RimWorld
More Injuries (Continued)
536 opmerkingen
Th3_Fr3d  [auteur] 28 okt om 11:28 
@bryanfran42 Yes, the check for hearing protection is pretty bare bone at the moment. It just checks if any clothing covers the ears (in the helmet stats information window thing).
bryanfran42 28 okt om 4:34 
Good evening, I've just come from CE Discord and Keshash pointed me to you.

I downloaded the More Injuries mod, and it's great stuff. Given that temporary hearing loss is a thing, and combat can be extended affairs (pun very much intended) how do you mitigate it, wear a helmet?

I used the Peltor ear protection gear from Rimmunation2, but it doesn't do a thing.
Zen 25 okt om 7:51 
Imagine playing RimWorld without Neurotrauma
Bartholomew Marmalade 23 okt om 9:25 
Tribal starts need tribal splints. I feel like bone fractures are essentially a death sentence since you can't have them heal on their own without having research for splints.
CHEMYAK 23 okt om 2:46 
идеальный мод, хотелось бы еще больше болезней, увечий и т.д.:PuroAmazed:
BigBoy_Liam 20 okt om 19:45 
wait I have a bone fracture on a bionic leg?
Hotaninja05 20 okt om 13:25 
Anyone know if there's a way to add a helmet modifier to negate hearing loss?
Silver 19 okt om 11:58 
any chance we can get them to do more of this stuff automatically? they are trained doctors after all, would be nice not to have to micromanage them
theres a bug when pawn gets immortal after dying from custom injury
TundraMoth 8 okt om 5:54 
Can you make it so that colonists can remove the tourniquet themselves, or have some kind of warning window that a colonist may develop gangrene if the tourniquet is not removed? Because I'm tired of my colonists dying because I forgot about it and they walk around with gangrene until they die.
cody 3 okt om 14:19 
And I would love to see latex or nitrile gloves and more bandages like maybe emergency trauma dressings
cody 3 okt om 14:19 
Yes it has been Ce compat even during the snapshot
nikkipuppy10 2 okt om 9:00 
giel, i know its been awhile, but judging by the CE logo in the top corner, this is very much compatable. Its probably even intended for CE
Giellioos 30 sep om 2:08 
Compatible with CE?
tinfoil hat bird 30 sep om 0:39 
Could we get nitrile and latex gloves by any chance?
cody 27 sep om 20:46 
Fred, do you currently take suggestions?
Xy | Hori 27 sep om 9:10 
Are the saline bags supposed to sell for 35 silver that is very much for what they are made of.
Yuni-Que 25 sep om 12:59 
Hemogen packs are for Sanguophage , Blood bags for IV injection with compatible blood types
vexxn0va 24 sep om 3:28 
Whats the difference between hemogen packs and blood bags?
FirelinksShrine 23 sep om 1:58 
is there some way to make this compatible with regeneration mechanics. specifically bone fragmenting and paralysis never healing via sci-fi magic without medical intervention. I mean if a ghoul or a sci-fi vampire can heal someone who got snapped in half like a slim jim they should get their legs back and the bones should reset
cody 17 sep om 14:48 
You can disable what you don’t like but this is a mod of medical realism
Platapusa 16 sep om 16:13 
not fun my slave choked on his own blood uninstalled
cody 15 sep om 12:25 
@BeaThePANcake combat extended load out thingy may work for you, or you can manually just have people grab stuff and keep it in their inventory
cody 15 sep om 8:40 
@Enclave~ yes it’s compatible, I’ve used it plenty. Also good news is that the release candidate is out
BeaThePANcake 11 sep om 11:39 
wish i could tell pawns to keep tourniquets/splints/bandages in their inventory so i could field dress them instead of my medical going to the storage to pick the things up first
Albedo~ 11 sep om 9:06 
Anyone know if the update is compatible with CE Dev, I'd assume so
Hotaninja05 10 sep om 10:57 
Hey man is there a way to reduce hearing damage? I've been trying to add that modifier to my helmets but there is none.
scalien_prime 9 sep om 20:51 
amusingly, Having a deathless pawn is almost pointless with this mod. Resurrection coma will not save a pawn without immediate care. At best, it puts off death a few hours, but as my tribal colony learned, you need more than medical herbs.

Brutal mod and works as advertised.
cody 6 sep om 7:49 
Idea for a replacement to vanilla medicine: Stitches and actual long term wound dressings like gauze
tabakista 4 sep om 8:11 
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  [auteur] 3 sep om 10:34 
@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 om 9:38 
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 om 15:55 
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  [auteur] 1 sep om 10:32 
@elĐeve I guess I could add a small compatibility patch with the next update if enough people care about it
elĐeve 31 aug om 20:32 
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 om 21:10 
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 om 17:35 
is the airway device supposed to be slower than CPR, or is it just me
Engadine Maccas, 1997 29 aug om 4:47 
Any way to make lung collapse not affect airtight armours?
Nic 27 aug om 11:25 
Gotta be honest, big improvement over way back when when I couldn't deal with a broken arm
Nic 27 aug om 11:25 
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 om 16:26 
Check the error log with dev modde
Th3_Fr3d  [auteur] 25 aug om 4:24 
@Tree you can tweak chances and damage thresholds for lung collapse in the mod settings
Tree 24 aug om 21:43 
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 om 12:35 
Appreciate the update boss
Th3_Fr3d  [auteur] 23 aug om 11:58 
@Flurbel yes, from my own experience More Injuries and Death Rattle work together nicely
Th3_Fr3d  [auteur] 23 aug om 11:57 
@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 om 9:14 
Is this compatible with Death Rattle?
elĐeve 23 aug om 2:40 
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 om 22:21 
thanks for the update, you're peak!