Mods / Bleeding In Depth
- Tags:
- Author:
- EnderMelody
- Side:
- Both
- Created:
- Jan 11th at 11:26 AM
- Last modified:
- Jun 12th at 2:01 AM
- Downloads:
- 1938
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.3):
BleedingInDepth-v0.4.1.zip 1-click install
Welcome to... insanity.
Er, I mean, a very detailed mod all about (not!!!) bleeding!
Info:
This mod introduces bleeding as a mechanic, allowing you more complex tactical decisions both before and during combat. Decide to keep fighting to have the chance to start tending to your bleed sooner or flee and hope you can escape in time to not bleed out! Choose different weapons for their damage types to utilize bleed more or go for direct damage (with compatible mods).
Highly configurable, you can change how pretty much all of the mod functions with just some config edits. I have put a lot of effort into balancing values to be fair but some may want more/less punishing or just to change up the system completely. with a bit of tinkering you could even make it a purely visual effects only mod! All config defaults are listed next to their config value so you can easily revert any config changes you make.
You can find my calculated default bleed output here if you are interested in the exact default values effects on damage and bleed: spreadsheet.
Most mechanics are able to be disabled or configured
- Bleed is divided into 2 categories: External and Internal. You can play with both, or disable either or both in the config if desired.
- External: The main form of bleeding and the core of the mod. It causes damage over time, most of the bleeding EFXs, and eventually is what allows internal bleeding to occur.
- Internal: The slow killer. It is only applied when enough bleed damage is delt in a single hit, and converts some of the external bleed you recieve into itself. (see formulas). Internal bleeding is made to simulate a hit being so big it becomes very hard to heal from it. Internal bleeding does less DPS but will overall deal more damage total. It can not be healed by basic forms of healing items and requires advanced medical equipment like a suture (suture not yet implimented).
- Different damage types will apply different amounts of bleed.
- Slash: By default is low damage but applies a good amount of bleed. It has the highest total damage but requires waiting for the bleed damage to tick to get there. DPS will be lower but overall damage will be higher.
- Pierce: By default is the middle ground. it applies good damage but trades it off for having only a small amount of bleed. Its strength lies in that it does not need to apply much bleed before it starts applying Internal bleeding.
- Blunt: By default is pure damage. Most of its damage is applied instantly on hit meaning you do not need to wait out bleeding to deal its damage. also while it applies very little bleed, any that it does apply is 100% converted into internal damage.
- Healing and slowing bleed can be done in multiple ways. They generally all stack with each other unless stated. Which type of bleed they effect is currently hardcoded.
- Applying pressure / Stemming the wound: Only effects External. Crouching or resting reduces the rate that bleed level is applied as damage. This is the main way in the mod for reducing damage taken from bleeding.
- "Tending" the wound: WIP, Only effects External. While NPCs cannot directly heal or apply pressure, entities besides the player will still be able to reduce the rate of the bleed damage they are taking. Depending on the entity different out of combat actions will be taken if they are bleeding in order to reduce the damage. For example, a wolf may stop to sit and lick the wound in order to slow the bleeding. This will take a lot of work so i dont plan on having it finished soon. As a stand in the game will consider any entity that is not in combat (taking damage) for a certain period to be "tending" to itself.
- Bandages and healing items: Only effects External bleeding. Healing items will now apply a "bandaged" status to you when you use them. This status stacks with applying pressure to reduce the bleed rate. bandaged will not stacked with ragged. Once bleeding is no longer occuring or you take another hit the bandaged and ragged status will be removed.
- Resting: Applies to both External and Internal. Different actions such as sitting will increase the rate that the current level of bleed is healed. This currently includes: sitting on the ground, (WIP) sitting on a "comfort" object, laying in a bed.
- Applying pressure / Stemming the wound: Only effects External. Crouching or resting reduces the rate that bleed level is applied as damage. This is the main way in the mod for reducing damage taken from bleeding.
