RimWorld

RimWorld

Blood Animations
383 Comments
Hebrux Apr 27 @ 8:16am 
just use Rimpy to organize your mods
Tig_Basty_Boi Apr 23 @ 4:38am 
should this go before or after combat extended in the load list?
Vicidsmart Mar 28 @ 12:56pm 
Thank you for the mod!
Fuko  [author] Mar 17 @ 1:10pm 
@друг легенда I'll look at it when I have some free time. They probably applied that pawn caching change to 1.4 as well.
друг легенда Mar 15 @ 10:48pm 
Version 1.4 does not work with vanilla expanded framework
DEN² Mar 5 @ 4:45pm 
Your mod takes the playing experience up a notch. Thank you!
Fuko  [author] Feb 27 @ 10:47am 
@Born of Birch Yeah. Think of XML patches like a search and replace operation. When the game loads, it needs to search through all the game objects to find the one the XPath wants to modify, and that search and replace is repeated all over again for each XPath operation.
Born Of Birch Feb 26 @ 7:24pm 
I didn't know that, thanks for telling me what to look out for to keep my load times manageable.
Fuko  [author] Feb 26 @ 4:56pm 
@Born of Birch This mod actually shouldn't impact load time. The primary reason for the long load times are XML patches, which this mod barely uses.
Born Of Birch Feb 25 @ 8:23pm 
My load time is gonna be so long, but I can't resist.
AkumuNyaaa Feb 23 @ 7:21am 
11/10 best mod ever
Fuko  [author] Feb 22 @ 1:16pm 
:MHRISE_Felyne:
Admiral Lazuli' Feb 21 @ 2:46pm 
Been a fan of this mod ever since i first got this game, thank you for uploading such an amazing mod that has added to all of my playthroughs these years
Fuko  [author] Feb 21 @ 2:39pm 
@Gore_Zero Well I didn't add the inheritance check into the code yet, if that's what you meant by "didn't work". I was awaiting for your confirmation that that solution would work for your case ;p
Gore_Zero Feb 21 @ 6:25am 
In the end, it didn’t work. I’m not sure whether the issue was caused by my approach or my environment.

That said, I managed to resolve the issue in my own way, albeit using a somewhat forceful method, so this matter is no longer a problem.

I appreciate all the support you’ve provided.
Fuko  [author] Feb 19 @ 5:23pm 
@Gore_Zero Ah I see. I could add a check for anything inherits from bullet, so you can just add that to your damageDef. ie: <DamageDef ParentName="Bullet">. Would that work for your case?
Gore_Zero Feb 18 @ 2:14am 
Thank you for your quick response.

For example, would it be possible to allow individual modders to create a patch using ModExtension or a similar method to forcibly apply shell ejection?

I fully understand the issue now, but as it stands, all weapons that use the Flame damageDef for armor-piercing incendiary rounds, or those that have a unique damageDef for applying additionalHediffs, end up being caseless, which makes the visuals feel a bit lacking.

I apologize if I am asking foolish questions repeatedly.
Fuko  [author] Feb 17 @ 12:32am 
@Gore_Zero I specifically check for the bullet damageDef because otherwise, certain weapons like beam weapons or flamethrower weapons will either spew a million casings a second or crash the game.

As such, I can't just blanket accept damageDefs from modded weapons because if they also do weird/unique mechanics, it can malfunction.

If it's a very popular mod, I could add custom support for their damageDef, but it would be too much work to deal with every weapon mod out there.
Gore_Zero Feb 17 @ 12:02am 
Are the ejection conditions determined by damageDef?
I'm confused because a gun with a custom damageDef does not display shell casings when fired. However, when I changed the damageDef of the gun in question to Bullet, the shell casings were displayed correctly.
If this is the case, is there any plan to make the ejection animation apply even to custom damageDef values?
Fuko  [author] Feb 13 @ 1:26pm 
@Bitterholz Yeah, CE completely overrides this mod's shell casings, so you're stuck with theirs. There should be nothing that prevents ground impacts from working however.

