RimWorld

RimWorld

Deadly Damage - Damage Realism Mod
48 Comments
Monni62  [author] 15 Jul @ 3:09am 
Yep. This is intended to be a Vanilla+ type of mod that can be more or less removed or added at any point as entirely new content is kept to a minimum. Yayo and CE share a lot of the basic ideas, but they also go way beyond what's done here and combining either mod with Deadly Damage simply would not work.
lechkingofdead 15 Jul @ 1:18am 
to whom i see askin about CE, mate this mod and CE cross the same dirt and just like CE and yayo are no go. its the same. this and CE are likly not compatible. and thats from a person whos poked at thousends of mods.
Hundzigre 14 May @ 1:12am 
Cheers! :)
Monni62  [author] 13 May @ 8:20am 
Thanks for reporting. They're both now fixed. :gorlak:
Hundzigre 13 May @ 3:00am 
Hello, just wanted to report that it somehow breaks Ressurector Mech Serum and Tech Prof Sub persona.
FallenAngel0fDoom 3 Apr @ 8:26pm 
this is great for late medieval/early modern play throughs, muskets dont take like an hour to kill a dude anymore
AltaÍr 16 Sep, 2024 @ 11:40am 
does it work with combat extended?
Monni62  [author] 14 Aug, 2024 @ 7:05am 
Thanks bro. I'll take it and send one back :broflex::lunar2019coolpig:
Kobyoshi02 13 Aug, 2024 @ 9:31pm 
cool mod take my award
Monni62  [author] 4 Aug, 2024 @ 2:45am 
I do however think the injuries and body parts could still be adjusted to make the mod play better.
Monni62  [author] 4 Aug, 2024 @ 2:34am 
These deaths are probably due to the "Colonist instant kills" slider in the difficulty settings.

If I recall correctly how it works is that if a body part takes damage that goes over the total HP of said body part, the game kills the character instantly. If the slider is turned down in the custom difficulty settings, the game rolls dice whether to kill or not, if the game doesn't kill, the body part is set to 1HP.
the fire RPG 3 Aug, 2024 @ 4:25pm 
what ive found is that people die WAY too easily, not similar to real life. One, even shot in the head, would take a few seconds to die, rather than instantly falling to the ground. The mod however instantly kills with low armour upon a shot to the leg in certain cases!
Monni62  [author] 21 Jul, 2024 @ 1:43am 
Because it's not a flat damage increase. If all you want is more damage then you don't even need mods. You can simply add a modifier to your scenario. Maybe there's a complex solution to these problems, but it's unfortunately beyond my capabilities.
Silver 20 Jul, 2024 @ 8:38pm 
why isn't there a version of this that changes global damage so that modded weapons are compatible
Monni62  [author] 27 May, 2024 @ 4:14am 
With default settings industrial level weapons will generally kill in 1-5 shots and limb/organ injuries are extremely common. Bleedrate and wound pain are also much higher than before which results in more trouble if you survive the first shot as your colonist's capacities plummet.
Rat'Var cultist 27 May, 2024 @ 2:31am 
I hope this fixes pawns surviving 20 shots from a fucking tank and remaining on 70 health
joseph98611 27 Apr, 2024 @ 10:13pm 
can you patch vanilla weapons expanded?
Monni62  [author] 12 Apr, 2024 @ 11:01am 
You download each DLC "extension". This one only includes the base game content.
Otoya 12 Apr, 2024 @ 10:30am 
Do I need each DLC version of this MOD or can I just get this package to handle everything?
Monni62  [author] 11 Apr, 2024 @ 2:17pm 
Updated to 1.5 :Blessing:
Monni62  [author] 13 Mar, 2024 @ 10:26am 
Oh my... :bad_beauty: What a load of errors. Not compatible with 1.5 for now.
Monni62  [author] 26 Feb, 2024 @ 2:30am 
I haven't tried it, but it does seem interesting. I'd say the main thing that's stopping me is that it would be a hell of a lot of work to get it all balanced and would require a lot of testing.
MJRMatthew 26 Feb, 2024 @ 12:03am 
You should totally do one for vanilla vehicles expanded
Monni62  [author] 28 May, 2023 @ 3:02am 
No support for modded weapons because all stats are individually tweaked. Unfortunately there's no way to apply the rebalance to modded weapons without manually editing weapon stats.
Rancid 27 May, 2023 @ 6:18pm 
How does this affect modded weapons? does this apply the range and damage changes to all guns?
Nova Drayosix 14 May, 2023 @ 9:28am 
Fair enough. Good to know it was addressed ^^
Monni62  [author] 14 May, 2023 @ 2:32am 
That was an oversight by me. I did some testing and changed the trait so it decreases incoming damage by 20% instead of the default 50%. I also added a boost to pain shock threshold. Now people with the trait should feel only slightly more resilient than your average person instead of bordering on super soldier territory.
Nova Drayosix 13 May, 2023 @ 4:35pm 
How does this mod interact with traits like tough? I ask because while having it on, it feels like they take more damage than I thought they would, so I was wondering if it affected the 50% multiplication that tough gives at all?
Monni62  [author] 29 Dec, 2022 @ 5:51am 
It's not based on combat extended and I've never tried that mod personally, so I can't really answer your question.
Pa De Minune 27 Dec, 2022 @ 7:49pm 
Does this mod have the same changes to damage as combat extended?
Monni62  [author] 10 Oct, 2022 @ 11:48am 
Updated for 1.4
Monni62  [author] 7 Oct, 2022 @ 7:31am 
Won't work with 1.4 for now. I'll update it when I can be bothered. (probably in the next couple days) ¯\_(ツ)_/¯ Shit's fucked right now.
1960S Motown Ye N HH 12 Jun, 2020 @ 12:40pm 
According to comments I've read on other threads the se damage multiplier only applies to weapons and leaves animals unaffected, but they were pretty old threads. I'll try the 175% multiplier you suggested and see what happens.
Monni62  [author] 12 Jun, 2020 @ 3:16am 
Also, the 300% damage multiplier I recommended in the original comment is a little overkill for most weapons. 175-200% multiplier should be more than enough unless you literally want every hit to incapacitate and/or cause permanent injury.
Monni62  [author] 12 Jun, 2020 @ 2:55am 
@kylepsycho9000 That might've been bad advice for multiple reasons, but especially because the damage multiplier presumably applies to animal-inflicted damage as well. An iguana does 11 damage if I recall correctly, multiply that by 3 and you have 33 damage, which is almost a guaranteed KO to a colonist due to the huge amount of pain it causes.