- Bleed Damage Ticks:
- Bleed damage is applied as a % of the current BleedLevel
- external bleed damage to apply per tick = (Bleed_CurrentLevel_External * (in config)Rate_BleedDamage_External) / ((if pressure)(in config)Pressure_Mod + (if bandaged/ragged)Ragged/Bandaged_Mod)
- internal bleed damage to applly per tick = (Bleed_CurrentLevel_Internal * (in config)Rate_BleedDamage_Internal)
- current BleedLevel is then reduced by a flat modifier and a % of current BleedLevel
- external bleed level to heal per tick = ((in config)Rate_BleedHeal_External + (Bleed_CurrentLevel_External * (in config)Rate_ScaledHeal_External))
- internal bleed level to heal per tick = ((in config)Rate_BleedHeal_Internal + (Bleed_CurrentLevel_Internal * (in config)Rate_ScaledHeal_Internal))
- Bleed damage is applied as a % of the current BleedLevel
- External to Internal bleed conversion:
- Each damage type has a config value that an instance of damage of that damage type has to surpass in order to start converting External bleed into Internal bleed. Only damage delt over the threshold will be converted. The amount converted increases as more damage is applied over that threashold. Note that this is a % of the bleed past that threashold so the actual amount is very small. Uses a Double Sigmoid curve.
- (% of bleed converted) = y + Offset_Y + (Max1 / (1 + e(-Rate1 ([Config's Bleed_OverInternalConversionThreashold] - Offset_X1)))) + Max2 / (1 + e(-Rate2 ([Config's Bleed_OverInternalConversionThreashold] - Offset_X2))))
- Each damage type has a config value that an instance of damage of that damage type has to surpass in order to start converting External bleed into Internal bleed. Only damage delt over the threshold will be converted. The amount converted increases as more damage is applied over that threashold. Note that this is a % of the bleed past that threashold so the actual amount is very small. Uses a Double Sigmoid curve.
My mod is very unintrusive to the vanilla systems so most mods should be compatible out of the box unless they massively change underlying game mechanics.
For damagetype adding mods, compat can be forced by enabling the config value: /Config_System/System_BleedDamage/UseDamageTypeCompat.
- Vanilla does not currently by itself impliment DamageTypes so this config option on wont work without a mod that adds DamageTypes.
Tested Compatible Mods:
Incompatible Mods:
- https://mods.vintagestory.at/codamageeffects reported by user to disable BID's system
*There is lots of stuff in the config labled WIP, things not listed here might show up there if i forget to add them to here. "WIP" configs will not do anything but i am planning on adding them eventually.*
- More bleeding effects, both visual and auditorial
- Better indicators for things like if you are bleeding or if you are applying pressure to reduce your bleed rate
- Better ways to tell what effects what for bleeding and healing (currently i just list them on the modpage here)
- An early game rag system that lets you reduce bleed before you get proper bandages
- More healing items that specialize in reducing bleed
- More different bleed application methods that can be chosen in the config
- Liniear scaling, Pooled bleed damage, Vanilla DOT integration
- Some more config control over various functions of bleeding
- Work around armor reduction making high protection values reduce damage way too much [Added]
- More uniqueness to damage types
- Potentially more balancing of default values?
- Better modicon
- Other mods! So many mods! Tons of future mods planned!
------------------------------PRIORITY TODO:------------------------------
bleed wound direction only comes out of 1 random wound per particle spawn; can fix? idk man...
------------------------------CURRENT TODO:------------------------------
removes exponential curve for calculating bleed damage and instead uses a pooled damage system. This system will be more linear in bleed damage scaling as more bleed is acumulated. pool will accumulate bleed damage that is converted from initial damage taken. damage dealt from the pool is directly removed resulting in the exact hp in the pool to be applied to entity heal once bleed the pool is empty. bleed damage rate still increases with a bigger pool, but the amount removed from the pool scales equally.
^ same thing
when true, uses a pool system for [Bleed_CurrentLevel_*]. Bleed damage taken will be applied to the pool which will used to scale the rate that bleeddamage is applied to the entitys hp. damage dealt from the pool this way will be removed from the pool. This results in the exact bleed accumulated in the pool being what is subtracted from the entitys health once the full pool has been applied.
should bleed applied on hit "pierce" armor (increase bleed applied by the hit by a % of the armor) somewhat? maybe damagetype specific - less bleed applied if damagetier is lower than armortier of the hit part?
entity.GetInteractionHelp(); could be used for debugging to display individual entity bleeding levels... or just in general even without debug
or entity.GetInfoText(); ^ but displays in WAILA hud
heavily bleeding entities become "bloody" like how cold entities get a snow overlay on them (same bleed threshold for blood pop on death?)
