RimWorld

RimWorld

More Injuries (Continued)
508 Comments
cody 6 Sep @ 7:49am 
Idea for a replacement to vanilla medicine: Stitches and actual long term wound dressings like gauze
tabakista 4 Sep @ 8:11am 
life support system compatibility would be awesome.
Especially for smaller gravships, only being medevac until pawns can be taken to a real hospital
Th3_Fr3d  [author] 3 Sep @ 10:34am 
@Greer are there currently any incompatibilities with that / with Vehicle Framework in general? It worked without issues together back in 1.5, haven't tested it in 1.6 tho
Greer 3 Sep @ 9:38am 
Is there any plans for mod compatibility with Vanilla Vehicles Expanded? I get that the mod uses a complex damage system, so I can understand if there isn't a plan for that.
elĐeve 1 Sep @ 3:55pm 
i think it's unintentionally balanced, it gives more time to heal the deathrattle's dying hediffs and also manage the ones of this mod
pretty fun actually
Th3_Fr3d  [author] 1 Sep @ 10:32am 
@elĐeve I guess I could add a small compatibility patch with the next update if enough people care about it
elĐeve 31 Aug @ 8:32pm 
i think life support system (that mod that doesn't let pawns die after extracting all organs) in incompatible with the new killing injuries, just want to notify if you guys care
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2937012139&searchtext=life+support
ΔeLtA 30 Aug @ 9:10pm 
Нам бы небольшой патч для "Гулей" ибо странно выглядит, как у него регенерирует огромная дыра в груди, но не может вылечить перелом руки. И сотрясение тоже...такое себе. Повреждение спинного мозга, буквально сделало бесполезным моего гуля...
terrorbob238 30 Aug @ 5:35pm 
is the airway device supposed to be slower than CPR, or is it just me
Engadine Maccas, 1997 29 Aug @ 4:47am 
Any way to make lung collapse not affect airtight armours?
Nic 27 Aug @ 11:25am 
Gotta be honest, big improvement over way back when when I couldn't deal with a broken arm
Nic 27 Aug @ 11:25am 
this mod is not nearly as hard without CAI 5000 because the enemy is failing hard at even shooting my guys, really annoying when the only tactic the enemy uses is brute force, which doesn't work too well when they break a hole in my citadel wall (I am using Fortification Industrial - Citadel) and funnel in through a small gap that they go in and out of because I have a mod that improves their AI a little bit to like finding cover better so they just kinda get shredded by my bullet storm every time, god bless my usage of munitions like I got the funding of America behind me to pulverize the enemy, I burn through steel like a crack addict, if I am not actively mining steel out of the ground then I am actively doing nothing because my colony runs off of steel like America runs off of oil, not that I don't also slurp up the deep chem out of the ground like a single father of 3 getting his 10th beer for the night
cody 25 Aug @ 4:26pm 
Check the error log with dev modde
Th3_Fr3d  [author] 25 Aug @ 4:24am 
@Tree you can tweak chances and damage thresholds for lung collapse in the mod settings
Tree 24 Aug @ 9:43pm 
thank you for the amazing mod! There is a small problem that it may have made explosion damage way too OP, as any heavy armor unit now can be struck down with just a single grenade. :lunar2019grinningpig:
Reel 23 Aug @ 12:35pm 
Appreciate the update boss
Th3_Fr3d  [author] 23 Aug @ 11:58am 
@Flurbel yes, from my own experience More Injuries and Death Rattle work together nicely
Th3_Fr3d  [author] 23 Aug @ 11:57am 
@lloki It's not officially recommended to add mods mid-game, but there is a janky workaround for it in More Injuries. It should be fine to add mid-game *if* you first make sure that none of your pawns have any heath conditions (injuries/scars/bionics/etc.), if they do, open the dev tools and remove those health conditions before adding this mod. Also, create a backup of your save file first ;)
Flurbel 23 Aug @ 9:14am 
Is this compatible with Death Rattle?
elĐeve 23 Aug @ 2:40am 
i wish those injures that have a timer show a bar or something if using compact hediffs mod
Great work on the update :)
Alex_ 22 Aug @ 10:21pm 
thanks for the update, you're peak!
lloki 22 Aug @ 12:54pm 
I saw it in yt series once and I'm waiting for it to be updated ever since. Can it be added to ongoing save or rather not?
terrorbob238 22 Aug @ 12:46pm 
hypoxia on bloodloss is good :steamhappy:
camomo bbl enjoyer 22 Aug @ 12:09pm 
its here :sob:
Nic 22 Aug @ 11:27am 
today's a great day
Enclave~ 22 Aug @ 11:26am 
Now we just need CE to be updated then we can all go back to our bloat filled collections in bliss
justydusty 22 Aug @ 10:43am 
peak
Th3_Fr3d  [author] 22 Aug @ 10:33am 
Version 1.6 of More Injuries is now live!

This update brings a number of changes and improvements. For a detailed overview of all features, check out the new More Injuries wiki on GitHub [github.com].

