RimWorld

RimWorld

Grievous Wounds
159 Comments
SirProok  [author] 8 hours ago 
@Aeris You are very welcome. It took a bit longer as I found another flame conflict with Hardened Armor that was also causing flame weapons to do damage internally.

I was testing with both installed so drove myself a little crazy. Maybe now I'll adopt proper best practices for testing....
Aeris 8 hours ago 
Thank you for your work on these combat mods!
SirProok  [author] 12 hours ago 
@Aeris About that...

Update!

Burn damage will only spread externally.

As spreading burns can cause a greater chance of being lit on fire, there is now a new toggle added in the settings do disable burns overflowing entirely.
Aeris 19 hours ago 
Any update on flamethrowers having less devastating effect, and spreading only to external body parts?
Church.exe Jul 23 @ 7:49am 
Finally! I can give my pawns guns that will actually blow those damn raider's lungs clean out of their bodies!
Beagle Jul 23 @ 5:05am 
Thanks for your awesome mods. Something I wanted to add onto the discussion here is that I think it'd be cool if there was a difference between internal and external injuries when it comes to treating them. Whatever injury you take in Rimworld, you can just have a doctor do a risk-free woo-woo magic bandaging animation and fix it up.
What if more serious injuries like internal wounds specifically required surgery to try and heal them? Combat with guns would be really scary, because it's no longer just about right-clicking and choosing "Heal" but now you might have to do sudden surgeries to fix internal damage, and if you don't have a great doctor it's not just 'worse tend, who cares' but 'oh shit I % fucked it up I can't save you'

So if you do ever look into making an Enhanced Recovery mod, that's something I wanted to throw in as an idea :) Thanks again for your combat mods, I only just discovered them and I really love the way they make the game feel. Thanks for the great work.
SirProok  [author] Jul 22 @ 4:11am 
🙌
ropa_2 Jul 22 @ 3:35am 
Did some testing with refugee drop pod event on 40% squishiness and it's much better :) Out of like 20 pawns spawned only three had over 50 different wounds, guess I just got unlucky before.
SirProok  [author] Jul 21 @ 3:52pm 
@ropa_2 I have seen many wound on pawns as you describe. Most I see with death in 10+ hours and maybe 5 or 6 med to recover.

It is likely that it is solely this mod as both of those processes assign damage to pawns "normally". If you turn down squishiness 5%-10% that should help!
ropa_2 Jul 21 @ 3:48am 
I don't know whether this comes inherently from this awesome mod or combination with Just A Flesh Wound, but anytime pawn spawns with injuries (like ancient danger cryocaskets or from drop pod event) they have ABSURD amount of injuries, it sometimes takes 1 day and 15+ herbal medicine to mend them because of that. Also this sometimes means that people falling from drop pods have 2-4 hours until bleedout even if you pause right away.
Onyx Jul 19 @ 12:43am 
I actually am using Just a flesh wound, I have word from some experienced modders that they are completely compatible, I guess I should have looked into the settings of the mod to see that stuff.
SirProok  [author] Jul 18 @ 11:03pm 
@Gerewoatle @Onyx Now I've not played the two together ([Kit] Just A Flesh Wound). That said, all this mod does on the back end is take damage and apply more of it.

It should make for very good companion mod to solve your needs, a great recommendation.
Gerewoatle Jul 18 @ 10:46pm 
@Onyx - The mod "[Kit] Just A Flesh Wound" has settings that can be dialed down to reduce scarring from injuries below default to compensate for more injuries received, as well as modifying a lot of other things regarding health and damage (it doesn't do the same thing this mod does though, so I think it should be compatible - I haven't tested them together yet however).

Just a word of advice though, the default settings make everyone effin' tanky, so if you enjoy more lethal combat you need to dial down some of the other settings significantly. However the settings can also be adjusted to make injuries, pain, bleeding and damage even rougher.

In general, it's another good mod for customizing how combat and injuries work.

But with all that said, I'll happily bow to any commentary SirPook has on the matter of mixing this mod and that one.
SirProok  [author] Jul 18 @ 10:22pm 
@Onyx
Core issue is this mod only touches damage.
Maybe there is room for me to look at a health mod (Enhanced Recovery?), but that is not something I'll put into this mod as I'd like to keep each concept modular.

@Aeris Has a valid point as well. If I were to embark on a health related mod or series, I'd need to know I'm doing something different than what is out there. Either in features (new things!), or in value proposition (compatibility first system).

