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Hunting squirrels with pulping level damage can/will lead to less meat. However, not all parts overflow, and overflow chance is not set to 100% for parts that do. As such the shot won't function as a flesh eating bullet.
Not saying you shouldn't have made this, just trying to understand the difference.
I think in VCR the bullet passes through, so a shot to the heart will hit e.g. ribs, torso, maybe lung. Not clear how that's calculated.
Am I right in saying your mod would spread damage more widely, i.e. if a foot comes off, spreads to the leg next, then torso? Is it only one additional part per overflow (until that pops too)?
Collection links have been setup/added.
Also apparently I never bothered to set Harmony as required in steam. Luckily for me everyone has it! That is fixed.
Long Version: Note to self - before saying you will get things done in a couple weeks, ensure you will not be sick, hosting guests, on work trips, or moving houses...
As a result of not having properly checked my calendar, this was very much delayed. However, that allowed me to bundle the 1.6 upgrade into the EBF fix.
It took me a bit to figure out how to build a check that worked properly, but a few hours of faffing about and here we are!
A quick summary of the interactions.
"Remaining health is pulling in properly at least. This prevents trauma damage until old max health is passed in damage.
Piercing could still effect, except bionics do not have sub parts, and internal organs do not overflow damage.
So only damage to external bionics, specifically piercing damage, would overflow to connected parts."
[V1024-EBF] Elite Bionics Framework has detected some mods using the unmodified GetMaxHealth() method, which violates the EBF protocol. The author(s) of the involved mod(s) should adopt the EBF to clarify their intentions.
For now, the unmodified max HP is returned.
The detected mod comes from: GrievousWounds
And everytime damage overflow is triggered, I get an error message.
Remaining health is pulling in properly at least. This prevents trauma damage until old max health is passed in damage.
Piercing could still effect, except bionics do not have sub parts, and internal organs do not overflow damage.
So only damage to external bionics, specifically piercing damage, would overflow to connected parts.
I'll still likely put it on my plate to patch at some point, as I will want to learn patching for other mods eventually, but I can say that this should have a minimal impact on packs running their framework in vanilla-similar health/damage value modpacks.
Where this expands is damage can pass to connected parts. So Eye passes to Head. Finger passes to hand. This damage can be passed either via piercing or trauma (see chat thread that goes into detail on how each is calculated)
There is some overlap of damage because the initial hit can hit torso and lung, then torso overflows to lung. However, I believe this mod is balanced enough to not cause rampant organ damage (I've played with it for about 2 weeks at this point outside of dedicated testing).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1665403571&searchtext=ebf
There is no way to make this damage ignored.
However, it appears that they like doing about 75% damage on body parts as their high end of damage. If squishiness is set to less than 25% then damage shouldn't overflow from their "operations". Other overwhelming damage, bullet to the eye, or cannon to the chest will still cause piercing and/or trauma on high damage blows.
you really couldn't just write it yourself?
Nah memery aside, this is a neat idea. Makes me wonder why such a thing isn't already in the base game.