RimWorld

RimWorld

3,392 ratings
Damage Indicators [1.6]
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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544.336 KB
Mar 7, 2020 @ 11:04am
Jun 29 @ 11:24am
13 Change Notes ( view )

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Damage Indicators [1.6]

Description
A simple QoL mod that shows the damage taken.

Original mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=942369931 ) made by spdskatr, updated to Rimworld 1.6.

Updates :

29/06/2025
- Update for Rimworld 1.6

15/03/2024
- Update for Rimworld 1.5

20/10/2022
- Update for Rimworld 1.4

22/07/2021
- Update for Rimworld 1.3

15/03/2020
- Fix loading of settings
- Add new setting to only show damage done by pawns (don't show damage from natural decay, fire...)

Orginal mod github : https://github.com/spdskatr/DamageIndicators
Updated mod github : https://github.com/caesarv6/DamageIndicators
161 Comments
shawyer Jun 30 @ 9:44am 
Thanks for the update!
Renzor Jun 30 @ 5:53am 
huzzah a very necessary mod imo :)
CaesarV5  [author] Jun 30 @ 1:50am 
If you have this kind of error message "XML error: <rememberDrawStyles>False</rememberDrawStyles> doesn't correspond to any field in type PrefsData." when rollbacking to 1.5 from 1.6, it means that Rimworld 1.6 added new settings in your Prefs.xml file and Rimworld 1.5 doesn't recognize them. It's not linked to this mod in particular but if you want to fix the error, you can delete the lines with "rememberDrawStyles" and "zoomSwitchWorldLayer" in C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Prefs.xml
路人 Jun 30 @ 12:54am 
Red error messages appear after the 1.6 update :(,Is anyone else having the same issue?
Emerson Jun 14 @ 5:42pm 
Works fine for 1.6, as far as I can tell.
Kaedys Apr 4 @ 6:56am 
Mods don't have to have a folder for each version. Mods can specify a LoadFolder.xml, or failing that, if the game cannot find a folder matching the version of the game, it loads the latest versioned folder below that instead. In this case, it would load the 1.4/ folder automatically, even when running 1.5. I find it a bit unusual that a DLL-based mod would work like that, but if the functions it is patching didn't change, it's not out of the question.
猫雷Kiss Apr 4 @ 12:10am 
Why does this mod support 1.5 but doesn't have a folder named 1.5?
kaputzz Apr 2 @ 6:34am 
i see damage indicators over plants on the map lol
Kaedys Jun 30, 2024 @ 10:41am 
Ish. Individual injuries can kill colonists, if they are to vital parts (ex. if a colonist's heart, neck, head, brain, liver, both lungs, etc gets destroyed, they just instantly die). However, the game is also set up where if a colonist gains a total of 150 points of damage in active injuries across all of their body parts, even if no vital organs are destroyed, they instantly die from massive damage.

However, for the purposes of this mod, that's largely irrelevant. Each body part has an HP value, and each attack deals a specific amount of damage to the part or parts it hits. If the total damage, across all injuries and scars, on a specific part reaches or exceeds that part's HP, that part is destroyed. The damage indicators reflect this. That's why you get things like Lancers shooting people's arms off, because the unmitigated damage from a Charge Lance exceeds the HP of nearly every body part a pawn has.
Flaws Jun 30, 2024 @ 7:14am 
Don't colonists die from injuries rather than "Damage"?
I thought they don't have like "100 out of 100" health.