RimWorld

RimWorld

[Kit] Just A Flesh Wound
543 kommentarer
Kittah Khan  [ophavsmand] 27. sep. kl. 8:07 
@xuelin
No worries, have fun learning.
xuelin 27. sep. kl. 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  [ophavsmand] 27. sep. kl. 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 27. sep. kl. 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 7. sep. kl. 11:52 
Thank you very much friend.
Kittah Khan  [ophavsmand] 7. sep. kl. 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 6. sep. kl. 20:11 
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  [ophavsmand] 2. sep. kl. 18:26 
@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 2. sep. kl. 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 24. juni kl. 22:02 
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.
Kittah Khan  [ophavsmand] 24. juni kl. 10:19 
@Mac
As you wish.

@粉红战车
Just tested this, shamblers seem to be dying just fine with the default settings, both melee and ranged wounds appear to be doing the job.

Also, just added shambler-specific down protection and part break resilience settings.

@The Blind One
@Depraved Arachnophile
It should work fine.

@Colossus of Chodes
I don't know, try it out and let us know.

@Deadcurze
@Dizzy Ioeuy
@frosted_gay
Sorry, a lot of these options have chaining effects and there's no easy way to disentangle that, as such, "Vanilla settings" would only approach how Vanilla works, my default settings are just what I think approaches Vanilla's "feel" the best.

The best thing you can do is just to do some testing in Dev mode Quicktest to find what works for you, settings-wise.

@Allachor
Thanks.

@PinkPlinko
As you wish.
Mac 19. juni kl. 10:03 
GOAT will need an update (no pressure tho
粉红战车 16. maj kl. 13:55 
Hello! I really like this mod — it's great, because in the vanilla game, pawns die far too easily and suddenly. However, this mod also makes the Shambler from the Anomaly DLC extremely difficult to kill. In my case, even five high-shooting pawns using machine guns were unable to kill a single Shambler after several hours of continuous fire.
The Blind One 17. apr. kl. 17:41 
Would this work with grievous wounds mod?
Colossus of Chodes 6. apr. kl. 21:48 
I know you can substitute this mod for No More Lethal Damage Threshold, but can the two be used together without issue if I want to remove the threshold altogether?
晓山alreShan 26. mar. kl. 8:08 
@Russo
try this site, if can't get ingame hugslib logs uploaded.
{LINK FJERNET}
Russo 26. mar. kl. 6:58 
I'm having a red error with 3 mods and one of them is this, where can I post the error log?
待到烟火茶凉 25. mar. kl. 12:42 
This MOD can be used to catch the boss of the giant pit (the Terrifying Mother Beast). For example, if you use a weapon with high bleeding and low damage, such as an elephant tusk, it will not cause it to die directly, but it will lose too much blood and fall to the ground.:steamthumbsup:
Deadcurze 18. mar. kl. 12:35 
I'll second the earlier suggestions that a button to revert to vanilla would be great, as it would make it much easier to run comparisons when customising one's settings.

To be clear, I rather like the mod even without that option!
Valentine 13. mar. kl. 14:20 
Be aware that the default settings for this are very generous in terms of resilience causing people to be unstoppable other than by bleeding out, pain or massive overkill and the mod also causes situations where a limb is completely and utterly indestructible meaning a head on 1 health can take 99 more 10 damage hits and still be on 1.
Allachor 12. mar. kl. 18:48 
Thank you for the mod, I'd just like to report that there is a incompatibility between your mod here and the Tweaks Galore mod when the Disable Lethal Damage Threshold option is toggled. It causes pawns to die inconsistently when they are missing legs and some organs that ordinarily wouldn't kill them.
Depraved Arachnophile 28. dec. 2024 kl. 9:04 
How well does this work with something like More Injuries 1.5?
Dizzy Ioeuy 24. dec. 2024 kl. 23:15 
I second this: "Could we get a button for vanilla values like how there is one for the mod's default values?"
XelNigma 11. nov. 2024 kl. 21:41 
@Kittah Khan
Thank you very much. Both for the replay and this must have mod.
Kittah Khan  [ophavsmand] 11. nov. 2024 kl. 21:39 
@XelNigma
Increase the amount of pain.

Pain, loss of consciousness and loss of mobility is what causes pawns to get downed.
XelNigma 11. nov. 2024 kl. 12:10 
I'm constantly seeing an issue where pawns and animals survive and keep taking torso shots until they bleed out. Because they dont get downed until they have just 2 hours of blood left, its hard to get prisoners.

