RimWorld
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Damage Indicators [1.6]
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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544.336 KB
7 mrt 2020 om 11:04
29 jun om 11:24
13 wijzigingsnotities (weergeven)

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Damage Indicators [1.6]

Omschrijving
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 opmerkingen
shawyer 30 jun om 9:44 
Thanks for the update!
Renzor 30 jun om 5:53 
huzzah a very necessary mod imo :)
CaesarV5  [auteur] 30 jun om 1:50 
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 30 jun om 0:54 
Red error messages appear after the 1.6 update :(,Is anyone else having the same issue?
Emerson 14 jun om 17:42 
Works fine for 1.6, as far as I can tell.
Kaedys 4 apr om 6:56 
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 4 apr om 0:10 
Why does this mod support 1.5 but doesn't have a folder named 1.5?
kaputzz 2 apr om 6:34 
i see damage indicators over plants on the map lol
Kaedys 30 jun 2024 om 10:41 
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 30 jun 2024 om 7:14 
Don't colonists die from injuries rather than "Damage"?
I thought they don't have like "100 out of 100" health.