RimWorld

RimWorld

Damage Indicators [1.6]
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.
lol May 10, 2024 @ 10:34am 
Mentioned in Best Mods • Vanilla UI collection.
CaesarV5  [author] May 7, 2024 @ 3:49am 
@Mad Dog Peter It's only related to the amount of damage.
Mad Dog Peter May 7, 2024 @ 3:45am 
What do the different colors mean? Type of damage or simply the amount of damage?
KLRCH Apr 27, 2024 @ 11:18pm 
I am fascinated by the fact that 1.5 broke mod that pops up numbers when damage is done.
Schoppeng Apr 21, 2024 @ 4:11am 
How is this still now in the base game?

Thank you
CaesarV5  [author] Apr 13, 2024 @ 10:51am 
Hello, Rimworld will pick the binaries with the closest inferior or equal version number so 1.4. It's the same for older versions : Rimworld 1.3 will pick the binaries from 1.1 folder and so on...
Archie Apr 12, 2024 @ 4:20pm 
Hey there, I noticed the 1.5 binaries are absent from the mod files even though it's marked as 1.5 compatible. Resubscribing did not change anything.
A Fat Kid Mar 23, 2024 @ 10:41pm 
Issue is resolved, thanks.
CaesarV5  [author] Mar 23, 2024 @ 7:31am 
It should be fixed now.
A Fat Kid Mar 23, 2024 @ 2:42am 
@CaesarV5 Running on version 1.3.3389. Something with the 3/15 update broke the mod. The debug actions menu and debug logging menu does not open. In addition, the damage motes do not appear and player pawns are nearly immune to damage. Traps are also not destroyed after being triggered.

I have tested this with all other mods removed with the exception of Harmony, Core, Royalty, Ideology and then this mod, in that order. The buggy behavior remains. It does not appear to be a compatibility or loading order issue.
Pokemon Sapphire Mar 19, 2024 @ 3:18pm 
Not sure if mod load order was a issue, but i was playing the night before just fine. I checked the recent updated mods huglib, nyaron race, allow tool, and after un checking damage indicators fixed the problem for me.
CaesarV5  [author] Mar 19, 2024 @ 2:58pm 
@Pokemon Strange, I didn't change the code of the mod, I just updated the version compatibility list. Are you sure it's not a matter of mod loading order ?
Pokemon Sapphire Mar 18, 2024 @ 12:35pm 
This mod was updated 3/15 and it broke my debug actions menu, the / key. Currently still on the 1.3.3287 build. Posting to help anyone else that might need it.
Pos 4/5 Mar 15, 2024 @ 1:57pm 
Thanks for the update!
Some_one Jan 6, 2024 @ 2:59pm 
@1315016654 because lag
1315016654 Jun 17, 2023 @ 5:03pm 
Why do I have to make the screen very large to see the numbers?
SuperPox Apr 11, 2023 @ 8:51am 
just wanted to say I really like this mod. its always on
χø£¡Ŧ|ź <(´= w =`)> Apr 2, 2023 @ 6:46am 
This mod is incompatible with Callouts 1.4, resulting in a Clash To Desktop at the start.
Kokorocodon Mar 6, 2023 @ 11:48am 
The Call-Out mod does that
trexxet Feb 26, 2023 @ 5:10am 
I've seen in some videos that some players have damaged parts indicator instead of just numbers. Which mod is that?
brady Feb 13, 2023 @ 4:54pm 
A small change and it makes my game incredibly more fun to play! Thank you.
KiTA Dec 25, 2022 @ 3:13am 
As a followup, it's not specific to this mod. Had it happen just now to the little pop up text when I was treating someone in my latest game's hospital. Either weirdness with my AMD drivers or some weirdness with the Vanilla system for handling the floating text.
KiTA Dec 7, 2022 @ 12:24am 
Here's a HugsLib upon loading (can't get one after the thing locks up on loading sadly): https://gist.github.com/HugsLibRecordKeeper/3673e0e6ea463025e3544880e0508966

And here's a pastebin of the callstack: https://pastebin.com/9D8rWVzb
CaesarV5  [author] Dec 6, 2022 @ 12:58am 
@KITA Do you have the full callstack of the exception ? And the list mods you are using ?
KiTA Dec 5, 2022 @ 4:09pm 
Just as a heads up, this mod -- or perhaps this mod conflicting with other mods, not sure -- causes the game to hang upon loading if you load while damage numbers are floating on the screen. If you load without any numbers on screen, or wait till they vanish before hitting load, the problem doesn't occur.

Error in the logs is an infinite loop of Root level exception in Update(): System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
redbrick Nov 8, 2022 @ 7:06am 
I would like to suggest to add LoadFolders.xml on root directory of this mod as follows:
<?xml version="1.0" encoding="utf-8"?>
<loadFolders>
<v1.1>
<li>/</li>
<li>1.1</li>
</v1.1>
<v1.2>
<li>/</li>
<li>1.1</li>
</v1.2>
<v1.3>
<li>/</li>
<li>1.1</li>
</v1.3>
<v1.4>
<li>/</li>
<li>1.4</li>
</v1.4>
</loadFolders>
CaesarV5  [author] Oct 24, 2022 @ 11:40am 
@Attrition As there is no breaking change between the versions for Rimworld 1.1 to 1.3, I only left the folder for 1.1. The way it works, is that Rimworld will load every folder in the package that have a version less than or equal to the current version of the game. For example, if you start Rimworld 1.3, it will try to load 1.3, 1.2, and 1.1 folder (as explained here : https://docs.google.com/document/d/e/2PACX-1vSOOrF961tiBuNBIr8YpUvCWYScU-Wer3h3zaoMrw_jc8CCjMjlMzNCAfZZHTI2ibJ7iUZ9_CK45IhP/pub) . I've tested the mod for 1.1, 1.2, 1.3, 1.4 and it worked on my side so it should on yours too.
Attrition Oct 24, 2022 @ 11:01am 
Hi, found that the latest update removed folders for versions 1.2 and 1.3, could I request that they be repacked in
Cleric_McManus Oct 23, 2022 @ 2:26pm 
@CaesarV5 Thank you for the super quick update!
Tablenack Oct 23, 2022 @ 4:57am 
DUH ..... thanks ill give it a try again :) i use to check the damage to when i die understand who destroyed me lol :)

thanks :)
CaesarV5  [author] Oct 23, 2022 @ 4:18am 
@Tablenack You can change this behaviour in the settings of the mod. By default, damage is not shown if the target and the instigator are not in a faction (wildlife animals are not in a faction). If you check the first setting of the mod, you'll see damage coming from everything to everything.
Tablenack Oct 22, 2022 @ 9:05pm 
i tried fighting a rabit by hand and hitting object by hand and no damage was showing ... that as far as i tried it =/ was in a nacked brutal so didnt have a chance to try it with weapon =/
pauldeelaek Oct 22, 2022 @ 7:49pm 
Thanks!
CaesarV5  [author] Oct 22, 2022 @ 7:12am 
@Tablenack All damage ? Or damage from a specific weapon on something specific ?
Tablenack Oct 22, 2022 @ 5:26am 
damage isnt showing up for me =/
Catts Oct 21, 2022 @ 6:44pm 
Thanks for the update!
Nox Tenebris Oct 21, 2022 @ 10:29am 
Thanks for updating :D
Demognomicon Oct 20, 2022 @ 3:28pm 
@aesarV5 - Awesome! Thank you!
BestToasterNA Oct 20, 2022 @ 2:56pm 
Thanks this is one of thos must have mods imo
CaesarV5  [author] Oct 20, 2022 @ 2:42pm 
Updated for Rimworld 1.4