RimWorld

RimWorld

More Injuries (Continued)
555 kommentarer
Shootnik 30. nov. kl. 15:47 
Death Rattle?
Firedog 30. nov. kl. 10:13 
probably one of the best mods I've used
我划水贼6 30. nov. kl. 5:35 
Hello, author, I've been promoting your More Injuries mod recently. I have a question. The consumption of drugs is quite high. I chose to recommend Smart Medicine - Continued to store drugs in inventory. However, tourniquets and bandages are neither considered addictive substances nor drugs, and they cannot be detected by Smart Medicine - Continued. Could you make some minor compatibility modifications? My dozens of friends and I would be very grateful.
Dlitz 30. nov. kl. 1:13 
When used with DBH, if the drinking water requirement is not enabled, an error will occur.
RarePowersam 29. nov. kl. 2:42 
anyone know of a bug affecting applying bandages and hemostatic agents?
whirlwindmaze 29. nov. kl. 2:07 
This mod is great (and haven't noticed these game breaking bugs mentioned... but it seems clear you shouldn't remove mid save!).

I find it a bit weird that bionic limbs get fractures that heal very slowly - is it possible to add a setting to adjust this? Would be great if so! Thanks.
黎昕-PW 28. nov. kl. 23:41 
@Gragyriss
Bro, I really regret not seeing your message earlier, but it's too late now.
cody 28. nov. kl. 18:34 
and this really overhauls the medical system, of course its gonna trash your save.
cody 28. nov. kl. 18:33 
its not that buggy?
Gragyriss 27. nov. kl. 1:24 
This mod is extremely buggy, and if you try to remove it, it will TRASH your save. If it works for you, great. But I advise anyone reading this to NEVER use this mod, because you won't realize how truly terrible it is until its too late. Not to hate on the mod or author, but AVOID AT ALL COSTS.
BigBoy_Liam 26. nov. kl. 1:39 
Is there a way to turn off fractures for different races, for example alien xenomorphs
Jippy 22. nov. kl. 10:49 
@The Tower I was just about to ask the same thing. Does this have compatibility with androids? Thank you. :steamthumbsup:
TriangularBlasphemy 21. nov. kl. 8:03 
This might be one of the best mods in the workshop, at least for me. I just saved a bear attack victim that would have died if not for tourniquets, bandages, donated blood, and a glitterworld trephanation. Thanks for developing this further, it's really incredible.
The Tower 19. nov. kl. 21:19 
Out of curiosity, does this mod have compatibility with Vanilla Expanded's android race? Or will Androids also receive all hediifs from this mod?
maksimka 19. nov. kl. 1:05 
Hello. Why i do not have surgery operation in list when my pawn has pneumothorax?
Karu 6. nov. kl. 8:24 
Hi, i can't make IV bags with dubs bad hygiene installed because it requires water even though the water need mechanic is disabled by default
Thanks for the mod, it's amazing
༺༽ Jegrid Basedman ༼༻ 4. nov. kl. 14:20 
Any chance of adding a 'chance to break defib on use' slider into the mod settings? Seems like every time I use it, it breaks first time. Thanks :)
cog 3. nov. kl. 4:42 
I'd like to know if theres any compatibility with mods that add IV stands, like vfe medical
magik 31. okt. kl. 8:02 
One of the most underrated mods in rimworld, I hope to see this mod progress.
Th3_Fr3d  [ophavsmand] 28. okt. kl. 11:28 
@bryanfran42 Yes, the check for hearing protection is pretty bare bone at the moment. It just checks if any clothing covers the ears (in the helmet stats information window thing).
bryanfran42 28. okt. kl. 4:34 
Good evening, I've just come from CE Discord and Keshash pointed me to you.

I downloaded the More Injuries mod, and it's great stuff. Given that temporary hearing loss is a thing, and combat can be extended affairs (pun very much intended) how do you mitigate it, wear a helmet?

