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It ended up being a full rework of every single feature and I added some more injury types and treatment options. Note that while I tested every feature individually, there may still be some integration bugs or conflicts with other mods. The steam description is also still very much work in progress, I hope to finish a full description of all changes and added features over the next few days :)
I recommend backup up your save files and/or testing the mod for potential conflicts with your mod pack in a new temporary colony.
It's still not officially stable, but as far as I am aware everything should work now (focus on *should*). I haven't had the time to thoroughly play-test it, but if you're interested you can check out the first semi-stable development version from GitHub: {LINK REMOVED}https://github.com/frederik-hoeft/rimworld-more-injuries/releases
Beware that there may be bugs as I basically had to re-write the whole mod to be better maintainable in the future.
Noteworthy changes are the inclusion of my More Injuries Patched mod {LINK REMOVED}(https://steamcommunity.com/sharedfiles/filedetails/?id=3018070727) to make hypovolemic shock more manageable (now to be treated using blood/hemogen transfusions) and I reworked the mod settings to be more straightforward and to allow to tweak more things.
Be sure to make backups of your saves should you choose to test this development version, and please report any bugs on GitHub {LINK REMOVED}(https://github.com/frederik-hoeft/rimworld-more-injuries/issues)
P.S. From me and my friends, thank you very much for your work.
@Th3_Fr3d
@Keshash
As for textures, I'm not sure if I need any additional ones. I am integrating a patch I wrote for 1.4 ( https://steamcommunity.com/sharedfiles/filedetails/?id=3018070727 ) though, to fully rework the hypovolemic shock mechanic so that it doesn't require impossibly high tend quality anymore but is instead treated through blood transfusions (e.g., hemogen packs) to make early/mid game more survivable. So perhaps I'd need a blood bag texture so that biotech isn't required? Although I could steal that from the biotech game files too. Then again, if we added blood transfusion mechanics, we could also add less-efficient but easier-to-acquire saline IVs if we wanted. Idk these are just ideas for now, but I'll gladly come back to your offer if it still stands by the time I have everything ready (I'm really bad at using photoshop) :D
My changes to the mod were mostly new textures and better text/description/ui. If you need any textures for it, can try making them
Anyways, it'll take a while to clean up the code base to a maintainable state (and to understand what's even going on in there), but I'll let y'all know when it's done :D
I give you full permission to do anything with it, i'm not even the original creator
@Keshash my dude, what are those variable names xD
Hilarious, but not making this easier to rework/update O.o
Also let me know if you're fine with me re-uploading this fixed 1.5 version here on Steam (once it's done)
Added a dependency mod that fixes "Added Impossible injury to Torso" bug. Not a hard requirement, but very recommended
Unfortunately even with just Harmony, Core, More Injuries & Part Coverage Fix i'm experiencing a unity crash. Anyone know if Keshash is still on the modding scene. I have logs but not worth posting unless they are i suppose.
"...and I don't think there was a way to disable just that. I would keep this if so. :CultPentagram:"
I'm not sure what "other mods" you are using. But, there is a mod that is specifically designed to quote, "Prevents everything from dying to bloodloss. Does not change any other negatives..." Have you heard of Non Lethal Bleeding ?
I'm not sure if it would conflict with this mod or if Non Lethal Bleeding would fix the issue. But maybe it's worth a shot?
I like the idea of more complex injuries but as I get farther with the DLC and my other mods, there's just too much potential chaos being injected between this and other systems. Plus I'm iffy on the femeral artery since every single firefight I've had lately ends with my having to evac out my main shooters almost right away as they have 2hrs until they bleed out, which means I have to tend them almost instantly before the volume shock kicks in.
Actually I'd say my MAIN issue is the hypovolumetic (sp) shock overall. I like having to fix fractures and other things but the mechanics of that shock just don't work out well, imo, and I don't think there was a way to disable just that. I would keep this if so.
A considerable time ago, I wrote down a note on how it was not compatible (probably based on some comment(s)). And I'm just wondering if anyone can confirm this, or whether this conflict was resolved?
For me it works?