That is actually why I have this combat series, I couldn't find a mod that did the (Grievous Wounds) and the other mods accomplish their tasks in very light weight methods that are compatibility first with a penchant for providing settings so someone can customize their experience.

So, maybe not no, never. But I'd need to put a lot of thought into it.
Aeris Jul 18 @ 10:13pm 
There are plenty of mods that add tools to remove scars, just saying.
Onyx Jul 18 @ 3:11am 
Good mod, however, I think you should lower the scarring chances with it, after using it for maybe an ingame year, most of my colonists have 5 - 10 scars on them and they are all utterly useless as they fall down after a slight scratch
SirProok  [author] Jul 17 @ 5:24pm 
@Bread Yeah, I need to reset the default settings for them.

They reuse damage types (like "Cut").
There is no way to make this damage ignored.

However, it appears that they like doing about 75% damage on body parts as their high end of damage. If squishiness is set to less than 25% then damage shouldn't overflow from their "operations". Other overwhelming damage, bullet to the eye, or cannon to the chest will still cause piercing and/or trauma on high damage blows.
Bread Jul 17 @ 4:31pm 
There seems to be a soft incompatibility with WC expanded, the limb removal surgeries apply direct damage to the part when its completed, sometimes up to 100 thousand meaning the person unintentionally gets their body shredded apart instantly
Lagandra Jul 17 @ 9:05am 
Genuinely terrifying mod. Makes combat feel so much more dangerous. I once had a colony survive by the skin of its teeth because the last standing person was the doctor, who was able to save everyone from bleeding to death because he was running on a nanite infection and drugs. Good stuff.
Anto:-. Jul 13 @ 9:56pm 
Crazy Function! Cool:redhoney:
PKPenguin Jul 13 @ 6:12pm 
Glad to hear it. It was specifically a Scorcher mechanoid's flamethrower, not sure if those behave very differently.

The mod I'm using for shotguns is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2584374906
SirProok  [author] Jul 13 @ 4:02pm 
@PKPenguin

Hmm... I should probably add rules for fire to only spread externally... Added to my to-dos when I get the doing a rewrite/cleanup.

I could see multiple pellets behaving weird. I do need to get around to doing some more testing surrounding mod edge cases. Also added to the list of to-dos!
PKPenguin Jul 13 @ 3:30pm 
Fun and makes the game more dangerous, but has some occasionally bizarre interactions. One of my guys had their head instantly removed in one shot from a flamethrower because the flames hit his eye and the damage overflowed. Also plays funny with my other mod that makes shotguns actually use multiple pellets, since apparently lots of small hits get exaggerated greatly by this mod.
SirProok  [author] Jul 11 @ 3:15pm 
@Farbott That is the gist of it. However the trauma will spread damage without a part being destroyed. That damage is typically small and is subject to armor blocking/reductions.
Farbott Jul 11 @ 3:07pm 
from what I understand this basically just makes extra damage from destroyed carry across the pawn until theres none left or the rng stops it?
SirProok  [author] Jul 11 @ 9:10am 
I'll also add that the external overflow respects armor and so can be mitigated.
SirProok  [author] Jul 11 @ 9:09am 
@Evilgiraffe You hit the VCR differences very well. This splits the damage into trauma (spread externally) and piercing (spread internally). There are settings to determine how many parts is can spread to. Default is 1-3 with damage evenly spread between selected parts.

Hunting squirrels with pulping level damage can/will lead to less meat. However, not all parts overflow, and overflow chance is not set to 100% for parts that do. As such the shot won't function as a flesh eating bullet.
evilgiraffe666 Jul 11 @ 3:28am 
Does this mean using a heavy weapon for hunting will give less meat as there's more missing body parts? Can you explode a squirrel with a sniper and end up with nothing left?
evilgiraffe666 Jul 11 @ 2:19am 
This looks great - how does it compare to the fragmentation effects of Vanilla Combat Reloaded?
Not saying you shouldn't have made this, just trying to understand the difference.
I think in VCR the bullet passes through, so a shot to the heart will hit e.g. ribs, torso, maybe lung. Not clear how that's calculated.