What do I need to adjust to make them get downed from having their torso being critical injured?
Daniel_Tdr 26. okt. 2024 kl. 8:15 
nice mod but really needs at least a default preset
Yekaterinnani 1. sep. 2024 kl. 12:19 
Hi, i am having a bug where this mod is mentioned on top (with Visual Exceptions) but i don't know if it really is the cause of the bug:

https://gist.github.com/HugsLibRecordKeeper/48010b54e6961faf8b8d940c60f767fb

I don't know what exactly the bug does but the error code appears everytime i load my game or when some factions are visiting me.
frosted_gay 13. aug. 2024 kl. 19:49 
Could we get a button for vanilla values like how there is one for the mod's default values?
晓山alreShan 10. aug. 2024 kl. 6:36 
@Lobanych
Yes, it's compatible with CE. Totally works.
Lobanych 10. aug. 2024 kl. 5:05 
Is it compat with CE?
Gerewoatle 26. juli 2024 kl. 14:23 
@Alapma: I think you meant to say "the mod it makes it almost impossible to get prime choice, 100% healthy recruits after having deliberately chosen to shoot the shit out of them."
Alapma 26. juli 2024 kl. 9:45 
i do think that this mod makes almost imposible to get new recruits, since you need to pelt the enemies with TONS of bullets, when you caputre him he will have 10-15 wounds and of those wounds 5-7 will scar. While i do like the idea of bionics being harder to hit than flesh & that there should be a decreased chance of your limbs getting 1-shooted. i will restore the scaring chance back to the vanilla values (Great thanks for stating what are the vanilla values on the mod conf)
Lemzu 15. juli 2024 kl. 3:00 
Your mod is just a must have,it change the game in a realist and less punitive way. It deserve more visibility, good work and thank you.
PinkPlinko 24. juni 2024 kl. 11:43 
Howdy, would it be possible/something you'd be interested in to add some sliders for Anomaly Entities? It doesn't exactly make sense for Shamblers to be as resilient as regular, healthy humans given their current physical state of being rotten corpses/skeletons. Thanks in advance!
Kittah Khan  [ophavsmand] 3. juni 2024 kl. 18:03 
@LowFPSman
This mod doesn't change anything about how armor works.

It might just be that pawns survive more often and thus you see live pawns with internal damage that would've killed the pawns without the mod.
LowFPSman 3. juni 2024 kl. 17:53 
It is me or mode cause A LOT of internal damage through armor?
晓山alreShan 20. maj 2024 kl. 5:56 
@Kittah Khan Thanks!
Kittah Khan  [ophavsmand] 20. maj 2024 kl. 5:31 
@晓山alreShan
Just A Flesh Wound just uses a postfix to multiply pain, so if Live With The Pain does the same, you would be correct.
晓山alreShan 20. maj 2024 kl. 5:07 
I want to use with Live With The Pain, because I want the mechanism from it. (pain worse in rain/snow)
晓山alreShan 20. maj 2024 kl. 4:58 
Just asking if don't mind.
If I used this mod with Live With The Pain , is the pain of a old scar calculate by multiplication?
For like, a scar lasted 60days, which reached pain, old scar in this mod and third stage in Live With The Pain . Assume the pain of wound is 20, which hasn't turned into old scar yet. So the old scar end up cause 20 * 20% * 25% = 1 pain?
Slomes 7. maj 2024 kl. 0:13 
@mikester112
One-shot protection disabled.
All the part break resiliences to 100% (i left player slider a bit higher)
Part break threshold to 0-3 (i set it to 0 while killing fungis, then set it to 3)

You will need something with high upfront dmg not high firerate,
and i suspect melee is better at dismembering than anything shooting bullets.
mikester112 6. maj 2024 kl. 19:08 
@Slomes what option did you end up changing for fungoids?
Slomes 5. maj 2024 kl. 11:43 
Sounds nice!
It do is a bit hard to figure out with the sheer amount
of options paired with often similar sounding things ^^
Kittah Khan  [ophavsmand] 5. maj 2024 kl. 10:45 
@Slomes
Good to hear.

Given the general complexity of the settings, I may end up putting together some presets per major group of settings.
Slomes 5. maj 2024 kl. 6:58 
Actually got the solution from going through past comments, so nvm after all :)
Still took forever but managed to behead them.
Slomes 5. maj 2024 kl. 6:09 
Im having trouble with dealing with Vanilla Races Expanded: Fungoids while using this mod.
I can't kill them, they basically only die if you remove their heads and I can't get any of their limbs to detach, only destroyed a kidney and jaw with minutes of uninterrupted shooting at it while its down.

They have gene buffs for resilience
damage mod: x0.85/0.75/0.65 (increases over time, fungal armor)
injury heal factor: 150%/250%/500% (fungal regeneration)

Can you maybe help me figure out how to tune the settings so they die, without making all other pawns made of paper? Theres so many sliders I haven't been able to get it to work.
Or is this a soft incompatibility and i need to delete fungoids mod? Any help appreciated!
Kittah Khan  [ophavsmand] 1. maj 2024 kl. 18:20 
@FailPail
Only in the sense that you can alter the amount of fatal damage needed for pawns, animals and mechanoids individually.
FailPail 1. maj 2024 kl. 15:44 
can this mod make non-mechanoids squishier and mechanoids tankier?
Kittah Khan  [ophavsmand] 30. apr. 2024 kl. 16:28 
@FailPail
Fatal damage, base hp
Fatal damage, threshold

Increase those two to max, this will effectively remove the fatal damage mechanic.