I used the Peltor ear protection gear from Rimmunation2, but it doesn't do a thing.
Zen 25. okt. kl. 7:51 
Imagine playing RimWorld without Neurotrauma
Bartholomew Marmalade 23. okt. kl. 9:25 
Tribal starts need tribal splints. I feel like bone fractures are essentially a death sentence since you can't have them heal on their own without having research for splints.
CHEMYAK 23. okt. kl. 2:46 
идеальный мод, хотелось бы еще больше болезней, увечий и т.д.:PuroAmazed:
BigBoy_Liam 20. okt. kl. 19:45 
wait I have a bone fracture on a bionic leg?
Hotaninja05 20. okt. kl. 13:25 
Anyone know if there's a way to add a helmet modifier to negate hearing loss?
Silver 19. okt. kl. 11:58 
any chance we can get them to do more of this stuff automatically? they are trained doctors after all, would be nice not to have to micromanage them
theres a bug when pawn gets immortal after dying from custom injury
TundraMoth 8. okt. kl. 5:54 
Can you make it so that colonists can remove the tourniquet themselves, or have some kind of warning window that a colonist may develop gangrene if the tourniquet is not removed? Because I'm tired of my colonists dying because I forgot about it and they walk around with gangrene until they die.
cody 3. okt. kl. 14:19 
And I would love to see latex or nitrile gloves and more bandages like maybe emergency trauma dressings
cody 3. okt. kl. 14:19 
Yes it has been Ce compat even during the snapshot
nikkipuppy10 2. okt. kl. 9:00 
giel, i know its been awhile, but judging by the CE logo in the top corner, this is very much compatable. Its probably even intended for CE
Giellioos 30. sep. kl. 2:08 
Compatible with CE?
cog 30. sep. kl. 0:39 
Could we get nitrile and latex gloves by any chance?
cody 27. sep. kl. 20:46 
Fred, do you currently take suggestions?
Max Retarded #P3 27. sep. kl. 9:10 
Are the saline bags supposed to sell for 35 silver that is very much for what they are made of.
Yuni-Que 25. sep. kl. 12:59 
Hemogen packs are for Sanguophage , Blood bags for IV injection with compatible blood types
vexxn0va 24. sep. kl. 3:28 
Whats the difference between hemogen packs and blood bags?
FirelinksShrine 23. sep. kl. 1:58 
is there some way to make this compatible with regeneration mechanics. specifically bone fragmenting and paralysis never healing via sci-fi magic without medical intervention. I mean if a ghoul or a sci-fi vampire can heal someone who got snapped in half like a slim jim they should get their legs back and the bones should reset
cody 17. sep. kl. 14:48 
You can disable what you don’t like but this is a mod of medical realism
Platapusa 16. sep. kl. 16:13 
not fun my slave choked on his own blood uninstalled
cody 15. sep. kl. 12:25 
@BeaThePANcake combat extended load out thingy may work for you, or you can manually just have people grab stuff and keep it in their inventory
cody 15. sep. kl. 8:40 
@Enclave~ yes it’s compatible, I’ve used it plenty. Also good news is that the release candidate is out
BeaThePANcake 11. sep. kl. 11:39 
wish i could tell pawns to keep tourniquets/splints/bandages in their inventory so i could field dress them instead of my medical going to the storage to pick the things up first
Albedo~ 11. sep. kl. 9:06 
Anyone know if the update is compatible with CE Dev, I'd assume so
Hotaninja05 10. sep. kl. 10:57 
Hey man is there a way to reduce hearing damage? I've been trying to add that modifier to my helmets but there is none.
scalien_prime 9. sep. kl. 20:51 
amusingly, Having a deathless pawn is almost pointless with this mod. Resurrection coma will not save a pawn without immediate care. At best, it puts off death a few hours, but as my tribal colony learned, you need more than medical herbs.

Brutal mod and works as advertised.
cody 6. sep. kl. 7:49 
Idea for a replacement to vanilla medicine: Stitches and actual long term wound dressings like gauze
tabakista 4. sep. kl. 8:11 
life support system compatibility would be awesome.
Especially for smaller gravships, only being medevac until pawns can be taken to a real hospital
Th3_Fr3d  [ophavsmand] 3. sep. kl. 10:34 
@Greer are there currently any incompatibilities with that / with Vehicle Framework in general? It worked without issues together back in 1.5, haven't tested it in 1.6 tho