Am I right in saying your mod would spread damage more widely, i.e. if a foot comes off, spreads to the leg next, then torso? Is it only one additional part per overflow (until that pops too)?
numnums081 Jul 8 @ 9:23am 
That one pawn with lv 20 melee and steel greatsword:
SirProok  [author] Jul 2 @ 6:09pm 
Also, just got around to posting the next mod in what I hesitate to call the series addressing my issues with armor.

Collection links have been setup/added.

Also apparently I never bothered to set Harmony as required in steam. Luckily for me everyone has it! That is fixed.
SirProok  [author] Jul 2 @ 6:07pm 
I'm not going into 1.6 without my precious damage penetration.
Captain Tuna Jun 30 @ 6:19am 
UPDATED TO 1.6 LETS FREAKING GOOOOO
David Jun 29 @ 2:24pm 
Appreciate it! You're awesome!
SirProok  [author] Jun 29 @ 12:01pm 
Also updated the screenshot of options to match the updated version (1.6) and a larger capture of the mod in action.
SirProok  [author] Jun 29 @ 11:41am 
Short Version: We are now updated to 1.6 and have compatibility built in for Elite Bionics Framework in both 1.5 and 1.6!

Long Version: Note to self - before saying you will get things done in a couple weeks, ensure you will not be sick, hosting guests, on work trips, or moving houses...

As a result of not having properly checked my calendar, this was very much delayed. However, that allowed me to bundle the 1.6 upgrade into the EBF fix.

It took me a bit to figure out how to build a check that worked properly, but a few hours of faffing about and here we are!
Alex_ Jun 21 @ 4:00am 
toes popping off like tictacs
SirProok  [author] Jun 8 @ 6:19am 
*Update is delayed to to moving. It is on my plate still, but further down the list than initially hoped.
David Jun 7 @ 1:33pm 
I do agree it seems to mostly work fine for me, but it does throw errors and there's probably things going on that shouldn't lol.
MagicPurplePony Jun 4 @ 2:38pm 
it would be really cool if this mod supported Elite Bionics Framework well, we are all really looking forward to it!
Capefear56 May 16 @ 2:35pm 
I wonder if a more "realistic" formula for penetration damage might be (raw damage before reductions) - (actual damage dealt to body part). That way, it's like the raw damage is equivalent to the force of the gunshot; the armor dissipated the force at the area of impact, but the wound cavity (from the body part taking massive damage) created a vector for the remaining energy to be dispersed to surrounding organs.
Deathmaker2580 May 16 @ 1:49pm 
"I've suffered a greeeeevous wooound" - Halo 2 elite
David May 7 @ 11:14pm 
Love this concept, great mod. Take all the time you need to iron things out. Anything that makes Rimworld more horrifying lol.
SirProok  [author] May 7 @ 3:24pm 
I have plans to, yes. I need to teach myself how to call their method, work not to have a weekend project, and the honeymoon period with the latest Stellaris expansion to wear off. I'll hopefully be looking at it this weekend or next.
Samuel_Bucher May 6 @ 10:21pm 
I'm glad that it works, but could you fix this interaction? Small animals being hunted by large predators causes a spam of error, which is really annoying.
SirProok  [author] May 6 @ 4:52pm 
@Samuel_Bucher Yup ODevil brought this to my attention. The mod will still work, but will generate the logging message.

A quick summary of the interactions.

"Remaining health is pulling in properly at least. This prevents trauma damage until old max health is passed in damage.

Piercing could still effect, except bionics do not have sub parts, and internal organs do not overflow damage.

So only damage to external bionics, specifically piercing damage, would overflow to connected parts."
Samuel_Bucher May 5 @ 9:26am 
This mod seems to have a slight incompatibility with Elite Bionics Framework. When they are both loaded, I get this error on world loading:
[V1024-EBF] Elite Bionics Framework has detected some mods using the unmodified GetMaxHealth() method, which violates the EBF protocol. The author(s) of the involved mod(s) should adopt the EBF to clarify their intentions.
For now, the unmodified max HP is returned.
The detected mod comes from: GrievousWounds

And everytime damage overflow is triggered, I get an error message.
remy120 Apr 25 @ 8:56am 
this might actually make me take armour more seriously...
Hamburder Apr 23 @ 1:08am 
This mod is horribly terrifying. Never before have I had to been so concerned with how these shots are going to land on my pawns. Thank you for making me lose so many more colonists, their deaths are on your hands :steamhappy:
ODevil Apr 21 @ 5:12pm 
Ok, good to know. Thanks for looking into it :)