RimWorld

RimWorld

Grievous Wounds
180 Comments
Strix 2 hours ago 
Oooh that might be the fix I'm looking for, thank you!
SirProok  [author] 5 hours ago 
But I don't like the surprise death from a scratch mechanic, so that is how I disable it.
SirProok  [author] 5 hours ago 
@Strix I don't have the ability to adjust that in this mod.

However, I use game settings slider on start "Enemy death on downed" and set to 0%.
Strix 15 hours ago 
Silly question from someone who doesn't like math: do you have a squishiness slider position rec for convincing pawns to become downed when they have a LOT of damage? I keep killing potential prisoners on default settings.
SirProok  [author] 14 Aug @ 8:32pm 
@Maya No because by the time I realized saving all my code to a notepad was non-ideal for version control I was committed to that "solution".
Maya 14 Aug @ 6:18pm 
Does this mod have a github page or the like? After Steam's download compression change I can't get mods from the workshop
SirProok  [author] 13 Aug @ 3:55pm 
@Inquisition, Yes, I need to go and hard code it out of the options.
@Gerewoatle Yes, and it can be restored in game with the various vanilla methods of restoring body parts.
Gerewoatle 12 Aug @ 9:39am 
As someone who has yet to experience blown off utility slots, is it possible to fix using devmode?
Inquisition 12 Aug @ 1:54am 
@SirProok As hilarious as it is seeing Utility slot as a damaged location on the health tab the first time is there a way to make this not happen?
SirProok  [author] 7 Aug @ 4:47pm 
@HUGE DOG :3 A consequence of the damage connected parts, but one I was willing to live with. No shock lances for him!
SirProok  [author] 7 Aug @ 4:46pm 
@FranknKitty Agreed and enjoy!
SirProok  [author] 7 Aug @ 4:46pm 
@Frank @HeavenAchieved Yes it should work, but will serve to amplify their damage substantially.
SirProok  [author] 7 Aug @ 4:45pm 
Back from a period of no Internets....
verylargewolf 5 Aug @ 11:29am 
I had a guy get hit so hard I broke off his utility slot, I didn't even know that was possible
FranknKitty 30 Jul @ 9:44pm 
always wanted a mod to make rimworld more brutal in terms of damage... I wanna shoot a guy and I wanna see him drop, not walk right through the bullets!
HeavenAchieved 30 Jul @ 3:08am 
same question as below. does it work well with vcr ?
Frank 29 Jul @ 4:34pm 
Question about using this with Vanilla Combat Reloaded, under the Custom Damage Workers section, it mentions bullet passthrough and mushrooming effects. I feel this mod may or may not conflict since both things are effecting multiple body parts when getting hit and distributing damage, do you know how it works and would the mods work together?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2860414285
Pickle Peterson 29 Jul @ 11:57am 
@SirProok

that's perfectly ok! I'm really glad you've considered it before, but it's completely fine if you wanna leave them separated because honestly it is probably easier to leave them separated. not too sure though hehe. thank you for the response! and thank you for working on these mods, they're awesome!
SirProok  [author] 29 Jul @ 11:51am 
Update:
- Disabled overflow damage for vacuum damage.
- Tweaked minimum damage to overflow from 1 to 2 (less small wounds overflowing)
- Tweaked default squishiness to 40% (less overflowing damage from trauma)
SirProok  [author] 29 Jul @ 11:45am 
@Pickle Peterson I considered it, for now I will be leaving them apart.

For now, I'll continue leaving the collection as the way to get the mods. I'll need to revisit this in the future at some point as I never really intended to build more than one mod...
Pickle Peterson 29 Jul @ 8:52am 
this might be too much to ask and I'm sorry if that's so but I would LOVE love love loveeee if you could compile all your amazing mods like this one into one mod like Hardened armor, Sharper shots and this one together you know? I think that would be really cool but it's completely fine if that's not possible or too much work for you :p I love this mod either way
SirProok  [author] 25 Jul @ 9:39pm 
@Aeris You are very welcome. It took a bit longer as I found another flame conflict with Hardened Armor that was also causing flame weapons to do damage internally.

