RimWorld

RimWorld

[Kit] Just A Flesh Wound
530 Comments
The Blind One Apr 18 @ 12:41am 
Would this work with grievous wounds mod?
Colossus of Chodes Apr 7 @ 4:48am 
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 @ 2:08pm 
@Russo
try this site, if can't get ingame hugslib logs uploaded.
{LINK REMOVED}
Russo Mar 26 @ 12:58pm 
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 @ 6:42pm 
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 @ 6:35pm 
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 @ 8:20pm 
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 13 @ 12:48am 
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 @ 4:04pm 
How well does this work with something like More Injuries 1.5?
Dizzy Ioeuy Dec 25, 2024 @ 6:15am 
I second this: "Could we get a button for vanilla values like how there is one for the mod's default values?"
XelNigma Nov 12, 2024 @ 4:41am 
@Kittah Khan
Thank you very much. Both for the replay and this must have mod.
Kittah Khan  [author] Nov 12, 2024 @ 4:39am 
@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 @ 7:10pm 
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 @ 3:15pm 
nice mod but really needs at least a default preset
Yekaterinnani Sep 1, 2024 @ 7:19pm 
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 14, 2024 @ 2:49am 
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 @ 1:36pm 
@Lobanych
Yes, it's compatible with CE. Totally works.
Lobanych Aug 10, 2024 @ 12:05pm 
Is it compat with CE?
Gerewoatle Jul 26, 2024 @ 9:23pm 
@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 @ 4:45pm 
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 @ 10:00am 
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 @ 6:43pm 
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 4, 2024 @ 1:03am 
@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 4, 2024 @ 12:53am 
It is me or mode cause A LOT of internal damage through armor?
晓山alreShan May 20, 2024 @ 12:56pm 
@Kittah Khan Thanks!
Kittah Khan  [author] May 20, 2024 @ 12:31pm 
@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 @ 12:07pm 
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 @ 11:58am 
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 @ 7:13am 
@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 7, 2024 @ 2:08am 
@Slomes what option did you end up changing for fungoids?
Slomes May 5, 2024 @ 6:43pm 
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 @ 5:45pm 
@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 @ 1:58pm 
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 @ 1:09pm 
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!
Kittah Khan  [author] May 2, 2024 @ 1:20am 
@FailPail
Only in the sense that you can alter the amount of fatal damage needed for pawns, animals and mechanoids individually.
FailPail May 1, 2024 @ 10:44pm 
can this mod make non-mechanoids squishier and mechanoids tankier?
Kittah Khan  [author] Apr 30, 2024 @ 11:28pm 
@FailPail
Fatal damage, base hp
Fatal damage, threshold

Increase those two to max, this will effectively remove the fatal damage mechanic.
FailPail Apr 30, 2024 @ 10:47pm 
how does this subtitute for no more lethal damage threshold? what setting changes do i make?
Nedlee Apr 23, 2024 @ 10:24am 
Thank you for the update!
Kittah Khan  [author] Apr 1, 2024 @ 6:15am 
Removed scar reduction from tending because it's a bit obtuse and is mechanically incompatible with ReTend.
Reworked scarring formula, now the base chance of scarring is considerably lower to offset the removal of tend reduction.
Kittah Khan  [author] Mar 30, 2024 @ 9:05am 
- implants only get the base bonus for implants
- prosthetics and mutations get a base bonus as well as an additional bonus for part efficiency over 100%. By default, this means that a bionic limb with 135% efficiency gets a total bonus of 33% (base bonus for prosthetics) + 70% (200% of 35%)

Also, quick clarification, resilience bonuses for fatal damage are scaled based on how large the implanted/replaced part is. Brain and eye implants and replacements don't affect the amount of fatal damage a pawn can take much, while torso and limb implants and replacements have a significant effect. Torso implants in particular, like armor glands, give the full(20%) implant resilience bonus for fatal damage calcs.

Part break calculation doesn't care for implants/replacements/mutations that aren't for that part directly, but do apply 100% of the resilience bonuses.

This means toughskin glands will boost overall fatal damage resilience and torso part break reslience in particular.
Kittah Khan  [author] Mar 29, 2024 @ 3:09pm 
@CMaia
Good point, I hadn't considered that VTA changes the base market value calc. I'll try and find an alternative. I originally abandoned tech level because it's inconsistent as well. I'll probably go for a mix of part efficiency bonus and a base bonus.

As for the armor boosting implants, that one is a bit iffy for two reasons.
1. The bonus armor already reduces incoming damage, and thus, the effective part health is already increased.
2. Armor boosting implants are applied to the whole body of pawns and aren't really tied to any specific body parts (eg toughskin). This makes it difficult to find the implant efficiently from the perspective of injuries,

So, while I don't dislike the idea itself, implementation is too iffy for my liking.
CMaia Mar 29, 2024 @ 11:54am 
I found your mod interesting but the way it based on value of implants is kinda problematic in certain situations, for example if someone uses the Vanilla Trading Expanded mod it will be wrong most of the times or this mod have some comp in mind if the prices changes over time? Maybe be based on a mix of tech level and value to make sure nothing lower tech gets more resistant than higher tech?

Another idea, implants that add some kind of armor could be slighly more harder to destroy/kill plus the normal values too
Kittah Khan  [author] Mar 29, 2024 @ 8:47am 
Hard to say how this will interact with the new anomaly critters, but unless there's something very odd going on, it should be fine.
Kittah Khan  [author] Mar 29, 2024 @ 8:46am 
Updated for 1.5
Kittah Khan  [author] Feb 23, 2024 @ 9:43am 
@Tau
This is not a discussion.

If you don't like it, you can change the settings for yourself.
If you want to make a mod with different default settings, do that.

@Cosmo Corban
Good to hear, the scars are supposed to be a bit of a balancing mechanic that prevents you using your pawns as meat shields to be fully "repaired" after combat, but I can see it growing out of control if your combat style has pawns taking lots of wounds.
Tau Feb 23, 2024 @ 6:03am 
>No, having more than 1 default/preset takes work and isn't really worth it for a small minority of players.
I chose the current default settings because I feel that they suit the largest amount of players.
I don’t really believe that most people might like it when your person develops three infections at once after a shootout
Cosmo Corban Jan 31, 2024 @ 2:22am 
All my pawns were full of scars, like 10+ even with 3 15+ doctors. Took me a while to find the mod causing it and changing the settings to make scars less common. Nice mod tho. :happystar2022:
Old Kurt Dec 8, 2023 @ 10:49pm 
Ok, thanks!
Kittah Khan  [author] Dec 8, 2023 @ 5:44pm 
@Old Kurt
It is, but things with enough wounds to kill them in vanilla, but not with this mod active will die.