RimWorld

RimWorld

520 ratings
[Kit] Just A Flesh Wound
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Mod, 1.5, 1.6
File Size
Posted
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1.161 MB
Oct 17, 2020 @ 3:52am
Aug 13 @ 1:35pm
58 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?
(Mostly) Yes.
The way I've implemented this mod should make it compatible with most things.
Post a comment if you find an exception to this.

Known Incompatibilities:
Tweaks Galore, Disable Lethal Damage Threshold option (from: Allachor)

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 (2)
4
Oct 30 @ 4:58pm
Q&A - direct your questions here
Kittah Khan
11
2
Jul 19, 2024 @ 10:10pm
Mod Settings
RedPine
548 Comments
Kittah Khan  [author] Oct 27 @ 10:51am 
@RomainG
"Tweaks Galore, Disable Lethal Damage Threshold option (from: Allachor)"

To rephrase: The Disable Lethal Damage Threshold option from Tweaks Galore is incompatible (it should be turned off), as reported by Allachor.
RomainG Oct 27 @ 12:53am 
Hey, thanks for this great mod ! Quick question tho, why is it not compatible with tweaks galore ? Is it not compatible with certain options that we should keep turned off or is it not compatible with the mod as a whole ?
Ridigan Oct 13 @ 7:35pm 
aight, ty
Kittah Khan  [author] Oct 13 @ 7:28pm 
@Ridigan
Only future scars, it's a check that happens when the wound is inflicted, to be precise.
Ridigan Oct 13 @ 6:58pm 
does messing with Scarring Threshold retroactively fix scars, or will it only apply for future scars? I messed around with seeing what would happen if I set the threshold way too high, but none of the scars on my guys fixed themselves
Kittah Khan  [author] Sep 27 @ 8:07am 
@xuelin
No worries, have fun learning.
xuelin Sep 27 @ 7:59am 
sorry, I have discovered my mistake. I am researching how this mod is implemented, but I only have a basic programming foundation. Most of them rely on AI to learn and research.
Kittah Khan  [author] Sep 27 @ 7:37am 
@xuelin
In function GetEHPModifier, Line 151 in Shared.cs you have:

if (null == hediff.Part) {
continue;
}

if (null != part && hediff.Part != part) {
continue;
}

if (false == (hediff is Hediff_AddedPart) && false == (hediff is Hediff_Implant)) {
continue;
}



On Line 178 you have:

if (null == part) {
delta *= hediff.Part.coverageAbsWithChildren;
}

Part can be null, in that case it looks at the effect on total health, if it's non-null, it looks at the effect on part health.
xuelin Sep 27 @ 6:55am 
There seems to be an invalid judgment:
In the FHIR HPModifier method of the ddl file, if (hediff.Part == null || (part != null && hediff.Part != part) || (!(hediff is Hediff_AddedPart) && ! After (hediff is Heddiff_Simplant), if (part==null) is also determined
{
num2 *= hediff.Part.coverageAbsWithChildren;
}.
In theory, these two conditions should be mutually exclusive. The second if will never hold, or is there a problem with my understanding:steamhappy:
Palasis Sep 7 @ 11:52am 
Thank you very much friend.