RimWorld

RimWorld

Blood Animations
408 Comments
WalrusMan 23 hours ago 
she please on my update till I 1.6
Evono Jul 5 @ 5:17pm 
is 1.6 planned please?
horologium Jul 2 @ 7:30pm 
will this be updated to 1.21.7 fabric/forge cause i think it would work well with the new copper golem
Caatalyst Jul 2 @ 11:47am 
Please bring to 1.6!
horologium Jul 2 @ 10:12am 
backport to alpha 16 please 🥺🥺🥺🥺🥺
absolute cinema Jul 1 @ 8:45am 
when 1.4 vanilla expanded framework fix?
Kipyat Jun 30 @ 8:45am 
Recently, I felt like the fight in rimworld is boring in 1.6 beta. Because this mod is not supported in 1.6. Please, come back.
😑 Jun 28 @ 7:05pm 
Here tossing my prayers for 1.6 update.
Combat feels somewhat bland without this.
ゆきんこ Jun 25 @ 6:08am 
1.6 pls
filipfrantz Jun 25 @ 12:05am 
Hoping this gets updated to 1.6, amazing mod.
Monbland Jun 22 @ 1:38am 
PLEASE UPDATE!
2941026574 Jun 20 @ 3:49pm 
1.6谢谢
swampy Jun 19 @ 2:22am 
Question - how does this mod know which casing to throw ? i.e. Filth_BulletCasingsCharge. Is based on a weapon tag or the bullet type or something?
Papito Jun 18 @ 12:57pm 
Will this get updated
@AzoorFox
evil russian monster
William Jun 16 @ 4:18am 
praying to azura for a 1.6 update
fent king Jun 15 @ 10:13pm 
I'm sorry for your loss buddy.
AzoorFox Jun 15 @ 1:29pm 
UPDATE WHEN??????????????????
ASS Jun 5 @ 10:24pm 
i will install all of your mods now
Parti Jun 5 @ 9:40pm 
no thats melee animation mod
ryhndo May 27 @ 11:10am 
@Cryogenius333 I believe its one of Yayo's animation mods or Yayo combat
Cryogenius333 May 27 @ 12:39am 
IM more curious about the weapon animations in those two GIFS near the bottom of the page.
Or is that just some fanciful third party work?
Head May 22 @ 12:00pm 
Great mod! I disable the filth though because on a desert, predators hunt and the blood stays there forever because it doesn't rain. So eventually your map is just covered with blood everywhere
Spawn of Yogg'Saron May 12 @ 6:27am 
Quick question, is there any way to change the "bullet casing" effect a weapon produces? Is that hard coded or can i just go into the files to swap them? If so, what should i look for?
Evono May 5 @ 6:29pm 
Where should this be loaded ? at the top? at the bottom ? doesnt matter ? pls add this info in the description :) rimsort kinda puts it atm somewhere.
G2 May 4 @ 8:13am 
beautiful, thank you so much

mooms would be proud
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.
absolute cinema 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?