RimWorld

RimWorld

211 ratings
Grievous Wounds
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
162.050 KB
Apr 6 @ 8:30am
Apr 11 @ 2:55pm
6 Change Notes ( view )

Subscribe to download
Grievous Wounds

Description
Grievous Wounds

"A scratch? That was your spine, darling."



In the RimWorld combat, a bullet to the eye shouldn’t leave raiders looting your fridge.
It should burst in, ruin everything it touches, and drop them where they stand.

Grievous Wounds adds a cruel little twist to injury:
When damage is overwhelming, it doesn’t just stop - It overflows.

Into nearby limbs, into organs, and into the void where the pawn's dignity once lived.



Features:
- Overflowing damage: If a body part is hit hard enough, damage spreads to connected parts external and internal.
- Control your experience: Use sliders to determine the % chance of overflow by part type.
- Squishiness stat: Adjust how often injuries spread to connected body parts.
- Explicit code to avoid conflicts with surgeries.

Built for Bloodshed, Not Bickering

No funny business, no special exceptions — Grievous Wounds was written to just work.
All it does is check for damage then proc more damage. There should be no conflicts with injury mods or CE. However there may be extra carnage from the spread wounds!

It applies to colonists, raiders, animals, mechanoids. Whomever you want bleeding, oozing, or clanking on the floor.

Designed with broad compatibility in mind, it should play nice with most other mods due to nifty coding that allows it to read and process modded pawns — even the ones that turn your pawns into genetically enhanced hell-beasts.



It’s not just pain.
It’s pain with friends.

Now with 25% more existential dread of headshots!
Popular Discussions View All (1)
11
Apr 13 @ 5:35am
What does this mod do and how does it do it?
SirProok
123 Comments
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."