^ same thing but for bandaged/ragged entites so you can tell they are under the effect
check if entity is mechanical and make their blood a different color and glow or oil (depending on which entities are mechanical); drifter blood should be rusty colored and rarely "temporal teal"
better normalization for internal bleed reportbleed output
increase hunger rate while bleeding
add min heal required to applied ragged state
finish deathpop implementation - need on entity_behaviorhealth.OnDeath or something but doesnt seem to exist on client, annoying!
entity_BehaviorHealth.didattack
.healthchangerate
.futurehealth
.onentitydeath
.pevioushealth
------------------------------TODO:------------------------------
create DPS calculator method inside general
get the number of particles currently loaded and apply a curve from this to reduce bleeding particle spawns when nearing cap - possible?
move config comments into a lang file?
for blood splash, use random.next and randomize directly in the natfloat declared for wound selector; doesnt work, find different way
ranged damage does not trigger blood splash
seperate config for client and server
CO (and compat section in config) second chance removes or reduces bleed (make it a % in config)(off by default)
animation for when crouching (stemming bleeding) and currently EXTERNALLY bleeding to visually show that pressure is being applied
prevent bleeding animals from despawning; do not apply to non living things or drifters
add applying a bandage to other entities or find a mod that does this
set up lang file and calls
skip clamp method if config is created new
some efx to indicate that the current bleed level (taking into account currently applied preventative measure) is going to be lethal: NOTHING OBNOXIOUS PLEASE; Ideas:
- darkening of the bleeding particles
- woozy effect on hp bar (wavy or something)
- apply the low health indicator (wobbly screen) in advance
organize check locations (things like verifying the config loaded properly) - think its good now
implement rag and ragged state; partially done
quantify hp lost to bleeding into blood particles created by effect. ie if player takes 10 total damage from bleeding the # of particles created over the wounds lifetime should be 100(?) (total damage * ?)
dripping visual efx on hp bar; other effects to tell player is bleeing?; add a "bleeding" bar behind the health bar that shows how much bleed_currentlevel_External is left in the pool
clean up method and variable and config names
figure out how to get entity velocity and add it to blood particles on creation -> which particle property to set; also let wind effect it? only in air
dont bleed entity when out of entity.SimulationRange; probably automatically done but check; not the same as reduced particle spawn distance
dead bodies bleed config?
account for block height not being a full block (such as snow) causing the particles to clip into it and not be visible
blood particles that enter water become 2d and less gravity; use die in water and on death spawn particle... but then it will normally spawn them too?
add configlib support
add "master blood trail" particles that ocasionally spawn instead of normal blood particles and last a lot longer. reduce time normal blood particles last. these particles can also be used for pooled blood grouping
bug: each instance of healing DOT from healing items triggers the isBandaged to true; move isbandaged application to on item use
convert to EnumDamageOverTimeEffectType(2) (bleeding)? need to figure out how this system works first
talk to unconsious (player revive) dev to figure out how to add compat; they are unresponsive
------------------------------IDEAS:------------------------------
critical heals? since co has critical hits from certain hitboxes it might be a good way to try to balance around that
maybe flag when a hit is a crit and the next bandage applied will be critical (applied "to" a critical wound) and heal more bleed
move bleeding to per part?
non healing items that reduce bleed
- something like a band that reduces blood flow when applied to a limb (would this even work irl). cannot be applied to torso or head as you cannot realistically restrict blood flow to them
what is the actual ratio of damage when converting bleed into external bleed? internal bleed should do ?x of what bleed damage would have done?
internal bleed should do about 25% more damage (1.25x) of what the bleed it converts would have done? internal should be more deadly but slow. does it stack with each %s damage multipler? 1% > 1.25x, 2% 1.25*1.25x ?
bleedheal scales with hunger? this is hard to include without throwing off the balancing of damage
cloth used up after healing? maybe rmb to use the cloth while healing to apply a bleed reduction rate until either bleeding stops or damage is taken
increase the healrate slightly by a % of the current bleed level to simulate "more cuts healing" while internal bleed can simulate "big hard to heal cuts" this will allow a better external bleed damage rate curve without making big hits suffer. it would also still allow big hits to be simulated as hard to heal.