I'm not 200% sure this is the case though, since melee attacks use "power" instead of "damagedef", but it's worth keeping an eye out for. If animal damage *is* multiplied, you could look for a mod that lowers it, or you could go into your RimWorld folder \RimWorld\Data\Core\Defs\ThingDefs_Races, open the .xml files and lower the "<power>[value]</power>" values for each attack so that animal melee damage stays under control even when multiplied. Unless you enjoy the challenge, of course. You might also want to look into how RimWorld handles mod so that you don't have to overwrite the original .xml files.
1960S Motown Ye N HH 11 Jun, 2020 @ 11:50pm 
Oh I didn't even notice the damage multiplier in the scenario editor. I really wanted to use this mod, but I also like my modded weapons. So I think I'm going to just try using the SE from now on. Sometimes reading the comments before typing a question pays off. Thankyou for your modwork and the information, Monni.
Kyrrisayo 28 Feb, 2020 @ 9:45am 
@Monni62 Huh. I didn't know that was a thing. Thanks for the tip!
Monni62  [author] 28 Feb, 2020 @ 1:14am 
@Kyrrisayo This mod works only for vanilla weapons, but you can add a damage multiplier through the scenario editor's stat multiplier option. It's not the same, because it can only increase all weapon damage by the same percentage, but it can get you that "one shot, one kill" combat if you increase damage by a ridiculous amount. (Maybe 300-500%)
Kyrrisayo 27 Feb, 2020 @ 9:19pm 
Does this mod work with modded guns/melee weapons, or just vanilla ones?
Monni62  [author] 27 Feb, 2020 @ 5:48pm 
@jean-paul marat I suppose you can look at it that way. Either way, this mod is more or less done. I just need to fix the aforementioned smelting error and make sure the weapons are balanced right in terms of accuracy, damage and armor penetration.
marat1793 27 Feb, 2020 @ 5:09pm 
@Monni62 CE is a complete rework. So far, I like this because it's just a simple logic thing that doesn't completely make the combat system highly complex
Monni62  [author] 24 Feb, 2020 @ 11:23pm 
I looked up Combat Extended, and apparently there is a 1.1 version being worked on either by the original creators or a third party. I'm gonna put this mod on ice for now, because I see no reason to work with this any further if a potentially better alternative is in the horizon. At most I will release a final update that fixes a smelting error and adds what's already done so I can keep playing with this one until CE is done.
Tank Commander 24 Feb, 2020 @ 3:48pm 
This is like Vanilla Combat Extended
Monni62  [author] 24 Feb, 2020 @ 6:19am 
@FallenLord_BR No, I have never heard of it. I was looking for a weapon damage mod couple days back, but couldn't find one that wasn't outdated, so I made one myself with some additional changes.
ΔTØM 24 Feb, 2020 @ 5:03am 
Did you play with the forgotten mod "Yayo s combat"?? Your mod is similar to it? Thank you!
Monni62  [author] 24 Feb, 2020 @ 4:33am 
Note that you can increase damage across-the-board by a set percentage through the custom scenario editor with the "stat multiplier" option. You won't need this mod if that is all you're looking for.
Monni62  [author] 24 Feb, 2020 @ 1:48am 
Do you mean Vanilla Weapons Expanded? Also what's the problem exactly? I can try to make the mod work with other mods, but I can't re-balance weapons that were not in the game by default.
TheSpaceCat 23 Feb, 2020 @ 4:51pm 
Nice, could you work on compatibility with vanilla+?