I was testing with both installed so drove myself a little crazy. Maybe now I'll adopt proper best practices for testing....
Aeris 25 Jul @ 9:33pm 
Thank you for your work on these combat mods!
SirProok  [author] 25 Jul @ 5:14pm 
@Aeris About that...

Update!

Burn damage will only spread externally.

As spreading burns can cause a greater chance of being lit on fire, there is now a new toggle added in the settings do disable burns overflowing entirely.
Aeris 25 Jul @ 10:57am 
Any update on flamethrowers having less devastating effect, and spreading only to external body parts?
Church.exe 23 Jul @ 7:49am 
Finally! I can give my pawns guns that will actually blow those damn raider's lungs clean out of their bodies!
Beagle 23 Jul @ 5:05am 
Thanks for your awesome mods. Something I wanted to add onto the discussion here is that I think it'd be cool if there was a difference between internal and external injuries when it comes to treating them. Whatever injury you take in Rimworld, you can just have a doctor do a risk-free woo-woo magic bandaging animation and fix it up.
What if more serious injuries like internal wounds specifically required surgery to try and heal them? Combat with guns would be really scary, because it's no longer just about right-clicking and choosing "Heal" but now you might have to do sudden surgeries to fix internal damage, and if you don't have a great doctor it's not just 'worse tend, who cares' but 'oh shit I % fucked it up I can't save you'

So if you do ever look into making an Enhanced Recovery mod, that's something I wanted to throw in as an idea :) Thanks again for your combat mods, I only just discovered them and I really love the way they make the game feel. Thanks for the great work.
SirProok  [author] 22 Jul @ 4:11am 
🙌
ropa_2 22 Jul @ 3:35am 
Did some testing with refugee drop pod event on 40% squishiness and it's much better :) Out of like 20 pawns spawned only three had over 50 different wounds, guess I just got unlucky before.
SirProok  [author] 21 Jul @ 3:52pm 
@ropa_2 I have seen many wound on pawns as you describe. Most I see with death in 10+ hours and maybe 5 or 6 med to recover.

It is likely that it is solely this mod as both of those processes assign damage to pawns "normally". If you turn down squishiness 5%-10% that should help!
ropa_2 21 Jul @ 3:48am 
I don't know whether this comes inherently from this awesome mod or combination with Just A Flesh Wound, but anytime pawn spawns with injuries (like ancient danger cryocaskets or from drop pod event) they have ABSURD amount of injuries, it sometimes takes 1 day and 15+ herbal medicine to mend them because of that. Also this sometimes means that people falling from drop pods have 2-4 hours until bleedout even if you pause right away.
Onyx 19 Jul @ 12:43am 
I actually am using Just a flesh wound, I have word from some experienced modders that they are completely compatible, I guess I should have looked into the settings of the mod to see that stuff.
SirProok  [author] 18 Jul @ 11:03pm 
@Gerewoatle @Onyx Now I've not played the two together ([Kit] Just A Flesh Wound). That said, all this mod does on the back end is take damage and apply more of it.

It should make for very good companion mod to solve your needs, a great recommendation.
Gerewoatle 18 Jul @ 10:46pm 
@Onyx - The mod "[Kit] Just A Flesh Wound" has settings that can be dialed down to reduce scarring from injuries below default to compensate for more injuries received, as well as modifying a lot of other things regarding health and damage (it doesn't do the same thing this mod does though, so I think it should be compatible - I haven't tested them together yet however).

Just a word of advice though, the default settings make everyone effin' tanky, so if you enjoy more lethal combat you need to dial down some of the other settings significantly. However the settings can also be adjusted to make injuries, pain, bleeding and damage even rougher.

In general, it's another good mod for customizing how combat and injuries work.

But with all that said, I'll happily bow to any commentary SirPook has on the matter of mixing this mod and that one.
SirProok  [author] 18 Jul @ 10:22pm 
@Onyx
Core issue is this mod only touches damage.
Maybe there is room for me to look at a health mod (Enhanced Recovery?), but that is not something I'll put into this mod as I'd like to keep each concept modular.

@Aeris Has a valid point as well. If I were to embark on a health related mod or series, I'd need to know I'm doing something different than what is out there. Either in features (new things!), or in value proposition (compatibility first system).