@SiaNKs If you know how to make XML patches/modify vanilla files, you can just darken the color of the vanilla blood def and this mod will use the new color.
Bitterholz Feb 12 @ 5:56am 
Cant get the shell casing and ground impacts to work, am using it CE with the animations only beeing enabled in Blood Animations. Hasnt worked without CE either. Is there anything special I have to do?
SiaNKs Feb 10 @ 7:21am 
Will it be possible to add option to change color of blood for race? Ngl this Pinkish human blood looks really bad comparing it to blood Anomally monsters are dropping, it's.... So.... RED.
amefurashi Feb 6 @ 4:13am 
@Fuko
Thank you.
And I apologize for the inconvenience this caused due to my lack of confirmation.
Fuko  [author] Feb 5 @ 8:54pm 
@amefurashi Options -> Mod Settings tab -> Blood Animations.
amefurashi Feb 5 @ 8:14pm 
How do I access the settings for this mod?
Jboy9786 Feb 5 @ 6:30pm 
Thnx, and mumei being going psycho fills me with joy
Fuko  [author] Feb 5 @ 4:36pm 
@JBoy Muzzle Flashes and Bullet Projectile Retexture
Jboy9786 Feb 5 @ 1:41am 
what are the mods used for the muzzle flashes and projectile, just asking because i'm lazy to find it myself
rebelops Jan 26 @ 9:14pm 
Thanks for the response. I believe you are correct: there likely isn't a way to override or extend what another mod has done with C#. You would have to expose those values to XML through something like a modExtensions list item and then read those values into the code that implements this. The mod could patch these into the vanilla definitions and hope that other mod authors then pick up compatibility for their own work using those examples; in any case where they're not found, use the current defaults.
Fuko  [author] Jan 24 @ 3:09am 
@rebelops I don't think so. First I'm not aware of a way for one mod to mod the compiled assembly of another mod, though it's not something I've looked into. Second, I'm not sure of any easy way to determine caliber because it's not something in vanilla. To do so would require accessing data from multiple other mods whom all try to implement ammo in their own way, making it a big mess and compatibility nightmare.
rebelops Jan 23 @ 11:18pm 
So, I have a bunch of guns in calibers from light pistol to autocannon and I'm looking to override their cartridge casing motes and filth to use more nuanced graphics if the game finds Blood Animations active – is this at all possible?
Grail Knight Jan 23 @ 2:35am 
@SwiftCheetah, yeah, thanks. So far no more problems with mixed blood it seems. I only had a little problem with blood trail when downed pawn crawls, it's just red. But I think it's not from this mod, and it's not random as well, so still this mod runs very good now.

Great mod, yes.
NYEEE BOIII Jan 10 @ 6:57pm 
Mumei approves of the blood
Fuko  [author] Jan 9 @ 10:51pm 
@Eclipse Should be, I didn't change how blood filth functions in any way.
Eclipse Jan 9 @ 9:26pm 
Is it compatible with blood dries?
Fuko  [author] Jan 9 @ 8:36pm 
@Eclipse Okay I doubled the resolution
Eclipse Jan 9 @ 3:06am 
Any chance for higher res casings textures?
it really stands out bad with camera+
Fuko  [author] Jan 7 @ 8:52pm 
@Martinsuki Possibilities include pawns with insect blood genes. Mod added creatures that define insect blood rather than red blood. A creature genetics mod that creates animal hybrids.

You'll need to be more detailed on what creature you're talking about and potential mods that interact with it.

This shouldn't happen normally because default is red unless other blood colors/types are explicitly defined for the pawn.
Martinsuki Jan 7 @ 8:44pm 
sometimes i get insect blood from red blooded creatures, why could that be?
Fuko  [author] Jan 6 @ 10:35pm 
@SwiftCheetah Oh thanks for figuring out the cause. I'll add that to the compatibility section.
SwiftCheetah Jan 6 @ 1:13pm 
@grail knight @Fuko If you are using "Combat Effects for Combat Extended" disable "show extra blood" in its mod settings. That fixed the black blood for me. It also fixed blood emitting from things that should have blood.
Dizzy Ioeuy Dec 29, 2024 @ 11:46am 
I did as you suggested and it appears to be at the LTS end. Thank you a ton for investigating. Was in 1.5.

