RimWorld

RimWorld

[Kit] Just A Flesh Wound
534 Comments
粉红战车 24 Jun @ 10:02pm 
Thanks, after my comment I played the DLC carefully and I found that the problem is that Shambler is the only enemy that can continue to move and attack after falling to the ground and unable to move. This causes my pawns to continue to attack the fallen Shambler, and because the Shambler is already on the ground, it is extremely difficult to kill.
Kittah Khan  [author] 24 Jun @ 10:19am 
@Mac
As you wish.

@粉红战车
Just tested this, shamblers seem to be dying just fine with the default settings, both melee and ranged wounds appear to be doing the job.

Also, just added shambler-specific down protection and part break resilience settings.

@The Blind One
@Depraved Arachnophile
It should work fine.

@Colossus of Chodes
I don't know, try it out and let us know.

@Deadcurze
@Dizzy Ioeuy
@frosted_gay
Sorry, a lot of these options have chaining effects and there's no easy way to disentangle that, as such, "Vanilla settings" would only approach how Vanilla works, my default settings are just what I think approaches Vanilla's "feel" the best.

The best thing you can do is just to do some testing in Dev mode Quicktest to find what works for you, settings-wise.

@Allachor
Thanks.

@PinkPlinko
As you wish.
Mac 19 Jun @ 10:03am 
GOAT will need an update (no pressure tho
粉红战车 16 May @ 1:55pm 
Hello! I really like this mod — it's great, because in the vanilla game, pawns die far too easily and suddenly. However, this mod also makes the Shambler from the Anomaly DLC extremely difficult to kill. In my case, even five high-shooting pawns using machine guns were unable to kill a single Shambler after several hours of continuous fire.
The Blind One 17 Apr @ 5:41pm 
Would this work with grievous wounds mod?
Colossus of Chodes 6 Apr @ 9:48pm 
I know you can substitute this mod for No More Lethal Damage Threshold, but can the two be used together without issue if I want to remove the threshold altogether?
晓山alreShan 26 Mar @ 8:08am 
@Russo
try this site, if can't get ingame hugslib logs uploaded.
{LINK REMOVED}
Russo 26 Mar @ 6:58am 
I'm having a red error with 3 mods and one of them is this, where can I post the error log?
待到烟火茶凉 25 Mar @ 12:42pm 
This MOD can be used to catch the boss of the giant pit (the Terrifying Mother Beast). For example, if you use a weapon with high bleeding and low damage, such as an elephant tusk, it will not cause it to die directly, but it will lose too much blood and fall to the ground.:steamthumbsup:
Deadcurze 18 Mar @ 12:35pm 
I'll second the earlier suggestions that a button to revert to vanilla would be great, as it would make it much easier to run comparisons when customising one's settings.

To be clear, I rather like the mod even without that option!
Valentine 13 Mar @ 2:20pm 
Be aware that the default settings for this are very generous in terms of resilience causing people to be unstoppable other than by bleeding out, pain or massive overkill and the mod also causes situations where a limb is completely and utterly indestructible meaning a head on 1 health can take 99 more 10 damage hits and still be on 1.
Allachor 12 Mar @ 6:48pm 
Thank you for the mod, I'd just like to report that there is a incompatibility between your mod here and the Tweaks Galore mod when the Disable Lethal Damage Threshold option is toggled. It causes pawns to die inconsistently when they are missing legs and some organs that ordinarily wouldn't kill them.
Depraved Arachnophile 28 Dec, 2024 @ 9:04am 
How well does this work with something like More Injuries 1.5?
Dizzy Ioeuy 24 Dec, 2024 @ 11:15pm 
I second this: "Could we get a button for vanilla values like how there is one for the mod's default values?"
XelNigma 11 Nov, 2024 @ 9:41pm 
@Kittah Khan
Thank you very much. Both for the replay and this must have mod.
Kittah Khan  [author] 11 Nov, 2024 @ 9:39pm 
@XelNigma
Increase the amount of pain.

Pain, loss of consciousness and loss of mobility is what causes pawns to get downed.
XelNigma 11 Nov, 2024 @ 12:10pm 
I'm constantly seeing an issue where pawns and animals survive and keep taking torso shots until they bleed out. Because they dont get downed until they have just 2 hours of blood left, its hard to get prisoners.

