RimWorld

RimWorld

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[Kit] Just A Flesh Wound
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Mod, 1.3, 1.4, 1.5
File Size
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2.193 MB
Oct 17, 2020 @ 3:52am
Mar 31 @ 11:11pm
54 Change Notes ( view )

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[Kit] Just A Flesh Wound

Description
What does this mod do?
  • Body parts are harder to destroy with weak hits. Big hits still destroy parts.
  • Implants and limb replacements make pawns harder to kill.
  • Implants and limb replacements make the body part harder to destroy.
  • Humanoids and animals do not die from being downed anymore.
  • The fatal damage mechanic in vanilla has been tweaked significantly, pawns are harder to kill with chip damage.
  • Internal organ wounds hurt, bleed and scar more and get infected more often.
  • Wounds to eyes and brains scar normally but there is a high chance to scar.
  • Wounds hurt less when fresh, reach a peak after some time, and come back down after that.
  • Wounds that have been tended immediately jump to the end of the pain cycle.
  • Wounds bleed less when fresh, reach a peak after some time and clot after that, reducing bleeding on wounds that are untreated for a long time.
  • Scars hurt less as time passes.
  • Scars do not count towards body part destruction, they do count towards functionality.
In summary, pawns are less likely to lose body parts and don't immediately go down from moderate injuries, untended injuries are bad. wounds to vital organs are very bad, combat medics are good, go juice is amazing. You can send a hurt pawn back out to fight after their wounds are treated.

I want to disable/change something. Can I?
Everything to do with injuries is configurable, if you wanted, you could make this mod do (almost) nothing at all. Don't do that, it would make me sad.

Is it compatible with X?
Yes.
The way I've implemented this mod should make it compatible with every mod out there.
Post a comment if you find an exception to this.

This mod can substitute for the following mods:
Custom Death Randomness
Raiders Never Die
Pawns Just Don't Die
Live With The Pain
No More Lethal Damage Threshold

And is also an excellent companion mod for:
Death Rattle
Smart Medicine
Elite Bionics Framework

I want less scarring.
You can achieve this by reducing the following settings:
Scarring, minimum conversion.
Scarring, maximum conversion.

These two settings govern how large scars can be.
Scars that fall under Scarring, threshold are deleted.
Popular Discussions View All (1)
10
2
9 hours ago
Mod Settings
RedPine
506 Comments
晓山alreShan 9 hours ago 
@Kittah Khan Thanks!
Kittah Khan  [author] 9 hours ago 
@晓山alreShan
Just A Flesh Wound just uses a postfix to multiply pain, so if Live With The Pain does the same, you would be correct.
晓山alreShan 9 hours ago 
I want to use with Live With The Pain, because I want the mechanism from it. (pain worse in rain/snow)
晓山alreShan 10 hours ago 
Just asking if don't mind.
If I used this mod with Live With The Pain , is the pain of a old scar calculate by multiplication?
For like, a scar lasted 60days, which reached pain, old scar in this mod and third stage in Live With The Pain . Assume the pain of wound is 20, which hasn't turned into old scar yet. So the old scar end up cause 20 * 20% * 25% = 1 pain?
Slomes May 7 @ 12:13am 
@mikester112
One-shot protection disabled.
All the part break resiliences to 100% (i left player slider a bit higher)
Part break threshold to 0-3 (i set it to 0 while killing fungis, then set it to 3)

You will need something with high upfront dmg not high firerate,
and i suspect melee is better at dismembering than anything shooting bullets.
mikester112 May 6 @ 7:08pm 
@Slomes what option did you end up changing for fungoids?
Slomes May 5 @ 11:43am 
Sounds nice!
It do is a bit hard to figure out with the sheer amount
of options paired with often similar sounding things ^^
Kittah Khan  [author] May 5 @ 10:45am 
@Slomes
Good to hear.

Given the general complexity of the settings, I may end up putting together some presets per major group of settings.
Slomes May 5 @ 6:58am 
Actually got the solution from going through past comments, so nvm after all :)
Still took forever but managed to behead them.
Slomes May 5 @ 6:09am 
Im having trouble with dealing with Vanilla Races Expanded: Fungoids while using this mod.
I can't kill them, they basically only die if you remove their heads and I can't get any of their limbs to detach, only destroyed a kidney and jaw with minutes of uninterrupted shooting at it while its down.

They have gene buffs for resilience
damage mod: x0.85/0.75/0.65 (increases over time, fungal armor)
injury heal factor: 150%/250%/500% (fungal regeneration)

Can you maybe help me figure out how to tune the settings so they die, without making all other pawns made of paper? Theres so many sliders I haven't been able to get it to work.
Or is this a soft incompatibility and i need to delete fungoids mod? Any help appreciated!