RimWorld

RimWorld

2,922 ratings
Blood Animations
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.457 MB
20 Apr, 2024 @ 2:25pm
3 Aug @ 8:23am
31 Change Notes ( view )

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Blood Animations

In 1 collection by Fuko
Fuko's Mods!
7 items
Description
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 It was one of my favorites, but sadly no longer updated.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!
Popular Discussions View All (2)
0
26 Aug @ 2:09pm
filthy/bloody footsteps idea
Eclipse
0
17 May @ 2:57am
Incompatibility report
lol
546 Comments
DracoHoribilis 31 Aug @ 1:52am 
Nice, I dont use CE so this is a treat with the extra casings you added :) Thank you
redanddead12345 30 Aug @ 4:09pm 
@pinkplinko

oh my god i never noticed this

we must report to steam and get this mod banned until it is ready

and put me in a punishment cage until i learn to read critical information that could destroy humanity. god help us all we could have been wiped out from this :KScared:
PinkPlinko 29 Aug @ 3:09pm 
Greetings. It has come to my attention that this mod is Literally Unplayable:tm:
When Shotgun Shell ammo creates filth, it leaves behind a filth called "Shotgun Bullet Casings." This is obviously an incredibly major issue.
Jokes aside of course, It would be nice if that could be corrected over to Shotgun Shells, but this is such a non-issue, I won't blame you if you don't wanna do that, lol. Other than that, great mod!
Paradies 26 Aug @ 6:46am 
All my own weapons got this pistol shells, even if they are energy weapons.
Paradies 26 Aug @ 6:44am 
I hoped you bound it to a specific type of damage, speed or the bullet type itself.
Fuko  [author] 26 Aug @ 6:01am 
@Eclipse That's actually a pretty cool idea, but I don't think I have the time for it anytime soon.

@Paradies Unfortunately not, I couldn't think of how to support modded weapons without a whole bunch of work.
Paradies 25 Aug @ 12:45pm 
Is there a patch option to specify the bullet casings type in my modded weapons?
Eclipse 21 Aug @ 4:36pm 
Is there a chance for adding filthy/bloody footsteps like in ‘bloody stains’?

I don’t like their implementation for bleeding puddles animation and the footsteps disappears over time.

Now when vanilla game has injured crawling with bloody trail a think that such implementation of footsteps would be fitting and complementary for immersion, atmosphere and gameplay
Fuko  [author] 18 Aug @ 9:19am 
@NotGuilty Oh yeah, some mods that use their own custom blood will need a custom patch. I'll take a look when I have time.
Fuko  [author] 18 Aug @ 9:16am 
@IkeaChair First try unsubscribing/resubscribing, and verifying your rimworld install, to make sure you have the latest mod versions.
If it still happens, you'll need to narrow down exactly which mod is conflicting via removing likely conflicts (usually mods that make huge sweeping changes) one at a time until the problem stops.
If you figure out which mod is at fault, leave a message with your logs.
I can't figure out the problem without knowing the mod at fault.