What do I need to adjust to make them get downed from having their torso being critical injured?
Daniel_Tdr 26 Oct, 2024 @ 8:15am 
nice mod but really needs at least a default preset
Yekaterinnani 1 Sep, 2024 @ 12:19pm 
Hi, i am having a bug where this mod is mentioned on top (with Visual Exceptions) but i don't know if it really is the cause of the bug:

https://gist.github.com/HugsLibRecordKeeper/48010b54e6961faf8b8d940c60f767fb

I don't know what exactly the bug does but the error code appears everytime i load my game or when some factions are visiting me.
frosted_gay 13 Aug, 2024 @ 7:49pm 
Could we get a button for vanilla values like how there is one for the mod's default values?
晓山alreShan 10 Aug, 2024 @ 6:36am 
@Lobanych
Yes, it's compatible with CE. Totally works.
Lobanych 10 Aug, 2024 @ 5:05am 
Is it compat with CE?
Gerewoatle 26 Jul, 2024 @ 2:23pm 
@Alapma: I think you meant to say "the mod it makes it almost impossible to get prime choice, 100% healthy recruits after having deliberately chosen to shoot the shit out of them."
Alapma 26 Jul, 2024 @ 9:45am 
i do think that this mod makes almost imposible to get new recruits, since you need to pelt the enemies with TONS of bullets, when you caputre him he will have 10-15 wounds and of those wounds 5-7 will scar. While i do like the idea of bionics being harder to hit than flesh & that there should be a decreased chance of your limbs getting 1-shooted. i will restore the scaring chance back to the vanilla values (Great thanks for stating what are the vanilla values on the mod conf)
Lemzu 15 Jul, 2024 @ 3:00am 
Your mod is just a must have,it change the game in a realist and less punitive way. It deserve more visibility, good work and thank you.
PinkPlinko 24 Jun, 2024 @ 11:43am 
Howdy, would it be possible/something you'd be interested in to add some sliders for Anomaly Entities? It doesn't exactly make sense for Shamblers to be as resilient as regular, healthy humans given their current physical state of being rotten corpses/skeletons. Thanks in advance!
Kittah Khan  [author] 3 Jun, 2024 @ 6:03pm 
@LowFPSman
This mod doesn't change anything about how armor works.

It might just be that pawns survive more often and thus you see live pawns with internal damage that would've killed the pawns without the mod.
LowFPSman 3 Jun, 2024 @ 5:53pm 
It is me or mode cause A LOT of internal damage through armor?
晓山alreShan 20 May, 2024 @ 5:56am 
@Kittah Khan Thanks!
Kittah Khan  [author] 20 May, 2024 @ 5:31am 
@晓山alreShan
Just A Flesh Wound just uses a postfix to multiply pain, so if Live With The Pain does the same, you would be correct.
晓山alreShan 20 May, 2024 @ 5:07am 
I want to use with Live With The Pain, because I want the mechanism from it. (pain worse in rain/snow)
晓山alreShan 20 May, 2024 @ 4:58am 
Just asking if don't mind.
If I used this mod with Live With The Pain , is the pain of a old scar calculate by multiplication?
For like, a scar lasted 60days, which reached pain, old scar in this mod and third stage in Live With The Pain . Assume the pain of wound is 20, which hasn't turned into old scar yet. So the old scar end up cause 20 * 20% * 25% = 1 pain?
Slomes 7 May, 2024 @ 12:13am 
@mikester112
One-shot protection disabled.
All the part break resiliences to 100% (i left player slider a bit higher)
Part break threshold to 0-3 (i set it to 0 while killing fungis, then set it to 3)

You will need something with high upfront dmg not high firerate,
and i suspect melee is better at dismembering than anything shooting bullets.
mikester112 6 May, 2024 @ 7:08pm 
@Slomes what option did you end up changing for fungoids?
Slomes 5 May, 2024 @ 11:43am 
Sounds nice!
It do is a bit hard to figure out with the sheer amount
of options paired with often similar sounding things ^^
Kittah Khan  [author] 5 May, 2024 @ 10:45am 
@Slomes
Good to hear.

Given the general complexity of the settings, I may end up putting together some presets per major group of settings.
Slomes 5 May, 2024 @ 6:58am 
Actually got the solution from going through past comments, so nvm after all :)
Still took forever but managed to behead them.
Slomes 5 May, 2024 @ 6:09am 
Im having trouble with dealing with Vanilla Races Expanded: Fungoids while using this mod.
I can't kill them, they basically only die if you remove their heads and I can't get any of their limbs to detach, only destroyed a kidney and jaw with minutes of uninterrupted shooting at it while its down.