blood trails (block overlays like how rust is done) that replace blood particals on the ground for performance? would allow trails to stay longer? forever(until certain conditions (rain, walked on, trails mod integration to degrade into nothing?))?
blood loss inflicts "weakening" effect which reduces things like speed, damage, throw distance ect
maybe change name for external and internal wounds to something to represent "big and small" wounds? remove internal bleeding as a concept (for now) and commit to internal just being big wound simulation?; i want to do this but need good names first
noted calls:
bool entity.OnGround(); detect if entity is on ground
byte entity.IsTracked(); can be used for blood particals to reduce performance impact?
float entity.MaterialDensity(); can be used for weight mod to have certain items sink
void entity.OnHurt(); called to apply damage, intercept for applying my mods damage; only called on clientside
void entity.Initialize or AfterInitialized(); called when entity is created or loaded. inject to apply my mods behavior to entities. (probably do the same with unload or whatever its called)
bool entity.ReceiveDamage(); this one works serverside
void entity.SpawnWaterMovementParticles(); example for how to spawn (and spell...) particles
entity.PlayEntitySound(); inject into to play bleeding sfx?
player.Entity.Pos.SquareDistanceTo();
entity_HealthBehavior.PreviousHealth or HealthChangeRate instead of calculating myself? could cause problems with multiple hits happening before my (delayed by deltaTime check) code runs; splitting my method around the armor application probably works better
- No localization yet!
- Blood particles may hit the particle limit quickly with multiple bleeding entities. I am workking on the system to reduce to overall particles created.
- Any healing will apply the bandaged effect, including each individual tick of healing from bandages.
- Blood particles clip into partial blocks such as snow layers.
My general goal with game design is to never punish the player for something competely out of their control such as RNG. All consequenses should mostly be directly resulting from the players actions.
With this in mind, I balanced the mod around letting the player choose to ignore the bleed in order to preform other actions such as combat which results in taking more damage, or having the option to reduce the damage they take through various means but require an active commitment. This gives the player a choice after being hit outside of direct hp.
basically: bleed will do more damage than vanilla overall, but with actions taken can be reduce to below what vanilla would have inflicted.
I am pretty new to modding games so there is probably a lot of things that could be done better codewise. Dont be scared to mention anything that I can do better. In fact, i would apreciate any tips and advice.
- Thanks to Bloody Story for both the idea and insperation to make this mod, as well as making their code open source so I was able to learn from it (Vintage Story api funne). It would have been much more of a struggle to get this to work without a general idea of how-to.
- My testers kokoa_real for putting up with my insane ramblings at 4am on random days as i lost my mind over the stupid things I could add to this (and future) mods. (The real suffering is about to begin)
- Monster Hunter devs for driving me somehow more insane than i already was.
- My brian for keeping me up at night with insane ideas.
- Vintage Story devs for making such a moddable and cool game.
This mod does NOT do any of the following (probably):
explode you instantly when you spawn
spawn 1000 bears on you every second
delete your entire c drive... and install linux
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.4.1 | bleedingindepth | 457 | Jun 8th at 11:42 PM | BleedingInDepth-v0.4.1.zip | 1-click install | ||
|
v0.4.1
Bug Fixes:
| |||||||
| 0.4.0 | bleedingindepth | 58 | Jun 8th at 3:50 AM | BleedingInDepth-v0.4.0.zip | 1-click install | ||
|
v0.4.0
New Features:
Tweaks:
Bug Fixes:
| |||||||
| 0.3.0 | bleedingindepth | 490 | May 3rd at 8:18 PM | BleedingInDepth-0.3.0.zip | 1-click install | ||
|
v0.3.0 There were a lot of internal changes and it is strongly recommended to reset your config. Things WILL break if config is not reset.
Tweaks:
| |||||||
| 0.2.3 | bleedingindepth | 13 | May 23rd at 12:58 AM | BleedingInDepth-0.2.3.zip | 1-click install | ||
|
Backport of v0.3.0 from 1.22 to 1.21 There were a lot of internal changes and it is strongly recommended to reset your config. Things WILL break if config is not reset.
