RimWorld

RimWorld

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[XND] Adrenaline! (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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27 Mar, 2020 @ 3:01pm
27 Mar @ 1:20pm
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[XND] Adrenaline! (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
845 items
Description

Update of XeoNovaDans mod
https://steamproxy.net/sharedfiles/filedetails/?id=1823138604

- Added support for [SYR] Trait Value



[dsc.gg]
[github.com]




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.


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!



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


Popular Discussions View All (2)
1
3 May, 2020 @ 2:41pm
Latest Patch Mod Broke?
PrinceCold
0
17 May, 2020 @ 11:17am
Game Breaks
Jet
62 Comments
WW2Wonder 16 Jun @ 1:35pm 
permition to make and overused joke
mikester112 15 Jun @ 6:40am 
any chance for a setting to disable adrenaline for shamblers or just entities in general?
Sgt. Sarge 15 Jun @ 1:03am 
Although I think it might be because they are attacking wildlife, sorry about that
Sgt. Sarge 15 Jun @ 12:54am 
I am playing with the deathpallapocalypse mod which basically adds a shambler faction, I am not sure if this is causing the issue but whenever I click on a shamblers health they are having adrenaline rushes despite standing listlessly
Mlie  [author] 15 Jun @ 12:40am 
@Sgt. Sarge Could you describe how to replicate this issue?
Sgt. Sarge 15 Jun @ 12:38am 
Shamblers seem to gain when not doing anything, and subsequently having adrenaline crashes
Jet 3 Jun @ 4:05pm 
gonna try this out again
Church.exe 7 Jul, 2023 @ 3:39pm 
would it be possible to configure it so that adrenaline reduces aiming accuracy but increases fire rate/reduces-aiming-time and maybe reduces sight/attack distance? Looking at the effects adrenaline causes, having a cool-headed colonist seems like it just makes them across the board worse in combat, when it seems like the opposite should be true.
If adrenaline made colonists fire faster but with less accuracy and penalized long-range fighting, a pawn that's cool-headed would make for an excellent backliner but adrenaline could still be beneficial if you have a colonist who is melee based or just isn't a great fighter so accuracy-by-volume could save their lives.
Mlie  [author] 15 May, 2023 @ 9:38pm 
@Edmund the Weeb They have probably chosen the same defname. Perhaps they can pick a new one, never heard of the mod in question
Edmund the Weeb 15 May, 2023 @ 8:38pm 
found a conflict, with this mod and Kraltech enabled when a pawn enters combat it gives them kraltech's adrenaline instead of this mods