RimWorld

RimWorld

130 ratings
More Injuries (Continued)
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Mod, 1.5
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3.217 MB
Oct 14, 2024 @ 11:07am
Apr 21 @ 9:50am
9 Change Notes ( view )

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More Injuries (Continued)

Description


The 1.5 version of the More Injuries mod (original at https://steamcommunity.com/sharedfiles/filedetails/?id=2892012512), reworked from the ground up with tons of fixes, new injury types, new medical treatment options, new medical work types to allow doctors to treat some conditions automatically, and a new mod settings menu to allow you to basically tweak every single option to your liking. Most conditions can be disabled if you don't like them.



The following is a list of selected features and health conditions. For a full list of features, details, and treatment options, please refer to the corresponding entry in the More Injuries User Manual on GitHub [github.com] which is also distributed in form of the README.md file in the install directory of this mod (steamapps/workshop/content/294100/3348840185).

New Injuries and Medical Conditions [github.com]



Do you have ideas for new features?

Add your feature request here [github.com]

Did you find a bug?

Report the issue here [github.com]

Do you have any questions about using this mod?

Ask the community for help here [github.com]

Want to contribute to the mod?

We are always looking for new contributions to the mod who want to help make it better for everyone. If you are interested in helping out with the development, translation, or testing of the mod, please refer to the contributing guidelines[github.com] or shoot us a message in the GitHub Discussions[github.com]



Development and maintenance of the More Injuries mod is a community effort. We are grateful for all the help we receive from the community and would like to thank everyone who has contributed to the mod in any way. For a full list of contributors, please refer to the credits.txt file on GitHub[github.com] or in the mod directory (/About/credits.txt).
Popular Discussions View All (1)
1
Jan 11 @ 5:50am
Can't use jump packs, and error pops this mod up
Smiley Face Killer
229 Comments
talonhendrick 8 hours ago 
perform cpr quit showing up
LocalDegen Apr 21 @ 5:07pm 
Would've loved to use this but whenever I try to apply a Tourniquet, I only get told "No Tourniquet available" despite there being several in both the stockpile and the medic's inventory.
AdaChanDesu Apr 21 @ 5:03pm 
Holy crap, this seems fantastic, especially for someone who loves medical systems in games and micromanaging the hell out of them. The only thing really stopping me from using it is Death Rattle integration/compatibility, but I see that's already been requested on github.

Fingers crossed, you're doing a fantastic job at spicing up the medical side of Rimworld.
Green Tea Apr 21 @ 2:51pm 
Hi and happy Easter! It's nice to see the mod get updates but I feel like some of the changes are questionable in my opinion, for example, why are tourniquets a medieval research but still need to know machining to research? Also, why do suction devices need to know microelectronics to make, I know some irl ones use electronics but others that don't also exist, and the in game ones look like those? On top of that, why does Epinephrine need both a Hi-tech and analyzer to research? I know their described as an auto injector but surely it would make more sense to put it in the Drug or Go-Juice Production tabs? It feels annoying having all of these bridged by multiple other expensive research projects to unlock an expensive project especially since I like doing tribal runs. If it where possible, could you please add a setting to revert these research changes? I would greatly appreciate that. Thank you for reading this and reviving this mod, sorry if anything I said came off as ungrateful.
Serek Apr 21 @ 11:06am 
I wanted to share an interesting experience with this well-made mod. My colonist kept mysteriously dying at the same time each day regardless of activity. After reloading several times, I discovered the cause.
My colonist had a regeneration gene that was attempting to restore a cut shoulder. When the gene activated, it regenerated all the destroyed parts (fingers and arm sections) simultaneously, but these new parts initially appeared at 1 HP. This massive influx of extremely damaged body parts mess up Rimworld health calculation system, causing the pawn to instantly die from "wounds" despite no bleeding, no lethal injury.
This likely happened due to my mod combination (Combat Extended, "Very Fragile" trait, etc.). The high number of body parts from this mod definitely contributed to the issue.
Not upset at all - I found it hilarious that a healing ability could kill! Fixed it using another mod to edit and remove the original injury.
Great mod otherwise, will continue using it.
lol Apr 21 @ 10:58am 
Sweet update, thank you!
Th3_Fr3d  [author] Apr 21 @ 10:14am 
Since the introduction of the new research system can be considered a breaking change, you'll see a one-time letter pop up when you load an existing save. You can decide if you want to do the new research projects from scratch, unlock everything, or unlock the core treatments immediately.

This is part of the version migration, and will only show up once for existing saves ;)
Th3_Fr3d  [author] Apr 21 @ 10:10am 
MoreInjuries v1.5.2 is now live!

This update introduces research projects for unlocking advanced medical devices and procedures to introduce some progression to the mod. We've also added full localization support, along with a translation interface to help community translators contribute more easily. If you're interested in helping out, take a look at the new contribution guidelines or shoot us a message :)

Several highly requested quality-of-life improvements have been implemented, including automatic fracture splinting by doctors and an option to hide the tourniquet self-treatment gizmo. Take a look at the mod settings for these. Finally, our skilled texture artists have reworked many of the graphics from the ground up to better match RimWorld’s visual style, and we've made various balance adjustments, bug fixes, and asset cleanups.

The full changelog is available in the patch notes here on Steam and on GitHub.
Th3_Fr3d  [author] Apr 21 @ 10:02am 
@Greater Lophorina thanks for the suggestion, I like that idea a lot :) You can track progess on your feature requrest here: https://github.com/frederik-hoeft/rimworld-more-injuries/issues/45
mauri Apr 19 @ 6:27am 
good fucking idea greater lophorina