You can also see a complete list of changes since 1.5 in the 1.6.0.0 GitHub release notes [github.com].

As always, feedback and bug reports are welcome - hope you enjoy the update!
CHEMYAK 21 Aug @ 12:06am 
если я использую этот мод, то в мире перестают существовать другие поселения(
Hecker Man 18 Aug @ 10:33am 
Does anyone else have an issue where setting prisoners to hemogen farms leads to my pawns giving them serious blood loss and hypovolemic shock?
Nic 17 Aug @ 10:33pm 
ok, something new I've learned, ice ages have the power to stop raids and animal spawns, the era of starvation and peace is now over
Nic 17 Aug @ 9:54pm 
trying to troubleshoot the fact that there are no raids nor any creatures, anybody else experiencing this? probably a different mod doing the trouble making but I wanted to check anyways.
Nic 17 Aug @ 6:05pm 
it happened again, it got really low then he stopped coughing, I think there may be a mod incompatibility issue but I don't have any other mods that would affect the health system other than CE and Tending Takes Time, at least this time I got CPR to save the day, it really isn't much of a problem since I do got CPR because the status effect is so low.
Nic 17 Aug @ 4:33pm 
I do not have a Github account so I can not put comments there, still funny thinking that that guy literally saw the horrid state of the base and was like "nope, I'm out"
Th3_Fr3d  [author] 17 Aug @ 4:29pm 
@Nic tracking your bug report on GitHub here: https://github.com/frederik-hoeft/rimworld-more-injuries/issues/93
Th3_Fr3d  [author] 17 Aug @ 4:28pm 
@tabakista tracking your suggestion on GitHub here: https://github.com/frederik-hoeft/rimworld-more-injuries/issues/92
Nic 17 Aug @ 4:24pm 
maybe they knew they were going to have to live in a damp dirty hole and would probably die anyways so they took their leave early XD
Nic 17 Aug @ 4:23pm 
I do know they never went unconscious, they were stable, had nothing killing them, they were coughing, then they were dead because they stopped coughing, they were close to getting over the whole choking on blood thing
Nic 17 Aug @ 4:22pm 
idk, they just kinda ended up not coughing after a while, R.I.P
Th3_Fr3d  [author] 17 Aug @ 4:20pm 
@Nic in theory they *should* cough every few seconds unless they're unconscious
tabakista 17 Aug @ 7:46am 
Hey, how about some trivial little things for flavour? Like pawn getting black eye?
Really like your mod, awesome job!
Nic 16 Aug @ 7:46pm 
forgot to mention that the question was for beta 2 but it's answer might matter for beta 3
Nic 16 Aug @ 7:34pm 
oh and @Cody, you fail to realize that I am utterly broke and need to research penoxycyline first before I am able to install organs, whether organic or not, and considering I have a mod along the lines of Stepping Stones that is making research very much harder, I do got 2 kidney's though, that poor poor skeleton wont be using them now.
Nic 16 Aug @ 7:30pm 
oh nice, honestly waiting for this mod to release for 1.6 is like waiting for Christmas when you were 6 years old, also, I had a question about choking on blood, is somebody supposed to just suddenly give up on life and stop coughing leading to their death? Because that's exactly what's happening with my prisoner. Don't know if that's intended or not.
Th3_Fr3d  [author] 16 Aug @ 2:59pm 
The next preview build (v1.6.0.0-beta3) is now available on GitHub [github.com]. This is expected to be the last beta release before the full 1.6 Steam release in a few days.
This version is intended for public testing and feedback, and may contain bugs or incomplete features. Please back up your saves before use.

Changes include:
- first pass at restructuring the old/very long user manual into a wiki [github.com]
- continued documentation updates for new injuries and conditions coming with 1.6
- several bug fixes related to inhalation injuries (#90), Biotech hemogen integration (#89), and coagulopathy simulation (#86)
- saline IV infusions now restore thirst when Dub's Bad Hygiene is loaded
- several other minor improvements and bug fixes

As always, feedback and bug reports are welcome :)
Ms Adequate 16 Aug @ 2:28pm 
Oh me oh my, this is a mod I have wanted for literal years. Eagerly awaiting the latest version, but take all the time you need to squash those bugs! <3
Drunken Eagle 16 Aug @ 11:24am 
Cant wait for the release, Im glad my silly little observation about inhalation is getting patched in some way~
Th3_Fr3d  [author] 16 Aug @ 10:26am 
@tusyok That one was a local fork / copy / private re-make of the Geopolitical RimWorld USA/Russia mods (which I renamed for the screenshots to keep politics out of the Workshop comments lol). They are basically just factions made from the gear from Rimmunation.

I think the original author of those mods took them down from the Workshop after what happened in 2022.
So yeah, ownership / copyright of those mods is a bit questionable which is why I haven't considered re-uploading them ;)
tusyok 16 Aug @ 10:13am 
Thank you for your mod! Could you please let me know which mod you are using for the enemy faction (on screens) "Eastern Bloc Forces"?