RimWorld
513 értékelés
[Kit] Just A Flesh Wound
3
3
6
2
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Díjazás
Kedvenc
Kedvenc
Törlés
Mod, 1.5, 1.6
Fájlméret:
Közzétéve:
Frissítve:
1.161 MB
2020. okt. 17., 3:52
aug. 13., 13:35
58 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
[Kit] Just A Flesh Wound

Leírás
What does this mod do?
  • Body parts are harder to destroy with weak hits. Big hits still destroy parts.
  • Implants and limb replacements make pawns harder to kill.
  • Implants and limb replacements make the body part harder to destroy.
  • Humanoids and animals do not die from being downed anymore.
  • The fatal damage mechanic in vanilla has been tweaked significantly, pawns are harder to kill with chip damage.
  • Internal organ wounds hurt, bleed and scar more and get infected more often.
  • Wounds to eyes and brains scar normally but there is a high chance to scar.
  • Wounds hurt less when fresh, reach a peak after some time, and come back down after that.
  • Wounds that have been tended immediately jump to the end of the pain cycle.
  • Wounds bleed less when fresh, reach a peak after some time and clot after that, reducing bleeding on wounds that are untreated for a long time.
  • Scars hurt less as time passes.
  • Scars do not count towards body part destruction, they do count towards functionality.
In summary, pawns are less likely to lose body parts and don't immediately go down from moderate injuries, untended injuries are bad. wounds to vital organs are very bad, combat medics are good, go juice is amazing. You can send a hurt pawn back out to fight after their wounds are treated.

I want to disable/change something. Can I?
Everything to do with injuries is configurable, if you wanted, you could make this mod do (almost) nothing at all. Don't do that, it would make me sad.

Is it compatible with X?
(Mostly) Yes.
The way I've implemented this mod should make it compatible with most things.
Post a comment if you find an exception to this.

Known Incompatibilities:
Tweaks Galore, Disable Lethal Damage Threshold option (from: Allachor)

This mod can substitute for the following mods:
Custom Death Randomness
Raiders Never Die
Pawns Just Don't Die
Live With The Pain
No More Lethal Damage Threshold

And is also an excellent companion mod for:
Death Rattle
Smart Medicine
Elite Bionics Framework

I want less scarring.
You can achieve this by reducing the following settings:
Scarring, minimum conversion.
Scarring, maximum conversion.

These two settings govern how large scars can be.
Scars that fall under Scarring, threshold are deleted.
Népszerű témák Összes megnézése (2)
2
okt. 3., 20:22
Q&A - direct your questions here
Kittah Khan
11
2
2024. júl. 19., 22:10
Mod Settings
RedPine
546 megjegyzés
Ridigan 17 órája 
aight, ty
Kittah Khan  [készítő] 17 órája 
@Ridigan
Only future scars, it's a check that happens when the wound is inflicted, to be precise.
Ridigan 18 órája 
does messing with Scarring Threshold retroactively fix scars, or will it only apply for future scars? I messed around with seeing what would happen if I set the threshold way too high, but none of the scars on my guys fixed themselves
Kittah Khan  [készítő] szept. 27., 8:07 
@xuelin
No worries, have fun learning.
xuelin szept. 27., 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  [készítő] szept. 27., 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 szept. 27., 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 szept. 7., 11:52 
Thank you very much friend.
Kittah Khan  [készítő] szept. 7., 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 szept. 6., 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.