RimWorld

RimWorld

[1.4] More Injuries
126 Comments
VoldeMind Jan 4 @ 3:59am 
I found an annoying bug where a pawn bleeds to 100%, and even after completely healing, including blood replenishment, it remains "smitten" to infinity
Keshash  [author] Oct 15, 2024 @ 12:11pm 
Yep, go use that version everyone, this page is left up only for historical purposes.
Th3_Fr3d Oct 14, 2024 @ 12:40pm 
The 1.5 rework is now on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3348840185

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.
Th3_Fr3d Sep 29, 2024 @ 5:05pm 
Update on my 1.5 version:
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}

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} 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}
Философия Твари Aug 21, 2024 @ 8:36am 
Hello, I'm sorry for bothering you, me and my friends are really looking forward to more injuries in version 1.5, can you tell me what stage your work is at and how long you plan to finish it?
P.S. From me and my friends, thank you very much for your work.

@Th3_Fr3d
@Keshash
negimagi_10 Aug 8, 2024 @ 8:30am 
OK cool, I hope that mod is released soon, I really liked the textures.
Keshash  [author] Aug 8, 2024 @ 6:31am 
@negimagi_10 no, the unique textures for injuries would be a separate mod
JumboViking Aug 3, 2024 @ 2:12am 
1.5?
negimagi_10 Jul 20, 2024 @ 7:05pm 
@keshash BTW will you be putting in the Unique textures for common injury types you talked about on your ko-fi?
ROBOCOP GAY Jul 14, 2024 @ 1:22pm 
@Th3_Fr3d I am somewath good at photoshop, but never modded a game, msg me if you need some help with textures!
Keshash  [author] Jul 12, 2024 @ 2:02am 
Oh, that's great. There is an xml patch that makes hemogen packs stop shock, but it doesn't always work for some reason
Th3_Fr3d Jul 10, 2024 @ 4:02pm 
@Keshash thanks for the offer! I'll probably choose whatever deployment option is less of a hassle but first I want to get the project to a stable state.

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
TracerFoxTEK Jul 8, 2024 @ 2:10pm 
Thank you both for your efforts so far in keeping this mod alive. Kudos to both of ya!
Keshash  [author] Jul 8, 2024 @ 3:09am 
i can upload your version here when you're done, if you want. Or you upload it to your own account for ease of maintanence.

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
Th3_Fr3d Jul 7, 2024 @ 11:55am 
It amazes me that someone seemingly had the programming experience to write extremely long and convoluted LINQ queries, but then names variables and methods with random letters or things like "wtf", "flag69nice", or "ABCD". I even found a literal "if (true)" condition :P

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
Keshash  [author] Jul 7, 2024 @ 10:04am 
i know, right? There was shit like "kxfjkxjzflzxjflkzjflzkxjfklfjzlkxfz" and ethnical group names for variable names from previous author. I tried to update to 1.5 but something broke and I don't know what.

I give you full permission to do anything with it, i'm not even the original creator
Th3_Fr3d Jul 7, 2024 @ 7:43am 
I'm working on a migration to 1.5 👀
@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)
Artemis Jul 2, 2024 @ 10:20am 
looks like the last time the author responded was like a year ago in chat
sizifov Jun 2, 2024 @ 9:51am 
good mod, but damn, how to use a splint on my colonist with a broken jaw? I don't get it...
eUndun May 31, 2024 @ 6:03pm 
now this mod is not working properly and causing a lot of bugs which lead game to stuter at 10 tps
Eshminima May 5, 2024 @ 5:35am 
no 1.5? :(
heymegalodon Apr 28, 2024 @ 2:15pm 
update please
-Nylo- Apr 24, 2024 @ 11:43am 
please please update.
Antimonastic Apr 18, 2024 @ 7:46pm 
how does one apply a bandage? everything else works 100%
Ms. Leaf the III Apr 15, 2024 @ 11:06pm 
please update!
-Nylo- Apr 13, 2024 @ 4:00pm 
Update Please.
that squirrel guy Apr 7, 2024 @ 1:47am 
Good mod but Hypovolemic is broken af, i mean there's no chance of curing it with normal medicine and plus getting it is too easy and expensive that it's a hassle to deal with.
Winter Mar 29, 2024 @ 8:06pm 
Keshash  [author] 26 Jun, 2023 @ 12:20am 
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.
Thundercraft Feb 18, 2024 @ 12:04pm 
@Vazzaroth wrote, quote:
"...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?
Vazzaroth Feb 18, 2024 @ 11:02am 
Unsubbing but I still enjoy the idea of this mod. My main issue/last straw was a sanguinophage that was filled with holes and entered deathsleep and the organ hypoxia from volume shock killed him.

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. :CultPentagram:
Ms. Leaf the III Jan 26, 2024 @ 3:48pm 
would love to use the mod but bionics uh dont work :c
Thundercraft Jan 25, 2024 @ 4:21am 
Q: Does this mod still conflict with A RimWorld of Magic ?

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?
Toumantre Jan 10, 2024 @ 2:48pm 
Is this compatible with Death Rattle?
free2tema2 Dec 11, 2023 @ 10:08am 
make shock mechanic to fall off for hemophages, will be MUCH better and logical
AK117 Dec 10, 2023 @ 4:57pm 
This mod sucks.. would of been good every dies in a hour... always... fun.. not so much
AlphaAmpersandOmega Dec 4, 2023 @ 11:54am 
Do you intend to revive the Go Prone mod at any point?
Winter Nov 8, 2023 @ 2:08am 
This was a brilliant mod. I gave it a try but seems to have issues with VE Sanguophage. Constant organ hypoxia even when hemogen needs are fulfilled.
CrackaJack Oct 31, 2023 @ 4:57pm 
did you draw that? i like it
DkPepper Oct 20, 2023 @ 2:38pm 
splints are broken too i think, i applied one from inventory to someone with 2 fractures and it immediately cured one of the breaks
Ted Oct 20, 2023 @ 11:26am 
It works but not all parts of it,for instance bandages are broken
Teamson Oct 19, 2023 @ 9:06am 
why does everbody say this is abandoned?

For me it works?
Ted Oct 18, 2023 @ 4:28pm 
I hope we get an update but then again the modder is not obligated to do anything.
Teamson Oct 15, 2023 @ 5:13am 
how to cure paralysis?
CheeseWheelGuy Sep 21, 2023 @ 3:46am 
such a shame this mod abandoned, i was just about to download it. maybe mlie or somebody like them will come along and do their thing...
Eshminima Sep 18, 2023 @ 7:55am 
Mod is abandoned now
Ostrich Sep 13, 2023 @ 10:38pm 
hey you should fix your mod, it currently causes a game breaking bug that causes me to no longer be able to draft pawns and order them to do stuff, its a shame because youve made a really cool mod and its sad to see it not work :(
DkPepper Aug 24, 2023 @ 9:48am 
on further testing i believe it is just splints that don't get consumed. however pawns are able to remove tourniquets from other pawns via telekinesis
DkPepper Aug 23, 2023 @ 4:38pm 
would it be possible to make it so that splints/tourniquets/etc. get consumed when used from a pawn's inventory?
The Tiger of Saigon Aug 22, 2023 @ 8:47am 
anyone know any compatability issues with yayo's combat?
The Algean Aug 19, 2023 @ 1:11am 
Thank you for making this! I love it. Any chance we could get a letter or notification for bone fractures? Right now the only way I notice is when they are moving or eating crazy slow or something. I have to check all the health tabs now and then just to check for fractures.