边缘世界 RimWorld

边缘世界 RimWorld

Grievous Wounds
192 条留言
o0Zeke0o 9 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 9 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] 10 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
SirProok  [作者] 9 月 29 日 下午 3:42 
@Greer Yes. A hit to the head can spread internally, and/or other external head-parts.
Greer 9 月 25 日 下午 12:39 
Do shots to the head have spreading to the skull/brain?
Strix 9 月 5 日 上午 9:39 
Oooh that might be the fix I'm looking for, thank you!
SirProok  [作者] 9 月 5 日 上午 6:13 
But I don't like the surprise death from a scratch mechanic, so that is how I disable it.
SirProok  [作者] 9 月 5 日 上午 6:13 
@Strix I don't have the ability to adjust that in this mod.

However, I use game settings slider on start "Enemy death on downed" and set to 0%.
Strix 9 月 4 日 下午 7:50 
Silly question from someone who doesn't like math: do you have a squishiness slider position rec for convincing pawns to become downed when they have a LOT of damage? I keep killing potential prisoners on default settings.
SirProok  [作者] 8 月 14 日 下午 8:32 
@Maya No because by the time I realized saving all my code to a notepad was non-ideal for version control I was committed to that "solution".
Maya 8 月 14 日 下午 6:18 
Does this mod have a github page or the like? After Steam's download compression change I can't get mods from the workshop
SirProok  [作者] 8 月 13 日 下午 3:55 
@Inquisition, Yes, I need to go and hard code it out of the options.
@Gerewoatle Yes, and it can be restored in game with the various vanilla methods of restoring body parts.
Gerewoatle 8 月 12 日 上午 9:39 
As someone who has yet to experience blown off utility slots, is it possible to fix using devmode?
Inquisition 8 月 12 日 上午 1:54 
@SirProok As hilarious as it is seeing Utility slot as a damaged location on the health tab the first time is there a way to make this not happen?
SirProok  [作者] 8 月 7 日 下午 4:47 
@HUGE DOG :3 A consequence of the damage connected parts, but one I was willing to live with. No shock lances for him!
SirProok  [作者] 8 月 7 日 下午 4:46 
@FranknKitty Agreed and enjoy!
SirProok  [作者] 8 月 7 日 下午 4:46 
@Frank @HeavenAchieved Yes it should work, but will serve to amplify their damage substantially.
SirProok  [作者] 8 月 7 日 下午 4:45 
Back from a period of no Internets....
wofwofwofwofwofwofwof 8 月 5 日 上午 11:29 
I had a guy get hit so hard I broke off his utility slot, I didn't even know that was possible
FranknKitty 7 月 30 日 下午 9:44 
always wanted a mod to make rimworld more brutal in terms of damage... I wanna shoot a guy and I wanna see him drop, not walk right through the bullets!
HeavenAchieved 7 月 30 日 上午 3:08 
same question as below. does it work well with vcr ?
Frank 7 月 29 日 下午 4:34 
Question about using this with Vanilla Combat Reloaded, under the Custom Damage Workers section, it mentions bullet passthrough and mushrooming effects. I feel this mod may or may not conflict since both things are effecting multiple body parts when getting hit and distributing damage, do you know how it works and would the mods work together?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2860414285
Pickle Peterson 7 月 29 日 上午 11:57 
@SirProok

that's perfectly ok! I'm really glad you've considered it before, but it's completely fine if you wanna leave them separated because honestly it is probably easier to leave them separated. not too sure though hehe. thank you for the response! and thank you for working on these mods, they're awesome!
SirProok  [作者] 7 月 29 日 上午 11:51 
Update:
- Disabled overflow damage for vacuum damage.
- Tweaked minimum damage to overflow from 1 to 2 (less small wounds overflowing)
- Tweaked default squishiness to 40% (less overflowing damage from trauma)
SirProok  [作者] 7 月 29 日 上午 11:45 
@Pickle Peterson I considered it, for now I will be leaving them apart.

For now, I'll continue leaving the collection as the way to get the mods. I'll need to revisit this in the future at some point as I never really intended to build more than one mod...
Pickle Peterson 7 月 29 日 上午 8:52 
this might be too much to ask and I'm sorry if that's so but I would LOVE love love loveeee if you could compile all your amazing mods like this one into one mod like Hardened armor, Sharper shots and this one together you know? I think that would be really cool but it's completely fine if that's not possible or too much work for you :p I love this mod either way
SirProok  [作者] 7 月 25 日 下午 9:39 
@Aeris You are very welcome. It took a bit longer as I found another flame conflict with Hardened Armor that was also causing flame weapons to do damage internally.

I was testing with both installed so drove myself a little crazy. Maybe now I'll adopt proper best practices for testing....
Aeris 7 月 25 日 下午 9:33 
Thank you for your work on these combat mods!
SirProok  [作者] 7 月 25 日 下午 5:14 
@Aeris About that...

Update!

Burn damage will only spread externally.

