RimWorld

RimWorld

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Blood Animations
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Mod, 1.4, 1.5, 1.6
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2.732 MB
20.4.2024 klo 14.25
26.7. klo 8.08
30 muutosilmoitusta ( näytä )

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Blood Animations

1 kokoelmassa, tekijä Fuko
Fuko's Mods!
7 luomusta
Kuvaus
Extreme Violence!

Adds blood sprays, animated bleeding, ricochets, impact debris, and bullet casings!

Directional Blood Sprays (Videos above)
  • Triggered by direct damage, such as bullets, explosions, and damaging psycasts, and the blood amount scales based on the damage done.

  • Blood particles last ~10s (configurable in options) and will fade away on it's own.

  • 15% (configurable in options) of particles will leave filth behind, which requires cleanup like vanilla blood.

Animated Bleeding

Animated bleeding based on pawn bleed rate.

Impact Debris

When hitting inorganic pawns or structures, debris will fly out!
Impact debris follow similar rules to blood spray.

Ricochets and Ground Impacts

When bullets are deflected by armor, or when hitting hard targets like mechanoids, ricochet animations may occur! There is also an improved particle effect when bullets hit the ground.

Bullet Casings

Originally a mod called [Syr] Bullet Casings. It was one of my favorites, but sadly no longer updated. So here it is reimplemented, with improved animations and fixed to be compatible with everything including modded weapons. This feature can be disabled in the options. Credit and thanks to Syrchalis!

Improved Fleshmass

Fleshbeasts and Fleshmass growths have improved blood animations and improved filth textures!


Compatible with Vanilla Expanded Framework blood types (Vanilla Races Expanded, Alpha Genes) as well as HAR (Humanoid Alien Races)





Performance
Inevitably, extra objects on the map has a cost, but these objects are relatively simple and do not last a long time, and how much and how long can be configured to the point where it has nearly 0% impact. So the performance cost shouldn't be noticeable and can be configured to match your needs.



Compatibility
  • Adjustable performance impact (Blood multiplier, cleanable filth chance, and fade time can be configured to fit your performance needs).

  • Safe to add and remove mid-game.

  • Independent, isolated, and minimal in scope, with no modifications to vanilla behavior/code required: Should be compatible with nearly every mod, leaves no permanent changes to your saved game, and will not brick your game.

  • Confirmed compatible with Combat Extended, Vanilla Expanded series, Alpha series, Dubs series, Ragdoll Physics, Melee Animation, Yayo's Animation, Layered Wall Destruction, Gore upon dismemberment, Gunplay, Blood Color Genes, HAR (Humanoid Alien Races), The Profaned, and hundreds more.

  • Multiplayer compatible if you turn off the filth options. This mod is entirely cosmetic only with the filth options off.

  • Incompatible: Bullet Casings do not work under CE. "Combat Effects for Combat Extended" will cause black blood unless you turn off their "show extra blood" option.



Updates
~2.0 update: Updated for 1.6!
~1.9 update: Fixed null exception errors caused by changes to pawn caching in the latest version of Vanilla Framework Expanded.
~1.8 update: Bullet filth will now last a max of 35-40 days and will wash away from rain. Added toggle in options for ground impact particles.
~1.7 update: Improved fleshmass and fleshbeast blood animations, improved fleshmass filth textures, improved impact debris particles, added ground impact particles, added support for the unique blood types in The Profaned.
~1.6 update: Added bullet casings support for plasma weapons, VEAndroids will stop bleeding animation when they're fully bled out, and reduced default filth chance in options to 15%.
~1.5 update: Added Bullet Casings feature!
~1.4 update: Particles should now properly despawn based on the time defined in the mod options, rather than the time defined in the XML.
~1.3 update: Fix for System.IndexOutOfRangeException.
~1.2 update: Particles were skidding for longer than intended due to a small forgor.
~1.1 update: Added backwards compatibility for 1.4

Github Link: https://github.com/tenguin/Rimworld_BloodAnimations






Credits to: felutiahime[www.pixiv.net] and Nanashi Mumei for the art sources used in the thumbnail and tanosii_chan for the upvote animation! Give them a visit!
Suositut keskustelut Näytä kaikki (1)
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17.5. klo 2.57
Incompatibility report
lol
516 kommenttia
Highwayman 2 tuntia sitten 
oh my fuck Fuko's alive.

thanks for the update
4 tuntia sitten 
nice:steamthumbsup:
Cotton 11 tuntia sitten 
Anyone else having trouble playing this on 1.5? i'm having map generation issues
Fuko  [tekijä] 11 tuntia sitten 
@Sumatris You need to provide more details:
1) Vanilla mechanoids controlled through mechlink, or from a Mod, and if so which mod?
2) Is this a problem when no other mods other than this are running?
3) If its a mod conflict, you need to narrow down which mod is conflicting through a process of elimination.
4) If vanilla, then all the details I need to reproduce the problem.
Fuko  [tekijä] 11 tuntia sitten 
Steam is incredibly stupid at detecting when downloaded workshop files need updating. You can fix it by unsubscribing, waiting a few sec, resubscribing.
Even verifying, I remember some mods where that failed to update properly because it didn't delete deleted files/folders.
Dragonissa 12 tuntia sitten 
@Gerewoatle verifying your game files fixes the issue.
Gerewoatle 14 tuntia sitten 
@Guy - That's a Steam issue that's been happening to a number of seemingly random mods lately. There doesn't seem to be a lot you can do to fix it except wait, as far as I'm aware.
The in game mod manager keeps saying the mod is outdated?
Sumatris 15 tuntia sitten 
As much as i enjoyed this mod in 1.5, now it stops my mechanoids from working. They always claim they need to be carried to a charger regardless of their battery level, and they just wander around aimlessly.
Unofficial Status 26.7. klo 21.20 
yooo update just dropped LETSGO! Thanks!