They have gene buffs for resilience
damage mod: x0.85/0.75/0.65 (increases over time, fungal armor)
injury heal factor: 150%/250%/500% (fungal regeneration)

Can you maybe help me figure out how to tune the settings so they die, without making all other pawns made of paper? Theres so many sliders I haven't been able to get it to work.
Or is this a soft incompatibility and i need to delete fungoids mod? Any help appreciated!
Kittah Khan  [author] 1 May, 2024 @ 6:20pm 
@FailPail
Only in the sense that you can alter the amount of fatal damage needed for pawns, animals and mechanoids individually.
FailPail 1 May, 2024 @ 3:44pm 
can this mod make non-mechanoids squishier and mechanoids tankier?
Kittah Khan  [author] 30 Apr, 2024 @ 4:28pm 
@FailPail
Fatal damage, base hp
Fatal damage, threshold

Increase those two to max, this will effectively remove the fatal damage mechanic.
FailPail 30 Apr, 2024 @ 3:47pm 
how does this subtitute for no more lethal damage threshold? what setting changes do i make?
Nedlee 23 Apr, 2024 @ 3:24am 
Thank you for the update!
Kittah Khan  [author] 31 Mar, 2024 @ 11:15pm 
Removed scar reduction from tending because it's a bit obtuse and is mechanically incompatible with ReTend.
Reworked scarring formula, now the base chance of scarring is considerably lower to offset the removal of tend reduction.
Kittah Khan  [author] 30 Mar, 2024 @ 3:05am 
- implants only get the base bonus for implants
- prosthetics and mutations get a base bonus as well as an additional bonus for part efficiency over 100%. By default, this means that a bionic limb with 135% efficiency gets a total bonus of 33% (base bonus for prosthetics) + 70% (200% of 35%)

Also, quick clarification, resilience bonuses for fatal damage are scaled based on how large the implanted/replaced part is. Brain and eye implants and replacements don't affect the amount of fatal damage a pawn can take much, while torso and limb implants and replacements have a significant effect. Torso implants in particular, like armor glands, give the full(20%) implant resilience bonus for fatal damage calcs.

Part break calculation doesn't care for implants/replacements/mutations that aren't for that part directly, but do apply 100% of the resilience bonuses.

This means toughskin glands will boost overall fatal damage resilience and torso part break reslience in particular.
Kittah Khan  [author] 29 Mar, 2024 @ 9:09am 
@CMaia
Good point, I hadn't considered that VTA changes the base market value calc. I'll try and find an alternative. I originally abandoned tech level because it's inconsistent as well. I'll probably go for a mix of part efficiency bonus and a base bonus.

As for the armor boosting implants, that one is a bit iffy for two reasons.
1. The bonus armor already reduces incoming damage, and thus, the effective part health is already increased.
2. Armor boosting implants are applied to the whole body of pawns and aren't really tied to any specific body parts (eg toughskin). This makes it difficult to find the implant efficiently from the perspective of injuries,

So, while I don't dislike the idea itself, implementation is too iffy for my liking.
CMaia 29 Mar, 2024 @ 5:54am 
I found your mod interesting but the way it based on value of implants is kinda problematic in certain situations, for example if someone uses the Vanilla Trading Expanded mod it will be wrong most of the times or this mod have some comp in mind if the prices changes over time? Maybe be based on a mix of tech level and value to make sure nothing lower tech gets more resistant than higher tech?

Another idea, implants that add some kind of armor could be slighly more harder to destroy/kill plus the normal values too
Kittah Khan  [author] 29 Mar, 2024 @ 2:47am 
Hard to say how this will interact with the new anomaly critters, but unless there's something very odd going on, it should be fine.
Kittah Khan  [author] 29 Mar, 2024 @ 2:46am 
Updated for 1.5
Kittah Khan  [author] 23 Feb, 2024 @ 2:43am 
@Tau
This is not a discussion.

If you don't like it, you can change the settings for yourself.
If you want to make a mod with different default settings, do that.

@Cosmo Corban
Good to hear, the scars are supposed to be a bit of a balancing mechanic that prevents you using your pawns as meat shields to be fully "repaired" after combat, but I can see it growing out of control if your combat style has pawns taking lots of wounds.