RimWorld

RimWorld

Grievous Wounds
136 Comments
SirProok  [author] 11 Jul @ 3:15pm 
@Farbott That is the gist of it. However the trauma will spread damage without a part being destroyed. That damage is typically small and is subject to armor blocking/reductions.
Farbott 11 Jul @ 3:07pm 
from what I understand this basically just makes extra damage from destroyed carry across the pawn until theres none left or the rng stops it?
SirProok  [author] 11 Jul @ 9:10am 
I'll also add that the external overflow respects armor and so can be mitigated.
SirProok  [author] 11 Jul @ 9:09am 
@Evilgiraffe You hit the VCR differences very well. This splits the damage into trauma (spread externally) and piercing (spread internally). There are settings to determine how many parts is can spread to. Default is 1-3 with damage evenly spread between selected parts.

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.
evilgiraffe666 11 Jul @ 3:28am 
Does this mean using a heavy weapon for hunting will give less meat as there's more missing body parts? Can you explode a squirrel with a sniper and end up with nothing left?
evilgiraffe666 11 Jul @ 2:19am 
This looks great - how does it compare to the fragmentation effects of Vanilla Combat Reloaded?
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)?
numnums081 8 Jul @ 9:23am 
That one pawn with lv 20 melee and steel greatsword:
SirProok  [author] 2 Jul @ 6:09pm 
Also, just got around to posting the next mod in what I hesitate to call the series addressing my issues with armor.

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.
SirProok  [author] 2 Jul @ 6:07pm 
I'm not going into 1.6 without my precious damage penetration.
Captain Tuna 30 Jun @ 6:19am 
UPDATED TO 1.6 LETS FREAKING GOOOOO
David 29 Jun @ 2:24pm 
Appreciate it! You're awesome!
SirProok  [author] 29 Jun @ 12:01pm 
Also updated the screenshot of options to match the updated version (1.6) and a larger capture of the mod in action.
SirProok  [author] 29 Jun @ 11:41am 
Short Version: We are now updated to 1.6 and have compatibility built in for Elite Bionics Framework in both 1.5 and 1.6!

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!
Alex_ 21 Jun @ 4:00am 
toes popping off like tictacs
SirProok  [author] 8 Jun @ 6:19am 
*Update is delayed to to moving. It is on my plate still, but further down the list than initially hoped.
David 7 Jun @ 1:33pm 
I do agree it seems to mostly work fine for me, but it does throw errors and there's probably things going on that shouldn't lol.
MagicPurplePony 4 Jun @ 2:38pm 
it would be really cool if this mod supported Elite Bionics Framework well, we are all really looking forward to it!
Capefear56 16 May @ 2:35pm 
I wonder if a more "realistic" formula for penetration damage might be (raw damage before reductions) - (actual damage dealt to body part). That way, it's like the raw damage is equivalent to the force of the gunshot; the armor dissipated the force at the area of impact, but the wound cavity (from the body part taking massive damage) created a vector for the remaining energy to be dispersed to surrounding organs.
Deathmaker2580 16 May @ 1:49pm 
"I've suffered a greeeeevous wooound" - Halo 2 elite
David 7 May @ 11:14pm 
Love this concept, great mod. Take all the time you need to iron things out. Anything that makes Rimworld more horrifying lol.
SirProok  [author] 7 May @ 3:24pm 
I have plans to, yes. I need to teach myself how to call their method, work not to have a weekend project, and the honeymoon period with the latest Stellaris expansion to wear off. I'll hopefully be looking at it this weekend or next.
Samuel_Bucher 6 May @ 10:21pm 
I'm glad that it works, but could you fix this interaction? Small animals being hunted by large predators causes a spam of error, which is really annoying.
SirProok  [author] 6 May @ 4:52pm 
@Samuel_Bucher Yup ODevil brought this to my attention. The mod will still work, but will generate the logging message.

