RimWorld

RimWorld

1,252 ratings
Immortals
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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153.568 MB
31 Jan, 2020 @ 3:04pm
11 Apr @ 10:58am
58 Change Notes ( view )

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Immortals

Description
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 and starting the reaction by triggering a quickening near it you can get mortalis.
  • 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:



[ko-fi.com]
Popular Discussions View All (61)
76
28 Nov, 2023 @ 7:25am
Bug Report
Jeronico
2
24 May @ 4:53am
Map Generation + Hediff Error
SebNandexIII the Spider Enjoyer
1
1 Jun @ 7:32am
Bug Report: Immortals Healing Speed on the Map
Rupula
2,385 Comments
Thallan 29 Jun @ 8:40am 
@Winter I almost got the settings right already then, thanks
Winter 28 Jun @ 3:57pm 
@Thallan If you want all immortals to bypass the hidden immortality stage and start out as standard immortals, setting 'visible immortality' to 1 and the low end of 'immortality range' to 1 should do that for all immortals that generate after you change the settings.

If you just want to know immediately if a pawn has hidden immortality, you can click on them when they are downed and see if there's a Behead button, or turn on dev mode and toggle 'Show hidden Hediffs' in their Health tab. You could also directly edit the XML to remove the becomeVisible entry in the FirstDeath stage of the Immortal hediff, but direct edits often get lost when mods update.
Thallan 28 Jun @ 2:20am 
Anybody know a way to disable the hidden immortality? I want it immediately apparent when someone is immortal (and don't want to wait like 16 day for them to revive from first death). I thought I had set it up right in the settings, but I evidently hadn't as I just relized one of my colonists is a hidden immortal.
Svela 18 Jun @ 7:06pm 
@Winter Good to know, thanks. I was worried that maybe prosthesis would prevent regrowth even after removal. But you clarified that. Much appreciated! :D
Winter 18 Jun @ 8:06am 
@Svela Yes, you're right. Prosthetics will prevent a body part being regrown, and regrowth will happen when the prosthetic is removed, if the immortal is strong enough to regrow that part.
Svela 17 Jun @ 11:57pm 
Just to clarify, will an immortal pawn regrow a limb or lost eye that has a prosthetic? From what I understand they don't, but I just wanted to know if I happen to be mistaken. If the answer is indeed no they do not regrow, then if I remove the prosthetic would they then begin to regrow? I ask because my immortal pawn lost an eye and I'd like to give them an eye patch (possible with another mod), and when they become powerful enough to regrow limbs I'd like to remove the eyepatch so they regain their eye. Same with their right hand they lost.
Rights 13 Jun @ 12:19am 
One more bug: a resurrected immortal, who has a bonded persona weapon, can't use the weapon anymore after reviving due to the weapon "being bonded to someone else".
Rights 13 Jun @ 12:19am 
Clearing the regrowing parts through Pawn editor seems to also cause currently dead immortals to spring back to life the instant they're cleared, otherwise they'll just stay dead indefinitely. Some tick counter is messed up.

Whenever a part is regrowing, I'm getting log spam with error:

System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D2700BB]
at Immortals.Immortal_Component.TickLivingImmortal (Verse.Pawn pawn, System.Int32 tickMult) [0x003a6] in <28421474f16f4345838e59dcb5ba7d4c>:0
at Immortals.Immortal_Component.GameComponentUpdate () [0x00192] in <28421474f16f4345838e59dcb5ba7d4c>:0
at Verse.GameComponentUtility.GameComponentUpdate () [0x00017] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
Rights 12 Jun @ 1:23pm 
Not sure if mod conflict, but my immortal seems to be endlessly growing his left fourth toe.

As in the part is "regrowing", but shows values such as "37774853.5/25", and the number keeps growing infinitely even when game is paused.
Would be nice if he grew all the other missing toes at some point. :steamhappy:
Winter 1 Jun @ 10:53am 
@IrishLuck Usually around 5 for the first upgrade, and a lot more for later upgrades.