RimWorld

RimWorld

[Kit] Just A Flesh Wound
546 Comments
Ridigan Oct 13 @ 7:35pm 
aight, ty
Kittah Khan  [author] Oct 13 @ 7:28pm 
@Ridigan
Only future scars, it's a check that happens when the wound is inflicted, to be precise.
Ridigan Oct 13 @ 6:58pm 
does messing with Scarring Threshold retroactively fix scars, or will it only apply for future scars? I messed around with seeing what would happen if I set the threshold way too high, but none of the scars on my guys fixed themselves
Kittah Khan  [author] Sep 27 @ 8:07am 
@xuelin
No worries, have fun learning.
xuelin Sep 27 @ 7:59am 
sorry, I have discovered my mistake. I am researching how this mod is implemented, but I only have a basic programming foundation. Most of them rely on AI to learn and research.
Kittah Khan  [author] Sep 27 @ 7:37am 
@xuelin
In function GetEHPModifier, Line 151 in Shared.cs you have:

if (null == hediff.Part) {
continue;
}

if (null != part && hediff.Part != part) {
continue;
}

if (false == (hediff is Hediff_AddedPart) && false == (hediff is Hediff_Implant)) {
continue;
}



On Line 178 you have:

if (null == part) {
delta *= hediff.Part.coverageAbsWithChildren;
}

Part can be null, in that case it looks at the effect on total health, if it's non-null, it looks at the effect on part health.
xuelin Sep 27 @ 6:55am 
There seems to be an invalid judgment:
In the FHIR HPModifier method of the ddl file, if (hediff.Part == null || (part != null && hediff.Part != part) || (!(hediff is Hediff_AddedPart) && ! After (hediff is Heddiff_Simplant), if (part==null) is also determined
{
num2 *= hediff.Part.coverageAbsWithChildren;
}.
In theory, these two conditions should be mutually exclusive. The second if will never hold, or is there a problem with my understanding:steamhappy:
Palasis Sep 7 @ 11:52am 
Thank you very much friend.
Kittah Khan  [author] Sep 7 @ 11:46am 
@Palasis
Part Break

Increasing resilience means that more damage would need to be done to break a part.
If you want to disable it entirely, increase the threshold to max and increase resilience to max.

Corpses will still show parts as being missing, but that can't be helped.
Palasis Sep 6 @ 8:11pm 
Hello, how can I prevent arms and legs from being blown off? I tried doing some of the settings but it is still happening. Could I get some help from someone if you do not mind guiding me in what to turn up or down? Thank you very much.
Kittah Khan  [author] Sep 2 @ 6:26pm 
@Shidobu
No clean way to resolve that, would require a specific check to see if the life support mod is active and if a pawn is on life support.

If I'm not mistaken, the cause is the fatal damage calculation counting damage to organs more than damage to generic meat.
Shidobu Sep 2 @ 8:07am 
Had to tweak some values related to fatal damage, as my donors prisoners were dying even though I hooked them to life support mod.
I guess that would need some compatibility patch to keep both default values and an option to let pawns stay alive with just brain as a last organ when hooked to Life Support.
粉红战车 Jun 24 @ 10:02pm 
Thanks, after my comment I played the DLC carefully and I found that the problem is that Shambler is the only enemy that can continue to move and attack after falling to the ground and unable to move. This causes my pawns to continue to attack the fallen Shambler, and because the Shambler is already on the ground, it is extremely difficult to kill.
Kittah Khan  [author] Jun 24 @ 10:19am 
@Mac
As you wish.

@粉红战车
Just tested this, shamblers seem to be dying just fine with the default settings, both melee and ranged wounds appear to be doing the job.

Also, just added shambler-specific down protection and part break resilience settings.

@The Blind One
@Depraved Arachnophile
It should work fine.

@Colossus of Chodes
I don't know, try it out and let us know.

@Deadcurze
@Dizzy Ioeuy
@frosted_gay
Sorry, a lot of these options have chaining effects and there's no easy way to disentangle that, as such, "Vanilla settings" would only approach how Vanilla works, my default settings are just what I think approaches Vanilla's "feel" the best.

