenaline gains, adrenaline crashes and raiders using adrenaline when downed, entirely in this mod’s settings.

I recommend using Smart Medicine with this so that you can make your pawns stock up on adrenaline syringes without the limitations of vanilla drug policies. This also works well with Combat Extended!

Powered by the Harmony Patch Library.


Mods:
Should work fine with alien races and modded animals. There are currently no known mod conflicts.

If you are a modder and wish to make animals or alien races have different adrenaline characteristics, you might be interested in checking out this mod’s GitHub wiki: https://github.com/XeoNovaDan/Adrenaline/wiki

Saves:
Can safely be added to ongoing saves. There may be errors when removing this from an ongoing save, but they should be harmless.


GitHub releases: https://github.com/XeoNovaDan/Adrenaline/releases
Source code: https://github.com/XeoNovaDan/Adrenaline

Want to chat? I have a discord server here: https://discord.gg/gyM44bb


Brrainz for his fantastic work with the Harmony Patch Library.
Ryflamer for kindly providing the adrenaline syringe sprite.
Trunken for kindly providing the fancier headings on this page and proofreading the GitHub wiki.
Mehni for rubberducking :rubberduck:
Various members of the discord and forums for playtesting and contributing their ideas!



  • 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 objectat Adrenaline.HediffGiver_Adrenaline.OnHediffAdded (Verse.Pawn,Verse.Hediff) at (wrapper dynamic-method) Verse.Pawn_HealthTracker.AddHediff_Patch1 (object,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1,Verse.DamageWorker/DamageResult)
  • Very cool mod that’s a great addition to the game, I really like what it adds to the firefights. Some hopefully constructive criticism here: The post-fight adrenaline crashes are a bit harsh, mainly the consciousness debuff. After every raid my colonists are at severe adrenaline crash, they sleep, wake up and are still severely crashed making it much harder to recover and nearly impossible to deal with a 2nd sudden raid. After a rest they shouldn’t be debuffed for consciousness anymore imo. It’d also be cool if after a threat that creates an extreme adrenaline rush, colonists were extra productive for 4-6 hours, then they get the crash and require extra rest/recreation, instead of immediately having to deal with the negative side effects of crashing after a fight. I had to deal with an infestation across the map and even though my colonists were uninjured, they could barely make it back to base. Anyways, appreciate your work on this and all of your other great mods.
  • I’m not sure if this is intended, but I’m getting pawns (with no adrenaline traits or injections) who are getting straight-up heart attacks from Adrenaline. In fact, I just had someone (who wasn’t even injured by the way, and no medical conditions either) straight up *die* from an adrenaline-induced heart attack.Most of the time, these heart attacks aren’t very harmful. During the battle, Adrenaline keeps my pawns up and running despite suffering these heart attacks, and then if they suffer a severe enough heart attack then they can easily be rescued post-battle. But having a pawn die from one? That’s just ridiculous.
  • – 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)
  • 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=nullSystem.NullReferenceException: Object reference not set to an instance of an objectat RimWorld.JobDriver_Vomit/c__Iterator0.m__1 () at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object)

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