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."
Samuel_Bucher 5 May @ 9:26am 
This mod seems to have a slight incompatibility with Elite Bionics Framework. When they are both loaded, I get this error on world loading:
[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.
remy120 25 Apr @ 8:56am 
this might actually make me take armour more seriously...
Hamburder 23 Apr @ 1:08am 
This mod is horribly terrifying. Never before have I had to been so concerned with how these shots are going to land on my pawns. Thank you for making me lose so many more colonists, their deaths are on your hands :steamhappy:
ODevil 21 Apr @ 5:12pm 
Ok, good to know. Thanks for looking into it :)
SirProok  [author] 21 Apr @ 5:09pm 
@ODevil. So current behavior.

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.
SirProok  [author] 21 Apr @ 4:09pm 
@ODevil I've subscribed to their mod to take a look when I get a chance.
SirProok  [author] 21 Apr @ 3:57pm 
@Fyodord The typical damage model is a value to a body part with the possibility of that also being dealt to a contained organ.

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).
fyodord 20 Apr @ 5:18pm 
CMIIW, but isn't body parts usually already affected when an organ in exploded? I think I've seen spine and body disappear together with one bullet. I guess this mod expands on that?
ODevil 20 Apr @ 3:47pm 
Can you add support for Elite Bionics Framework? It uses a modified GetMaxHealth() method and apparently needs explicit support.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1665403571&searchtext=ebf
GROKUB 20 Apr @ 7:45am 
@SirProok Thank you for the fix!
SirProok  [author] 18 Apr @ 5:26pm 
@doodlelol Enjoy good and proper headshots!
SirProok  [author] 18 Apr @ 5:19pm 
@GROKUB Alright I messed around in Dev mode for a bit. They reuse damage types (like "Cut").
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.
doodlelol 18 Apr @ 7:19am 
OH MY GOD FINALLY!!!! IVE BEEN SO ANNOYED WITH HITTING RAIDERS IN THE EYE WITH AN ANTIMATERIAL RIFLE AND THEY JUST SHRUG IT OFF. THANK YOU
GROKUB 18 Apr @ 2:32am 
@SirProok Thanks i appreciate it!
SirProok  [author] 17 Apr @ 7:19pm 
@GROKUB. I'll take a look this weekend. My guess is they are using a novel damage type or are reusing a common one for damage. Either way, I'll see what I can do.
SirProok  [author] 17 Apr @ 7:10pm 
@TundraTurnip. I can say this is all me. I initially had AI do a formatting pass over what was written (see earlier comments about how that worked out), but have since done two full revisions once I had gotten some sleep.
Kokorocodon 17 Apr @ 2:40pm 
AI or not i'm sure it's none of your business.
TundraTurnip 17 Apr @ 1:04pm 
ya had to make the description with AI, didn't you?
you really couldn't just write it yourself?
GROKUB 17 Apr @ 10:18am 
Unrelated to the issue, I love this mod :)
GROKUB 17 Apr @ 10:17am 
@SirProok Yes, I am on the mod's version created by Mersid
SirProok  [author] 16 Apr @ 3:25pm 
@GROKUB Are you on Mersid's patch? That sounds like the same bug the original had with CE that they patched.
GROKUB 16 Apr @ 8:04am 
there seems to be an incompatibility between war crimes expanded 2, the "surgeries" from that mod seem to have their damage spread (i cut someone's leg off and the collateral also decapitates them)
Itsuko 14 Apr @ 6:04am 
welp, time to slap a brain bucket on my colonists.
SirProok  [author] 13 Apr @ 3:21pm 
@Hello kitty candy, You are correct!
SirProok  [author] 13 Apr @ 3:21pm 
@Quimble I need me some of the "ibuprofen" they hand out to these pawns.
tinfoil hat bird 13 Apr @ 1:02pm 
So is this mod supposed to make for instance bullet penetration more realistic, where a straight shot to say the eye won't just stop there it'll actually penetrate their eye and kill them?
Quimble 13 Apr @ 8:21am 
You're telling me I can't just give the man with half his head missing some Ibuprofen for the pain? SMH, completely unrealistic, how could this happen, truly Rimworld has Fallen!

Nah memery aside, this is a neat idea. Makes me wonder why such a thing isn't already in the base game.