RimWorld

RimWorld

More Injuries (Continued)
319 Comments
cody 2 hours ago 
Calm it down man
cody 2 hours ago 
He said shortly after the dlc release
TheReaper 7 hours ago 
I need this mod in 1.6, take your time
DriedCowPoo 9 hours ago 
1.6 when :RedChirppy:
TheOneTrueDemoknight 10 hours ago 
This mod doesn't work with 1.6
cody 12 hours ago 
I’m sure this is already planned, but I think chest seals are a good addition
cody 12 Jul @ 9:33am 
Idea, depending on how much the wound bleeds the less time you can use the bandage
cody 11 Jul @ 7:17pm 
As for the 1.6 release of More Injuries, hopefully shortly after new DLC drops (and I had some time to test everything) this is what he said when i asked about it
mauri 11 Jul @ 3:32pm 
1.50 billion chinese and not one speaks english
negimagi_10 11 Jul @ 3:00pm 
Please update this mod to 1.6 when you can. I love this awesome mod.
Alex_ 10 Jul @ 2:31pm 
good mod need it
cody 7 Jul @ 9:53pm 
I have some bandage ideas, an emergency trauma dressing (maybe like israeli or the nar bandage) some regular gauze (non hemostatic) and basically some stuff to make variants of bandages that have some different efficiencies, maybe like a wrap.
薄荷可乐 7 Jul @ 4:27am 
有一个问题,赫血种殖民者的不死,无痕身躯基因在该mod下没有发挥其该有的强度。肺塌陷连无痕身躯都无法治愈。
girlkisser 6 Jul @ 5:28pm 
I'm reading the documentation closely to determine whether I'd enjoy this mod (since I've been looking for a mod to complexify medicine), and I have a couple of questions.

1. I see a blood bag item was added, along with some injuries that require blood transfusion. Is hemogen still acceptable for such transfusions? Do blood bags have any advantages or disadvantages as compared to hemogen packs? Can a sanguophage consume blood bags over hemogen packs?
2. The settings show the ability to disable types of injuries. Does this also disable related items that are used primarily or exclusively to resolve that injury? Does this result in 'empty' research spots?
3. The "new work types"--are these in the priorities window? I would rather not clutter that window too much, and there's rather a lot of them here.
Croctus 4 Jul @ 7:13am 
How horrible of an idea is it to use this with Grievous Wounds? If/When this updates.
Sweep Tosho 29 Jun @ 7:15pm 
is this mod safe to add and remove midsave?
TheOneTrueDemoknight 27 Jun @ 4:51pm 
> I'm getting a bug where pawns are continuing to fight with completely destroyed body parts. I believe it's an incompatibility with either "Life Support" or "Death Rattle"; can anybody else confirm?

I have used this mod with death rattle and never had this issue.
cody 27 Jun @ 11:56am 
I believe they should only fight if they aren’t in pain shock, could be that they haven’t reached pain shock pain levels
Thaumiel Class Autism 26 Jun @ 3:56am 
I'm getting a bug where pawns are continuing to fight with completely destroyed body parts. I believe it's an incompatibility with either "Life Support" or "Death Rattle"; can anybody else confirm?
Bisby 23 Jun @ 5:41pm 
Level 10 medical has failed 10 plus in a row leg fracture repairs is that normal? Hes also a medical synth
Wolmer 22 Jun @ 10:45pm 
Maybe it's just me but I feel like infections in Rimworld are a little bit too rare (I played for 1000+ hours and only encountered maybe a couple of cases when there was a genuine risk of somebody dying from infection who was not an ignored prisoner). Maybe that's the mod to make them more common.
2_Modray 21 Jun @ 2:17am 
A collapsed lung doesn't seem to be a valid reason to force someone to stay in a medical bed. It really should be.
cody 19 Jun @ 12:31pm 
Is it some planned feature for a future update?
cody 19 Jun @ 12:30pm 
Whats with the morphine injector
cody 19 Jun @ 12:28pm 
UHHHH just google how much of a chance it increases or use something like Arma 3 ACE 3 success chance
Th3_Fr3d  [author] 19 Jun @ 6:57am 
As for the 1.6 release of More Injuries, hopefully shortly after new DLC drops (and I had some time to test everything)
Th3_Fr3d  [author] 19 Jun @ 6:55am 
@cody, gotcha. What do you reckon would be good as a "gamification" of this? something like a +50% success rate increase for defibrillation, and +25% effectiveness for CPR? scaled as a sort of "bell curve" based on the optimal adrenaline level (since OD-ing on like five epinephrine injections probably isn't that beneficial)
cody 18 Jun @ 9:36pm 
oh and epinephrine is usually used to make the rhythm shockable but does help cpr.
cody 18 Jun @ 2:54pm 
Any release date for 1.6? When it’s stable?
Th3_Fr3d  [author] 18 Jun @ 9:16am 
@cody I thought that was already the case, but apparently I only implemented it for hypovolemic shock. Whoops. Should be easy to make epinephrine boost CPR efficiency though
cody 18 Jun @ 9:04am 
Since you’re focusing on small features, I think epinephrine increasing cardiac arrest survival chances would be cool.
Th3_Fr3d  [author] 18 Jun @ 8:23am 
@cody there are plans to introduce apnea and respiratory arrest in the future. But it would be a major feature that would have to be integrated with many other conditions like choking, lung collapse and certain (new/WIP) types of overdose conditions (which are coming soon-ish, probably around when 1.6 drops). Would love to simulate respiratory distress in more detail after that, with dedicated ICU equipment and ventilation and things like that, but at the moment it's just me maintaining the mod in-between work, college, and real-life stuff.

