RimWorld

RimWorld

3,003 ratings
Blood Animations
66
25
7
21
5
9
8
4
2
14
6
10
5
6
5
5
4
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.472 MB
20 Apr, 2024 @ 2:25pm
6 Sep @ 12:50am
32 Change Notes ( view )

Subscribe to download
Blood Animations

In 1 collection by Fuko
Fuko's Mods!
7 items
Description
Extreme Violence!

Adds blood sprays, animated bleeding, ricochets, impact debris, and bullet casings!

Directional Blood Sprays (Videos above)
  • Triggered by direct damage, such as bullets, explosions, and damaging psycasts, and the blood amount scales based on the damage done.

  • Blood particles last ~10s (configurable in options) and will fade away on it's own.

  • 15% (configurable in options) of particles will leave filth behind, which requires cleanup like vanilla blood.

Animated Bleeding

Animated bleeding based on pawn bleed rate.

Impact Debris

When hitting inorganic pawns or structures, debris will fly out!
Impact debris follow similar rules to blood spray.

Ricochets and Ground Impacts

When bullets are deflected by armor, or when hitting hard targets like mechanoids, ricochet animations may occur! There is also an improved particle effect when bullets hit the ground.

Bullet Casings

Originally a mod called [Syr] Bullet Casings. It was one of my favorites, but sadly no longer updated. So here it is reimplemented, with improved animations and fixed to be compatible with everything including modded weapons. This feature can be disabled in the options. Credit and thanks to Syrchalis!

Improved Fleshmass

Fleshbeasts and Fleshmass growths have improved blood animations and improved filth textures!


Compatible with Vanilla Expanded Framework blood types (Vanilla Races Expanded, Alpha Genes) as well as HAR (Humanoid Alien Races)





Performance
Inevitably, extra objects on the map has a cost, but these objects are relatively simple and do not last a long time, and how much and how long can be configured to the point where it has nearly 0% impact. So the performance cost shouldn't be noticeable and can be configured to match your needs.



Compatibility
  • Adjustable performance impact (Blood multiplier, cleanable filth chance, and fade time can be configured to fit your performance needs).

  • Safe to add and remove mid-game.

  • Independent, isolated, and minimal in scope, with no modifications to vanilla behavior/code required: Should be compatible with nearly every mod, leaves no permanent changes to your saved game, and will not brick your game.

  • Confirmed compatible with Combat Extended, Vanilla Expanded series, Alpha series, Dubs series, Ragdoll Physics, Melee Animation, Yayo's Animation, Layered Wall Destruction, Gore upon dismemberment, Gunplay, Blood Color Genes, HAR (Humanoid Alien Races), The Profaned, and hundreds more.

  • Multiplayer compatible if you turn off the filth options. This mod is entirely cosmetic only with the filth options off.

  • Incompatible: Bullet Casings do not work under CE. "Combat Effects for Combat Extended" will cause black blood unless you turn off their "show extra blood" option.



Updates
~2.0 update: Updated for 1.6!
~1.9 update: Fixed null exception errors caused by changes to pawn caching in the latest version of Vanilla Framework Expanded.
~1.8 update: Bullet filth will now last a max of 35-40 days and will wash away from rain. Added toggle in options for ground impact particles.
~1.7 update: Improved fleshmass and fleshbeast blood animations, improved fleshmass filth textures, improved impact debris particles, added ground impact particles, added support for the unique blood types in The Profaned.
~1.6 update: Added bullet casings support for plasma weapons, VEAndroids will stop bleeding animation when they're fully bled out, and reduced default filth chance in options to 15%.
~1.5 update: Added Bullet Casings feature!
~1.4 update: Particles should now properly despawn based on the time defined in the mod options, rather than the time defined in the XML.
~1.3 update: Fix for System.IndexOutOfRangeException.
~1.2 update: Particles were skidding for longer than intended due to a small forgor.
~1.1 update: Added backwards compatibility for 1.4

Github Link: https://github.com/tenguin/Rimworld_BloodAnimations






Credits to: felutiahime[www.pixiv.net] and Nanashi Mumei for the art sources used in the thumbnail and tanosii_chan for the upvote animation! Give them a visit!
Popular Discussions View All (2)
0
26 Aug @ 2:09pm
filthy/bloody footsteps idea
Eclipse
0
17 May @ 2:57am
Incompatibility report
lol
554 Comments
Fuko  [author] 22 hours ago 
?
This mod doesn't and never required any hediffs to function
ZzZombo 30 Sep @ 9:29pm 
IIRC in the past the mod used hidden hediffs in order to work.is this still the case? I ask because this becomes a pain point when you have to untangle some mod compatibility messes and may accidentally remove the wrong thing.
culona 30 Sep @ 12:27pm 
theres no "show extra blood" option in new version of CE (first 1.6 update) mod options; i dont know how it was before
Fuko  [author] 17 Sep @ 4:54am 
No, those are from the "Muzzle flashes" mod
Daemonjax 16 Sep @ 11:21am 
Are muzzle flashes included in this or no?
jpinard 6 Sep @ 12:35pm 
This is incredible! Thank you! :)
ZzZombo 6 Sep @ 3:41am 
Please put changelogs into the dedicated section of the Workshop when uploading mods!
Fuko  [author] 6 Sep @ 1:01am 
@PinkPlinko Rofl good catch. Also my god shotgun ammo terminology is... spent shells are mostly called hulls, but can also be called casings and cartridges -3-;

Well I renamed to shotgun hulls and energy cartridges.
DracoHoribilis 31 Aug @ 1:52am 
Nice, I dont use CE so this is a treat with the extra casings you added :) Thank you
redanddead12345 30 Aug @ 4:09pm 
@pinkplinko

oh my god i never noticed this

we must report to steam and get this mod banned until it is ready

and put me in a punishment cage until i learn to read critical information that could destroy humanity. god help us all we could have been wiped out from this :KScared: