RimWorld

RimWorld

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Blood Animations (1.6 Temp)
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
3.128 MB
9 Jul @ 2:31pm
9 Jul @ 7:00pm
2 Change Notes ( view )

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Blood Animations (1.6 Temp)

Description
This is an update of the mod Blood Animations by Fuko for 1.6. I will remove this page as soon as the original is updated, or if Fuko asks me to. Original mod is at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3228047321


Extreme violence!

Adds blood sprays, animated bleeding, ricochets, impact debris, and bullet casings!

Directional blood sprays (Videos above)
*Triggered by direct damage, such as bullets, explosions, and damaging psycasts, and the blood amount scales based on the damage done.
*Blood particles last ~10s (configurable in options) and will fade away on it's own.
*15% (configurable in options) of particles will leave filth behind, which requires cleanup like vanilla blood.

Animated bleeding
*Animated bleeding based on pawn bleed rate.

Ricochets
*When bullets are deflected by body armor, or when hitting hard targets like mechanoids, visual ricochet animations may occur!

Impact Debris
*When hitting inorganic pawns or structures, debris will fly out!
*Impact debris follow similar rules to blood spray.

Compatible with Vanilla Expanded Framework blood types (Vanilla Races Expanded, Alpha Genes) as well as HAR (Humanoid Alien Races)

Bullet Casings
*Originally a mod called [Syr] Bullet Casings. It was one of my favorites, but sadly no longer updated. So here it is reimplemented, with improved animations and fixed to be compatible with everything since 1.4 including modded weapons. This feature can be disabled in the options. Credit and thanks to Syrchalis!

Performance
Inevitably, extra objects on the map has a cost, but these objects are relatively simple and do not last a long time, and how much and how long can be configured to the point where it has nearly 0% impact. So the performance cost shouldn't be noticeable and can be configured to match your needs.

Compatibility
*Adjustable performance impact (Blood multiplier, cleanable filth chance, and fade time can be configured to fit your performance needs).

*Safe to add and remove mid-game.

*Independent, isolated, and minimal in scope, with no modifications to vanilla behavior/code required: Should be compatible with nearly every mod, leaves no permanent changes to your saved game, and will not brick your game.

*Confirmed compatible with Combat Extended, Vanilla Expanded series, Alpha series, Dubs series, Ragdoll Physics, Melee Animation, Yayo's Animation, Layered Wall Destruction, Gore upon dismemberment, Gunplay, Blood Color Genes, HAR (Humanoid Alien Races), The Profaned, and hundreds more.

*Multiplayer compatible if you turn off the filth options. This mod is entirely cosmetic only with the filth options off.

*Incompatible: Bullet Casings do not work under CE. "Combat Effects for Combat Extended" will cause black blood unless you turn off their "show extra blood" option.

Updates
~1.09 update: Fixed null exception errors caused by changes to pawn caching in the latest version of Vanilla Framework Expanded.
~1.08 update: Bullet filth will now last a max of 35-40 days and will wash away from rain. Added toggle in options for ground impact particles.
~1.07 update: Improved fleshmass and fleshbeast blood animations, improved fleshmass filth textures, improved impact debris particles, added ground impact particles, added support for the unique blood types in The Profaned.
~1.06 update: Added bullet casings support for plasma weapons, VEAndroids will stop bleeding animation when they're fully bled out, and reduced default filth chance in options to 15%.
~1.05 update: Added Bullet Casings feature!
~1.04 update: Particles should now properly despawn based on the time defined in the mod options, rather than the time defined in the XML.
~1.03 update: Fix for System.IndexOutOfRangeException.
~1.02 update: Particles were skidding for longer than intended due to a small forgor.
~1.01 update: Added backwards compatibility for 1.4

Github Link: https://github.com/tenguin/Rimworld_BloodAnimations

Credits to: felutiahime and Nanashi Mumei for the art sources used in the thumbnail and tanosii_chan for the upvote animation! Give them a visit!
42 Comments
Clandyishere 16 hours ago 
Adding to the thank you's here. Appreciate your work on this!
femoral2 16 Jul @ 6:56pm 
Thank you @ajperson1927 for supporting this mod
miliyx 16 Jul @ 10:00am 
thank you for this update
ajperson1927  [author] 16 Jul @ 9:50am 
I'll have the chance this weekend to look into the map generation issues with the Fortification - Concrete and Save Our Ships 2 mods. I'll try to make them compatible again. Seems like it should be an easy fix
TeamLoad 16 Jul @ 8:17am 
@Nilo.for Sos 2, same when starting game with any scenario, after map starting generating, game trowns you to main menu with error "Failed generating map" or somthing like that.
Nilo. 16 Jul @ 6:08am 
Hello, I know this may seem a bit annoying, but your mod is probably causing the Map Generation error. The Rimpy log is saved if you need it, and here's a portion of the log I found after playing through Rimpy's Log Analyzer.

"Exception from asynchronous event: System.MissingMethodException: Default constructor not found for type BloodAnimations.FleckSystemThrownBlood"

I don't understand much about Logs, sorry.
TeamLoad 16 Jul @ 5:23am 
For some reasons this mod is conflicts with Save our ship 2, when generating map.
Wyrd 16 Jul @ 3:50am 
Heads up, you've included a bunch of other .dlls in the 1.5 folder that you didn't mean to. Also please edit the About.xml to change the package name, otherwise it'll cause issues for folks subscribed to both while they wait for the original to update.
ReSkipper 15 Jul @ 9:10pm 
Gotcha @Antiquary, thank you
Cato 15 Jul @ 8:49pm 
Those update notes are from the original mod and the change log is empty. Please could you provide us with some details on what you have done to make this 1.6 compatible?