The best thing you can do is just to do some testing in Dev mode Quicktest to find what works for you, settings-wise.

@Allachor
Thanks.

@PinkPlinko
As you wish.
Mac Jun 19 @ 10:03am 
GOAT will need an update (no pressure tho
粉红战车 May 16 @ 1:55pm 
Hello! I really like this mod — it's great, because in the vanilla game, pawns die far too easily and suddenly. However, this mod also makes the Shambler from the Anomaly DLC extremely difficult to kill. In my case, even five high-shooting pawns using machine guns were unable to kill a single Shambler after several hours of continuous fire.
The Blind One Apr 17 @ 5:41pm 
Would this work with grievous wounds mod?
Colossus of Chodes Apr 6 @ 9:48pm 
I know you can substitute this mod for No More Lethal Damage Threshold, but can the two be used together without issue if I want to remove the threshold altogether?
晓山alreShan Mar 26 @ 8:08am 
@Russo
try this site, if can't get ingame hugslib logs uploaded.
{LINK REMOVED}
Russo Mar 26 @ 6:58am 
I'm having a red error with 3 mods and one of them is this, where can I post the error log?
待到烟火茶凉 Mar 25 @ 12:42pm 
This MOD can be used to catch the boss of the giant pit (the Terrifying Mother Beast). For example, if you use a weapon with high bleeding and low damage, such as an elephant tusk, it will not cause it to die directly, but it will lose too much blood and fall to the ground.:steamthumbsup:
Deadcurze Mar 18 @ 12:35pm 
I'll second the earlier suggestions that a button to revert to vanilla would be great, as it would make it much easier to run comparisons when customising one's settings.

To be clear, I rather like the mod even without that option!
Valentine Mar 13 @ 2:20pm 
Be aware that the default settings for this are very generous in terms of resilience causing people to be unstoppable other than by bleeding out, pain or massive overkill and the mod also causes situations where a limb is completely and utterly indestructible meaning a head on 1 health can take 99 more 10 damage hits and still be on 1.
Allachor Mar 12 @ 6:48pm 
Thank you for the mod, I'd just like to report that there is a incompatibility between your mod here and the Tweaks Galore mod when the Disable Lethal Damage Threshold option is toggled. It causes pawns to die inconsistently when they are missing legs and some organs that ordinarily wouldn't kill them.
Depraved Arachnophile Dec 28, 2024 @ 9:04am 
How well does this work with something like More Injuries 1.5?
Dizzy Ioeuy Dec 24, 2024 @ 11:15pm 
I second this: "Could we get a button for vanilla values like how there is one for the mod's default values?"
XelNigma Nov 11, 2024 @ 9:41pm 
@Kittah Khan
Thank you very much. Both for the replay and this must have mod.
Kittah Khan  [author] Nov 11, 2024 @ 9:39pm 
@XelNigma
Increase the amount of pain.

Pain, loss of consciousness and loss of mobility is what causes pawns to get downed.
XelNigma Nov 11, 2024 @ 12:10pm 
I'm constantly seeing an issue where pawns and animals survive and keep taking torso shots until they bleed out. Because they dont get downed until they have just 2 hours of blood left, its hard to get prisoners.

What do I need to adjust to make them get downed from having their torso being critical injured?
Daniel_Tdr Oct 26, 2024 @ 8:15am 
nice mod but really needs at least a default preset
Yekaterinnani Sep 1, 2024 @ 12:19pm 
Hi, i am having a bug where this mod is mentioned on top (with Visual Exceptions) but i don't know if it really is the cause of the bug:

