RimWorld

RimWorld

763 ratings
Health Display
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.591 MB
11 Jul @ 10:07am
12 Aug @ 10:13am
9 Change Notes ( view )

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Health Display

Description
About
Provides a more visual and interesting UI on top of the Health tab, allowing you to visually see the status of your colonists, animals and mechanoids. It's designed to be lightweight and fit the theme of Rimworld's UI and animals. This does not replace the main Health tab, and can be minimised at any time.

Please rate and favorite!


Features
  • It separates information into multiple layers, so you can check their organs and bones separately, as well as listing the current health effects.
  • It displays the current blood volume of the colonist or animal, as well as current health effects.
  • It provides a current health status of the colonist, telling you the severity of their health.
  • Visually distinct genes such as tails and ears are display. The textures are still in progress, so not all are present
  • Supports all humans, animals and mechanoids. Textures for all animals are still in progress: (9/113) completed

Performance
This mod has minimal performance impact, and has been designed from the ground up to use as little VRAM and CPU as possible.

Compatibility
This mod was built to be as lightweight and compatible as possible. Any custom races will simply leave the UI minimized. Custom health effects should display with default icons. Custom genes or body types will just use the default textures from this mod.

Other mods






Sources
  • Project Hospital for many of the health icons
  • Various online resources for animal anatomy

Translation
  • Full English xml provided for easy translation
  • Russian translation by dabeyt
  • Send me your translations, github pull request or direct link

Forum[ludeon.com]
Github[github.com]

Support Me
[www.patreon.com]
[discord.gg]
[ko-fi.com]

133 Comments
elĐeve 6 hours ago 
i didn't mean it to be functional, just a simple shape, i think one of those avatar mods (the pixel art one) used the 'shapes' of the textures of modded hairs so it can fit in their pawns custom avatars
it might me too much work but who knows, good luck if you try going for it
Sam_  [author] 7 hours ago 
It's a interesting idea. Technically it could work using a similar shader to the blueprints since everything has a black outline. But it would be replacing No Data with a very rough outline that does basically the same thing. And it would be about 200 textures instead of one. But I'm open to the idea that No Data is replaced with something better, a question mark or other image.
{PMAC} Fisherman Dave 8 hours ago 
i dont think thatd work for like 99% of them. the world models are very different than their anatomy. none of the characters have arms or legs, same with the animals. the mechs look very different visually too
elĐeve 18 hours ago 
maybe there can be a way to 'automatize' a simple outline (obviously without organs and bones) from the creature's shapes/textures? i don't really know much about modding and how you made this one so it's just a simple out in the air suggestion
{PMAC} Fisherman Dave 19 hours ago 
I'm excited for it. I dont know a thing about modding, but I have some good experience with digital art and graphic design, so if you need some help with making the textures I'd be happy to assist. I could help draw out some of the animals or anything, export them to whatever file type you need. Just shoot me a DM if youre interested
Sam_  [author] 27 Aug @ 9:29am 
Yeah there are a lot of animals to add. The next round round textures I'll be focusing on the most common, like farm animals and such. Also the unique ones, like Thrumbos and boomalopes. They are more work, but worth it. Thank you for the donation.
{PMAC} Fisherman Dave 27 Aug @ 3:03am 
this mod is one of my favorite ive ever used. its so visually appealing and actually makes the health tab so much easier to understand at a simple glance. the animals, humans and mechanoids are done really well, I would LOVE to see you keep adding all the different mechanoids and animals to the mod. I also think making graphics for visually different body parts would be cool (like peg legs, drill arms, and other things like that) but hey, no rush. I sent you a quick $15 on your ko-fi to support you brother. keep up the good work
elĐeve 27 Aug @ 2:11am 
this mod is peak
still, can we have like a generic fallback to normal human if it falls to 'NO DATA' from weird xenotypes? or at least make it optional
Sam_  [author] 26 Aug @ 4:41pm 
Thank you. The mod mostly focused on physical parts, like ears and so on, for release, but technically it checks for any genes so it should be easy to add some for all xenotypes.
jpinard 26 Aug @ 2:57pm 
Would it be too much to ask if you could add a physical identifier for dirtmoles like you did for Pigskin's? Maybe mole hands, or extra large (or tiny) eyes? And for Starjacks - could you add something on the forehead?

Thanks so much! Sent you a tip I appreciate this mod so much, something I never do.