That is actually why I have this combat series, I couldn't find a mod that did the (Grievous Wounds) and the other mods accomplish their tasks in very light weight methods that are compatibility first with a penchant for providing settings so someone can customize their experience.

So, maybe not no, never. But I'd need to put a lot of thought into it.
Aeris 18 Jul @ 10:13pm 
There are plenty of mods that add tools to remove scars, just saying.
Onyx 18 Jul @ 3:11am 
Good mod, however, I think you should lower the scarring chances with it, after using it for maybe an ingame year, most of my colonists have 5 - 10 scars on them and they are all utterly useless as they fall down after a slight scratch
SirProok  [author] 17 Jul @ 5:24pm 
@Bread Yeah, I need to reset the default settings for them.

They reuse damage types (like "Cut").
There is no way to make this damage ignored.

However, it appears that they like doing about 75% damage on body parts as their high end of damage. If squishiness is set to less than 25% then damage shouldn't overflow from their "operations". Other overwhelming damage, bullet to the eye, or cannon to the chest will still cause piercing and/or trauma on high damage blows.
Bread 17 Jul @ 4:31pm 
There seems to be a soft incompatibility with WC expanded, the limb removal surgeries apply direct damage to the part when its completed, sometimes up to 100 thousand meaning the person unintentionally gets their body shredded apart instantly
Lagandra 17 Jul @ 9:05am 
Genuinely terrifying mod. Makes combat feel so much more dangerous. I once had a colony survive by the skin of its teeth because the last standing person was the doctor, who was able to save everyone from bleeding to death because he was running on a nanite infection and drugs. Good stuff.
Anto:-. 13 Jul @ 9:56pm 
Crazy Function! Cool:redhoney:
PKPenguin 13 Jul @ 6:12pm 
Glad to hear it. It was specifically a Scorcher mechanoid's flamethrower, not sure if those behave very differently.

The mod I'm using for shotguns is this one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2584374906
SirProok  [author] 13 Jul @ 4:02pm 
@PKPenguin

Hmm... I should probably add rules for fire to only spread externally... Added to my to-dos when I get the doing a rewrite/cleanup.

I could see multiple pellets behaving weird. I do need to get around to doing some more testing surrounding mod edge cases. Also added to the list of to-dos!
PKPenguin 13 Jul @ 3:30pm 
Fun and makes the game more dangerous, but has some occasionally bizarre interactions. One of my guys had their head instantly removed in one shot from a flamethrower because the flames hit his eye and the damage overflowed. Also plays funny with my other mod that makes shotguns actually use multiple pellets, since apparently lots of small hits get exaggerated greatly by this mod.
SirProok  [author] 11 Jul @ 3:15pm 
@Farbott That is the gist of it. However the trauma will spread damage without a part being destroyed. That damage is typically small and is subject to armor blocking/reductions.
Farbott 11 Jul @ 3:07pm 
from what I understand this basically just makes extra damage from destroyed carry across the pawn until theres none left or the rng stops it?
SirProok  [author] 11 Jul @ 9:10am 
I'll also add that the external overflow respects armor and so can be mitigated.
SirProok  [author] 11 Jul @ 9:09am 
@Evilgiraffe You hit the VCR differences very well. This splits the damage into trauma (spread externally) and piercing (spread internally). There are settings to determine how many parts is can spread to. Default is 1-3 with damage evenly spread between selected parts.

Hunting squirrels with pulping level damage can/will lead to less meat. However, not all parts overflow, and overflow chance is not set to 100% for parts that do. As such the shot won't function as a flesh eating bullet.
evilgiraffe666 11 Jul @ 3:28am 
Does this mean using a heavy weapon for hunting will give less meat as there's more missing body parts? Can you explode a squirrel with a sniper and end up with nothing left?
evilgiraffe666 11 Jul @ 2:19am 
This looks great - how does it compare to the fragmentation effects of Vanilla Combat Reloaded?
Not saying you shouldn't have made this, just trying to understand the difference.
I think in VCR the bullet passes through, so a shot to the heart will hit e.g. ribs, torso, maybe lung. Not clear how that's calculated.

Am I right in saying your mod would spread damage more widely, i.e. if a foot comes off, spreads to the leg next, then torso? Is it only one additional part per overflow (until that pops too)?