So atm I'm prioritizing smaller features until I can find the time for these larger ones. Also, I'm not a graphics designer. So for anything requiring non-basic texture work, I'll first have to find someone who knows how to do it.

But I've added your suggestion to the list of community design discussions on GitHub, see https://github.com/frederik-hoeft/rimworld-more-injuries/issues?q=is%3Aissue%20state%3Aopen%20label%3A%22feedback%20welcome%22
cody 17 Jun @ 11:15pm 
So since respiratory distress is sorta hinted at in the guide, will there be intubation and oxygen and such
TriangularBlasphemy 15 Jun @ 1:30pm 
This mod keeps one of the all-time greats alive AND manages to refine and enhance it. Thanks a bunch for your work.
wawa 14 Jun @ 11:36am 
encore! encore! most wonderful mod :steamthis:
cody 13 Jun @ 6:13pm 
Is this mod gonna ever get more content?
mauri 11 Jun @ 4:06pm 
lol they just announced it bro chill
RealLifeHobgoblin 11 Jun @ 1:24pm 
1.6 when?
cody 8 Jun @ 5:51pm 
Can you make epinephrine increase cpr chance
Gender Bender 8 Jun @ 4:26pm 
what does morphine autoinjector do? the in-game description just said TODO and there's no info on the github page, only info on Epinephrine Autoinjector
cody 8 Jun @ 3:13pm 
Can you add more stuff to make this feel like I’m playing arma 3 with KAT MEDICAL
Fake Antivirus 6 Jun @ 3:26pm 
had an issue where after making my doctor prioritize a blood transfusion, they would completely freeze and wouldnt move outside of being drafted. removing the mod fixed it, im not sure how to recreate
Capefear56 6 Jun @ 8:43am 
Any chance that you could make it so the concussion injury only takes into account damage inflicted instead of all damage taken (including mitigated by armor) in CE? As it stands, a pawn with a helmet that has high blunt damage resistance, still gets a concussion even if all of the damage from, say, a baseball bat to the head, gets mitigated by the helmet. No damage is taken, but the concussion debuff is still delivered.
Sweep Tosho 2 Jun @ 5:09pm 
hello. repair collapsed lung: thoracotomy currently requires 3 strictly blue/industrial medicines. i find this odd as i have bought glitter medicine and i feel like i should be able to use any type of medicine at all for this procedure, and just have the % to succeed higher if it's glittermeds, or lower if it's herbal medicine. i would even be okay if it's drastically lower if using herbal medicine, but please give the players a choice between then.
2_Modray 1 Jun @ 5:15am 
I noticed bandages are stuffable. Does the material used actually have an effect or is it just so you can make them from whatever's available?
cody 28 May @ 1:52pm 
Correction morphine*
cody 28 May @ 11:54am 
I play in the debug mode, I saw your epinephrine injector, is it finished?
Th3_Fr3d  [author] 28 May @ 11:39am 
Hey everyone, v1.5.2.3 is now out!
This release focuses on bug fixes and quality of life improvements:

- fixes the annoying "medical emergency" message popping up when performing a blood donation
- fixes incorrect "(from inventory)" label in blood transfusion context menu, even though "from map" was meant.
- fixes a rare condition where inhalation injury calculation could lead to exceptions
cody 28 May @ 9:57am 
Another feature that would be cool is like where you need remove bandages after they get dirty otherwise you risk infection
Capisci 26 May @ 11:57pm 
A great mod that greatly enhanced my gameplay.
I built each pawn a personal first aid kit with all medicines and equipment (except reusable ones like defibrillator), and I heal my enemies with the “perform first aid” button. Pawns automatically apply everything necessary and the mod works perfectly, in the current version of the mod I no longer see any bugs that were before. Highly recommended