RimWorld
More Injuries (Continued)
561 commentaires
BeatleSanders 12 déc. à 17h01 
Just a weird warning for anyone adding mid save. If any Pawn has an illness their immunity will become 0%. just thought i'd warn folk
EndlessBladess 12 déc. à 0h28 
A lot of the crafts for the medical items have variable items that say can be used but instead only use a specific item like just cloth instead of all textiles which is what shows up, this also prevents me from making saline bags at all even with having spawned every variable for it in. Is this incorrect mod load positioning or is it something else I'm missing?
zhóng禽 9 déc. à 2h42 
我发现一个问题:1.两个耳朵部件效率为零,甚至缺失时,依旧会听力受损。
2.正常游玩中角色十分容易听力受损。
3.能推出一个简易版耳塞或者降噪耳机,有效屏蔽听力受伤的问题吗?
BigBoy_Liam 8 déc. à 20h34 
Is there a way to turn off fractures for different races, for example alien xenomorphs
John Bridger 4 déc. à 2h29 
What are the other mods shown on the screenshots like the soldiers?
Клиф 3 déc. à 23h47 
Hey there, thanks for the great mod, I have couple of issues i wanted to share.

First, setting prisoners to hemogen farm often leads to extreme blood loss (considered safe in vanilla), which is not great with hypovolemic shock and whatnot. Can this mod adjust safe blood loss level to moderate maybe?

Second, when ordering a pawn to do a CPR on a pawn with medical help disabled it doesn't do anything and also locks the doctor into standing and not doint anything. I feel like there's some exception missing here.
Shootnik 30 nov. à 15h47 
Death Rattle?
Firedog 30 nov. à 10h13 
probably one of the best mods I've used
我划水贼6 30 nov. à 5h35 
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. à 1h13 
When used with DBH, if the drinking water requirement is not enabled, an error will occur.
RarePowersam 29 nov. à 2h42 
anyone know of a bug affecting applying bandages and hemostatic agents?
whirlwindmaze 29 nov. à 2h07 
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. à 23h41 
@Gragyriss
Bro, I really regret not seeing your message earlier, but it's too late now.
cody 28 nov. à 18h34 
and this really overhauls the medical system, of course its gonna trash your save.
cody 28 nov. à 18h33 
its not that buggy?
Gragyriss 27 nov. à 1h24 
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. à 1h39 
Is there a way to turn off fractures for different races, for example alien xenomorphs
Jippy 22 nov. à 10h49 
@The Tower I was just about to ask the same thing. Does this have compatibility with androids? Thank you. :steamthumbsup:
TriangularBlasphemy 21 nov. à 8h03 
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. à 21h19 
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. à 1h05 
Hello. Why i do not have surgery operation in list when my pawn has pneumothorax?
Karu 6 nov. à 8h24 
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
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. à 4h42 
I'd like to know if theres any compatibility with mods that add IV stands, like vfe medical
magik 31 oct. à 8h02 
One of the most underrated mods in rimworld, I hope to see this mod progress.
Th3_Fr3d  [créateur] 28 oct. à 11h28 
@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 oct. à 4h34 
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 oct. à 7h51 
Imagine playing RimWorld without Neurotrauma
Bartholomew Marmalade 23 oct. à 9h25 
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 oct. à 2h46 
идеальный мод, хотелось бы еще больше болезней, увечий и т.д.:PuroAmazed:
BigBoy_Liam 20 oct. à 19h45 
wait I have a bone fracture on a bionic leg?
Hotaninja05 20 oct. à 13h25 
Anyone know if there's a way to add a helmet modifier to negate hearing loss?
Silver 19 oct. à 11h58 
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
donpedalini 19 oct. à 5h27 
theres a bug when pawn gets immortal after dying from custom injury
TundraMoth 8 oct. à 5h54 
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 oct. à 14h19 
And I would love to see latex or nitrile gloves and more bandages like maybe emergency trauma dressings
cody 3 oct. à 14h19 
Yes it has been Ce compat even during the snapshot
nikkipuppy10 2 oct. à 9h00 
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 sept. à 2h08 
Compatible with CE?
cog 30 sept. à 0h39 
Could we get nitrile and latex gloves by any chance?
cody 27 sept. à 20h46 
Fred, do you currently take suggestions?
Xy Hori 27 sept. à 9h10 
Are the saline bags supposed to sell for 35 silver that is very much for what they are made of.
Yuni-Que 25 sept. à 12h59 
Hemogen packs are for Sanguophage , Blood bags for IV injection with compatible blood types
vexxn0va 24 sept. à 3h28 
Whats the difference between hemogen packs and blood bags?
FirelinksShrine 23 sept. à 1h58 
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 sept. à 14h48 
You can disable what you don’t like but this is a mod of medical realism
Platapusa 16 sept. à 16h13 
not fun my slave choked on his own blood uninstalled
cody 15 sept. à 12h25 
@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 sept. à 8h40 
@Enclave~ yes it’s compatible, I’ve used it plenty. Also good news is that the release candidate is out
BeaThePANcake 11 sept. à 11h39 
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