边缘世界 RimWorld

边缘世界 RimWorld

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Grievous Wounds
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Mod, 1.5, 1.6
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181.209 KB
4 月 6 日 上午 8:30
7 月 29 日 上午 11:37
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Grievous Wounds

在 SirProok 的 1 个合集中
Combat Controlled
4 件物品
描述
Grievous Wounds

"A scratch? That was your spine, darling."



In RimWorld combat, a bullet to the eye shouldn’t leave raiders looting your fridge.
It should burst in, ruin everything it touches, and drop them where they stand.

Grievous Wounds adds a cruel little twist to injury:
When damage is overwhelming, it doesn’t just stop - It overflows.

Into nearby limbs, into organs, and into the void where the pawn's dignity once lived.



Features:
- Overflowing damage: If a body part is hit hard enough, damage spreads to connected parts external and internal.
- Control your experience: Use sliders to determine the % chance of overflow by part type.
- Squishiness stat: Adjust how often injuries spread to connected body parts.
- Explicit code to avoid conflicts with surgeries.

Built for Bloodshed, Not Bickering

No funny business, no special exceptions — Grievous Wounds was written to just work.
All it does is check for damage then proc more damage. There should be no conflicts with injury mods or CE. However there may be extra carnage from the spread wounds!

It applies to colonists, raiders, animals, mechanoids. Whomever you want bleeding, oozing, or clanking on the floor.

Designed with broad compatibility in mind, it should play nice with most other mods due to nifty coding that allows it to read and process modded pawns — even the ones that turn your pawns into genetically enhanced hell-beasts.



It’s not just pain.
It’s pain with friends.



If you enjoy these mods, consider donating to the potato fund! --> https://ko-fi.com/sirprook



Now with 25% more existential dread of headshots!
热门讨论 查看全部(1)
11
4 月 13 日 上午 5:35
What does this mod do and how does it do it?
SirProok
192 条留言
o0Zeke0o 7 小时以前 
from the wiki: "They will never leave scars or kill their host when emerging.
Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.
Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent."

i guess one of those million wounds made more than 50% damage and spread to the torso causing just barley enough damage to instantly kill my pawn lol

so the re-rolling was just vanilla MH behaviour with a painless + warcasket with base movility

i think i will lower squishiness probably lmao
o0Zeke0o 7 小时以前 
my squishiness was at 50%, though i'm pretty sure it was this mod which caused the damage to be lethal but i know why it doesn't happen in normal playthroughs

usually it causes a few cuts in the torso, barely any damage, then if that does not make the pawn unconcious it tries to make it incapacitated with injuries to the legs (what rolls is injuries enough to incapacitate the pawn that had the metalhorror emerge from it)

the "soft uncompatibility" was that my pawn had a warcasket, warcasket feel no pain, and it also gives them a base movility buff, so the game kept trying to down my pawn until there where no more injuries possible without killing the pawn (basically all his bodyparts exploded and left at 1%)
SirProok  [作者] 7 小时以前 
@o0Zeke0o
My understanding of how MHs work is that they just suffer a series of "normal" cuts and wounds.
I've never seen it reroll, and because this just processes the damage, that bug should be unrelated.

You may be suffering from some of my latent sadism though. For a while after release the squishiness slider was defaulted a bit too high for certain trauma type events (MH, transport pods, etc...)

I lowered the default squishiness to 40%, which helped, but...
- This would not reset any defaults for people who already had the mod.
- I like the gameplay of these events being grave threats to personal heath.
- If you want them less so, a setting around 25% or 30% should greatly improve things.
o0Zeke0o 10 月 24 日 下午 1:36 
Ok yeah it's true the mod is part of the problem, vanilla will try to make injuries but not kill the pawn sometimes like those events, this will cause pawns to die

Is there any way to check if the damage is meant to be lethal or nah?
o0Zeke0o 10 月 24 日 上午 10:37 
actually might have also been another problem, it's weird the game kept trying to roll injuiries when the metalhorror emerging, like it kept trying until my pawn fell unconcious
o0Zeke0o 10 月 24 日 上午 10:23 
i been using this mod for a long time and there's only one problem

when metalhorror emerges from a body it causes multiple injuries across bodyparts, never killing the host ofc, but the spread causes the multiple wounds across all bodyparts to also spread to the torso killing in fact the host, same when the game rolls injuries for pawns that are falling from drop pods for events

i don't know any fix since you just patch the damage events lol but damn that kinda sucks
SirProok  [作者] 10 月 23 日 下午 3:16 
@LINX yes
SirProok  [作者] 10 月 23 日 下午 3:16 
@MNY maybe... :D
LINX 10 月 23 日 上午 1:19 
Can I add or remove during mid-game?
MNY 10 月 22 日 下午 11:56 
aw hell nah one shot to the head and its all over