边缘世界 RimWorld

边缘世界 RimWorld

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[Kit] Just A Flesh Wound
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Mod, 1.5, 1.6
文件大小
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更新日期
1.161 MB
2020 年 10 月 17 日 上午 3:52
8 月 13 日 下午 1:35
58 项改动说明 ( 查看 )

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[Kit] Just A Flesh Wound

描述
What does this mod do?
  • Body parts are harder to destroy with weak hits. Big hits still destroy parts.
  • Implants and limb replacements make pawns harder to kill.
  • Implants and limb replacements make the body part harder to destroy.
  • Humanoids and animals do not die from being downed anymore.
  • The fatal damage mechanic in vanilla has been tweaked significantly, pawns are harder to kill with chip damage.
  • Internal organ wounds hurt, bleed and scar more and get infected more often.
  • Wounds to eyes and brains scar normally but there is a high chance to scar.
  • Wounds hurt less when fresh, reach a peak after some time, and come back down after that.
  • Wounds that have been tended immediately jump to the end of the pain cycle.
  • Wounds bleed less when fresh, reach a peak after some time and clot after that, reducing bleeding on wounds that are untreated for a long time.
  • Scars hurt less as time passes.
  • Scars do not count towards body part destruction, they do count towards functionality.
In summary, pawns are less likely to lose body parts and don't immediately go down from moderate injuries, untended injuries are bad. wounds to vital organs are very bad, combat medics are good, go juice is amazing. You can send a hurt pawn back out to fight after their wounds are treated.

I want to disable/change something. Can I?
Everything to do with injuries is configurable, if you wanted, you could make this mod do (almost) nothing at all. Don't do that, it would make me sad.

Is it compatible with X?
(Mostly) Yes.
The way I've implemented this mod should make it compatible with most things.
Post a comment if you find an exception to this.

Known Incompatibilities:
Tweaks Galore, Disable Lethal Damage Threshold option (from: Allachor)

This mod can substitute for the following mods:
Custom Death Randomness
Raiders Never Die
Pawns Just Don't Die
Live With The Pain
No More Lethal Damage Threshold

And is also an excellent companion mod for:
Death Rattle
Smart Medicine
Elite Bionics Framework

I want less scarring.
You can achieve this by reducing the following settings:
Scarring, minimum conversion.
Scarring, maximum conversion.

These two settings govern how large scars can be.
Scars that fall under Scarring, threshold are deleted.
热门讨论 查看全部(2)
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2024 年 7 月 19 日 下午 10:10
Mod Settings
RedPine
0
8 月 17 日 上午 11:18
Q&A - direct your questions here
Kittah Khan
543 条留言
Kittah Khan  [作者] 9 月 27 日 上午 8:07 
@xuelin
No worries, have fun learning.
xuelin 9 月 27 日 上午 7:59 
sorry, I have discovered my mistake. I am researching how this mod is implemented, but I only have a basic programming foundation. Most of them rely on AI to learn and research.
Kittah Khan  [作者] 9 月 27 日 上午 7:37 
@xuelin
In function GetEHPModifier, Line 151 in Shared.cs you have:

if (null == hediff.Part) {
continue;
}

if (null != part && hediff.Part != part) {
continue;
}

if (false == (hediff is Hediff_AddedPart) && false == (hediff is Hediff_Implant)) {
continue;
}



On Line 178 you have:

if (null == part) {
delta *= hediff.Part.coverageAbsWithChildren;
}

Part can be null, in that case it looks at the effect on total health, if it's non-null, it looks at the effect on part health.
xuelin 9 月 27 日 上午 6:55 
There seems to be an invalid judgment:
In the FHIR HPModifier method of the ddl file, if (hediff.Part == null || (part != null && hediff.Part != part) || (!(hediff is Hediff_AddedPart) && ! After (hediff is Heddiff_Simplant), if (part==null) is also determined
{
num2 *= hediff.Part.coverageAbsWithChildren;
}.
In theory, these two conditions should be mutually exclusive. The second if will never hold, or is there a problem with my understanding:steamhappy:
Palasis 9 月 7 日 上午 11:52 
Thank you very much friend.
Kittah Khan  [作者] 9 月 7 日 上午 11:46 
@Palasis
Part Break

Increasing resilience means that more damage would need to be done to break a part.
If you want to disable it entirely, increase the threshold to max and increase resilience to max.

Corpses will still show parts as being missing, but that can't be helped.
Palasis 9 月 6 日 下午 8:11 
Hello, how can I prevent arms and legs from being blown off? I tried doing some of the settings but it is still happening. Could I get some help from someone if you do not mind guiding me in what to turn up or down? Thank you very much.
Kittah Khan  [作者] 9 月 2 日 下午 6:26 
@Shidobu
No clean way to resolve that, would require a specific check to see if the life support mod is active and if a pawn is on life support.

If I'm not mistaken, the cause is the fatal damage calculation counting damage to organs more than damage to generic meat.
Shidobu 9 月 2 日 上午 8:07 
Had to tweak some values related to fatal damage, as my donors prisoners were dying even though I hooked them to life support mod.
I guess that would need some compatibility patch to keep both default values and an option to let pawns stay alive with just brain as a last organ when hooked to Life Support.
粉红战车 6 月 24 日 下午 10:02 
Thanks, after my comment I played the DLC carefully and I found that the problem is that Shambler is the only enemy that can continue to move and attack after falling to the ground and unable to move. This causes my pawns to continue to attack the fallen Shambler, and because the Shambler is already on the ground, it is extremely difficult to kill.