As spreading burns can cause a greater chance of being lit on fire, there is now a new toggle added in the settings do disable burns overflowing entirely.
Aeris 7 月 25 日 上午 10:57 
Any update on flamethrowers having less devastating effect, and spreading only to external body parts?
Church.exe 7 月 23 日 上午 7:49 
Finally! I can give my pawns guns that will actually blow those damn raider's lungs clean out of their bodies!
Beagle 7 月 23 日 上午 5:05 
Thanks for your awesome mods. Something I wanted to add onto the discussion here is that I think it'd be cool if there was a difference between internal and external injuries when it comes to treating them. Whatever injury you take in Rimworld, you can just have a doctor do a risk-free woo-woo magic bandaging animation and fix it up.
What if more serious injuries like internal wounds specifically required surgery to try and heal them? Combat with guns would be really scary, because it's no longer just about right-clicking and choosing "Heal" but now you might have to do sudden surgeries to fix internal damage, and if you don't have a great doctor it's not just 'worse tend, who cares' but 'oh shit I % fucked it up I can't save you'

So if you do ever look into making an Enhanced Recovery mod, that's something I wanted to throw in as an idea :) Thanks again for your combat mods, I only just discovered them and I really love the way they make the game feel. Thanks for the great work.
SirProok  [作者] 7 月 22 日 上午 4:11 
🙌
ropa_2 7 月 22 日 上午 3:35 
Did some testing with refugee drop pod event on 40% squishiness and it's much better :) Out of like 20 pawns spawned only three had over 50 different wounds, guess I just got unlucky before.
SirProok  [作者] 7 月 21 日 下午 3:52 
@ropa_2 I have seen many wound on pawns as you describe. Most I see with death in 10+ hours and maybe 5 or 6 med to recover.

It is likely that it is solely this mod as both of those processes assign damage to pawns "normally". If you turn down squishiness 5%-10% that should help!
ropa_2 7 月 21 日 上午 3:48 
I don't know whether this comes inherently from this awesome mod or combination with Just A Flesh Wound, but anytime pawn spawns with injuries (like ancient danger cryocaskets or from drop pod event) they have ABSURD amount of injuries, it sometimes takes 1 day and 15+ herbal medicine to mend them because of that. Also this sometimes means that people falling from drop pods have 2-4 hours until bleedout even if you pause right away.
Onyx 7 月 19 日 上午 12:43 
I actually am using Just a flesh wound, I have word from some experienced modders that they are completely compatible, I guess I should have looked into the settings of the mod to see that stuff.
SirProok  [作者] 7 月 18 日 下午 11:03 
@Gerewoatle @Onyx Now I've not played the two together ([Kit] Just A Flesh Wound). That said, all this mod does on the back end is take damage and apply more of it.

It should make for very good companion mod to solve your needs, a great recommendation.
Gerewoatle 7 月 18 日 下午 10:46 
@Onyx - The mod "[Kit] Just A Flesh Wound" has settings that can be dialed down to reduce scarring from injuries below default to compensate for more injuries received, as well as modifying a lot of other things regarding health and damage (it doesn't do the same thing this mod does though, so I think it should be compatible - I haven't tested them together yet however).

Just a word of advice though, the default settings make everyone effin' tanky, so if you enjoy more lethal combat you need to dial down some of the other settings significantly. However the settings can also be adjusted to make injuries, pain, bleeding and damage even rougher.

In general, it's another good mod for customizing how combat and injuries work.

But with all that said, I'll happily bow to any commentary SirPook has on the matter of mixing this mod and that one.
SirProok  [作者] 7 月 18 日 下午 10:22 
@Onyx
Core issue is this mod only touches damage.
Maybe there is room for me to look at a health mod (Enhanced Recovery?), but that is not something I'll put into this mod as I'd like to keep each concept modular.

@Aeris Has a valid point as well. If I were to embark on a health related mod or series, I'd need to know I'm doing something different than what is out there. Either in features (new things!), or in value proposition (compatibility first system).

That is actually why I have this combat series, I couldn't find a mod that did the (Grievous Wounds) and the other mods accomplish their tasks in very light weight methods that are compatibility first with a penchant for providing settings so someone can customize their experience.

So, maybe not no, never. But I'd need to put a lot of thought into it.
Aeris 7 月 18 日 下午 10:13 
There are plenty of mods that add tools to remove scars, just saying.
Onyx 7 月 18 日 上午 3:11 
Good mod, however, I think you should lower the scarring chances with it, after using it for maybe an ingame year, most of my colonists have 5 - 10 scars on them and they are all utterly useless as they fall down after a slight scratch
SirProok  [作者] 7 月 17 日 下午 5:24 
@Bread Yeah, I need to reset the default settings for them.

They reuse damage types (like "Cut").
There is no way to make this damage ignored.

However, it appears that they like doing about 75% damage on body parts as their high end of damage. If squishiness is set to less than 25% then damage shouldn't overflow from their "operations". Other overwhelming damage, bullet to the eye, or cannon to the chest will still cause piercing and/or trauma on high damage blows.