:power:
Fuko  [author] Dec 29, 2024 @ 11:25am 
@Dizzy Still cannot reproduce. You'll need to confirm that this is happening with only LTS + this, and not due to an interaction with another mod. Also is this on 1.5 or 1.4?

But in any case, this problem cannot be fixed on my end. The bullet casings are ejected when "TryCastNextBurstShot" is called. This mod has no way of checking the ammo count added by another mod that isn't part of a vanilla stat. So it will be up to them to not spam call "TryCastNextBurstShot" if ammo reaches 0.
Dizzy Ioeuy Dec 28, 2024 @ 2:55pm 
Interaction with LTS ammunition mods: once they run out of ammo the bullet casings keep coming (rapidly!!!) until pawn reload their ammo stock. Likely need to be fixed at LTS's end but just thought I'd mention it here in case there's a simple fix at your end.
Fuko  [author] Dec 26, 2024 @ 6:46pm 
@Depraved Arachnophile Hmm. I can't reproduce the problem. I created a bunch of pawns with different weapons, got their ammo bags filled, and had them attack walls. When their ammo ran out they stopped firing without any way to get them to fire anymore. No bullet casing issue.

Perhaps it's another mod causing the issue.
Depraved Arachnophile Dec 26, 2024 @ 2:44pm 
Sorry to get back so late; Yes, [LTS]Ammunition is the one I use as well. Pawns who run out of ammo in their bags vomit casings, endlessly, as stated previously.
Fuko  [author] Dec 23, 2024 @ 9:36pm 
@roye209 Oh, it's because the parent wasn't defined yet in 1.4. That's why even with the MayRequire Anomaly tag it still throws the error. Okay, it's fixed now.
roye209 Dec 23, 2024 @ 4:53pm 
Hi @Fuko

I am also having this problem below posted in October:

---------------------------------

theunkwon1 Oct 27 @ 7:47pm
hi, just wanted to let you know that Fuu_Filth_BloodSmear_Fleshbeast keeps popping up in error as i am playing 1.4 with no anomaly

---------------------------------------

I am playing on 1.4.

Here's a snippet of the XML error I'm getting

XML error: Could not find parent node named "FilthBlood" for node "ThingDef". Full node: <ThingDef ParentName="FilthBlood" MayRequire="Ludeon.RimWorld.Anomaly"><defName>Fuu_Filth_BloodSmear_Fleshbeast</defName><label>blood smear</label><graphicData><texPath>Things/Filth/CrawlSmear</texPath><color>(171, 27, 17, 170)</color><graphicClass>Graphic_ClusterTight</graphicClass><drawSize>0.9</drawSize></graphicData></ThingDef>

Thank you so in advance much for your help
Fuko  [author] Dec 21, 2024 @ 6:15pm 
@Depraved Arachnophile What ammunition mod are you talking about? I just ran a test with [LTS]Ammunition and it worked fine for that one.

@Grail Knight So how this mod determines blood color is by reading the "Blood color" value that is a standard part of every pawn defined in vanilla, and if that blood color stat isn't found, it will default to red.

So for it somehow to all be showing black blood, some mod on your mod list is making drastic changes to how pawns are being defined or something.

Would be useful if you could narrow down to which one specifically is causing the problem.

It's not vehicles from Vanilla Expanded Vehicles or the Vehicle Framework, because I run with those mods too.
Grail Knight Dec 21, 2024 @ 4:54pm 
I'm also have problem with black blood on almost everyone. Some amount of blood goes in correct color, and some goes as black filth.

I use Vehicles, which have black blood-like filth from vehicles (if it's not also because of this mod). Maybe it's related, I'll try to test it's later.