https://gist.github.com/HugsLibRecordKeeper/48010b54e6961faf8b8d940c60f767fb

I don't know what exactly the bug does but the error code appears everytime i load my game or when some factions are visiting me.
frosted_gay Aug 13, 2024 @ 7:49pm 
Could we get a button for vanilla values like how there is one for the mod's default values?
晓山alreShan Aug 10, 2024 @ 6:36am 
@Lobanych
Yes, it's compatible with CE. Totally works.
Lobanych Aug 10, 2024 @ 5:05am 
Is it compat with CE?
Gerewoatle Jul 26, 2024 @ 2:23pm 
@Alapma: I think you meant to say "the mod it makes it almost impossible to get prime choice, 100% healthy recruits after having deliberately chosen to shoot the shit out of them."
Alapma Jul 26, 2024 @ 9:45am 
i do think that this mod makes almost imposible to get new recruits, since you need to pelt the enemies with TONS of bullets, when you caputre him he will have 10-15 wounds and of those wounds 5-7 will scar. While i do like the idea of bionics being harder to hit than flesh & that there should be a decreased chance of your limbs getting 1-shooted. i will restore the scaring chance back to the vanilla values (Great thanks for stating what are the vanilla values on the mod conf)
Lemzu Jul 15, 2024 @ 3:00am 
Your mod is just a must have,it change the game in a realist and less punitive way. It deserve more visibility, good work and thank you.
PinkPlinko Jun 24, 2024 @ 11:43am 
Howdy, would it be possible/something you'd be interested in to add some sliders for Anomaly Entities? It doesn't exactly make sense for Shamblers to be as resilient as regular, healthy humans given their current physical state of being rotten corpses/skeletons. Thanks in advance!
Kittah Khan  [author] Jun 3, 2024 @ 6:03pm 
@LowFPSman
This mod doesn't change anything about how armor works.

It might just be that pawns survive more often and thus you see live pawns with internal damage that would've killed the pawns without the mod.
LowFPSman Jun 3, 2024 @ 5:53pm 
It is me or mode cause A LOT of internal damage through armor?
晓山alreShan May 20, 2024 @ 5:56am 
@Kittah Khan Thanks!
Kittah Khan  [author] May 20, 2024 @ 5:31am 
@晓山alreShan
Just A Flesh Wound just uses a postfix to multiply pain, so if Live With The Pain does the same, you would be correct.
晓山alreShan May 20, 2024 @ 5:07am 
I want to use with Live With The Pain, because I want the mechanism from it. (pain worse in rain/snow)
晓山alreShan May 20, 2024 @ 4:58am 
Just asking if don't mind.
If I used this mod with Live With The Pain , is the pain of a old scar calculate by multiplication?
For like, a scar lasted 60days, which reached pain, old scar in this mod and third stage in Live With The Pain . Assume the pain of wound is 20, which hasn't turned into old scar yet. So the old scar end up cause 20 * 20% * 25% = 1 pain?
Slomes May 7, 2024 @ 12:13am 
@mikester112
One-shot protection disabled.
All the part break resiliences to 100% (i left player slider a bit higher)
Part break threshold to 0-3 (i set it to 0 while killing fungis, then set it to 3)

You will need something with high upfront dmg not high firerate,
and i suspect melee is better at dismembering than anything shooting bullets.
mikester112 May 6, 2024 @ 7:08pm 
@Slomes what option did you end up changing for fungoids?
Slomes May 5, 2024 @ 11:43am 
Sounds nice!
It do is a bit hard to figure out with the sheer amount
of options paired with often similar sounding things ^^
Kittah Khan  [author] May 5, 2024 @ 10:45am 
@Slomes
Good to hear.

Given the general complexity of the settings, I may end up putting together some presets per major group of settings.
Slomes May 5, 2024 @ 6:58am 
Actually got the solution from going through past comments, so nvm after all :)
Still took forever but managed to behead them.
Slomes May 5, 2024 @ 6:09am 
Im having trouble with dealing with Vanilla Races Expanded: Fungoids while using this mod.
I can't kill them, they basically only die if you remove their heads and I can't get any of their limbs to detach, only destroyed a kidney and jaw with minutes of uninterrupted shooting at it while its down.

They have gene buffs for resilience
damage mod: x0.85/0.75/0.65 (increases over time, fungal armor)
injury heal factor: 150%/250%/500% (fungal regeneration)

Can you maybe help me figure out how to tune the settings so they die, without making all other pawns made of paper? Theres so many sliders I haven't been able to get it to work.
Or is this a soft incompatibility and i need to delete fungoids mod? Any help appreciated!