Tweaks:
| |||||||
| 0.2.2 | bleedingindepth | 367 | Feb 14th at 6:24 AM | BleedingInDepth-0.2.2.zip | 1-click install | ||
|
v0.2.2
Bugfixes:
| |||||||
| 0.2.1 | bleedingindepth | 103 | Feb 12th at 10:21 PM | BleedingInDepth-0.2.1.zip | 1-click install | ||
|
v0.2.1
| |||||||
| 0.2.0 | bleedingindepth | 6 | Feb 12th at 6:38 AM | BleedingInDepth-v0.2.0.zip | 1-click install | ||
|
v0.2.0 There were a lot of internal changes and it is strongly recommended to reset your config. Things WILL break if config is not reset.
New Features:
Tweaks:
Bug Fixes:
| |||||||
| 0.1.1 | bleedingindepth | 7 | Feb 5th at 12:44 AM | BleedingInDepth-v0.1.1.zip | 1-click install | ||
|
v0.1.1
Tweaks:
Bugfixes:
| |||||||
| 0.0.3 | bleedingindepth | 222 | Jan 23rd at 10:49 PM | BleedingInDepth-v0.0.3.zip | 1-click install | ||
|
Initial Upload | |||||||





You might want to add an exclusion for straw dummies...Bleeding Dummy
Hi. i finally figure it out wit AI assistance. so without CO its really cut down mod- i suggest highlight it , sry :(. Second i played more and wanna ask to add config/smth that can remove dmg reduction from player. coz my iron falcks with qenching lost from 6.3 to 2.5-+ dmg and in hoards of enemies its just kills weapons (also glad when in lvl 3 meteoric scale armor i take 2 hits from lvl 4 drifter and lost about 23 hp in summary, my boy with 7+- hp base glad). so i really apreciate it and i like that, but punishing too severe,ito fastly kill enemies i need 12 hits instead of 5. and current only otion i can do its turn off external bleeding or shit buff bleedeing speed or go negative paramtrs for poor gray guys. I really w8t for updates! 🔥
PS. Also can u buff rust creatures to bleed,coz lore vize they are spical kind with sluggish internal liquid, and its defently not red(may be dirty greay/green)
So without CO this mod tranform early boar farm into death trap? even shield block dosnt help,like why am i bleed to the 50% of HP whem most of the their hits was into shield and vlocked to 0.2+- dmg? like i play with this mod about month and its slowly driving me crazy
do drifters and sheep count as blunt? why would a ram make me bleed so much after just head butting me?
So vanilla does not currently implement damagetypes so i set everything to use slash's modifiers for the mod by default. vanilla actually uses blunt for everything but blunt doesnt inflict much bleed in the mod so i made it use slash. if you want to use damagetypes you will have to find a mod that does that such as combat overhaul or some others that ive seen but dont remember the name of.
hey Michaloid i fugged up and didnt realised reuploading files to previous version in order to fix the filenames would reset the download count is there any way you can revert the uploads? i dont see any option in my control panel andi know mods have some extent of control over the modpage. its fine if not its just going to bother me a little lol.
Hey. No that's not possible to do. You're gonna have to contend with the lower download count.
its not so much the download numbers as much as the jarring change of 200 - 0 - 0 - 100 that annoys me.
anyways, thanks for trying at least!
Heyo, loving the mod so far, is it just me though or is the bleed multipliers for different entities not working? I tried setting rust creature bleed multi to zero for no bleeding and then to 10x just to be ridiculous and neither seemed to change anything. Tested with all other mods off too, maybe theres something else im missing here?
should be fixed in the latest version 0.4.0
I redownloaded everything and used a fresh config, still seems to not work from my limited testing. Also discovered some more weirdness. Maybe you can replicate my results?
Setting Rust bleed to 0.0 for both ext & int = still bleeding dot
Setting Rust bleed & direct to 0.0 = no inital damage but still bleeding dot
Setting Slashing Bleed & Rust Direct to 0.0 = No initial damage on rust & No bleed for all entity types regardless of weapon / damage type.
That is different than what i fixed. I will have to look into it.
Is anyone else have the wierd thing the fire damage is istant death?
I disabled the other mods and did a pure test.
As soon as i touch the fire recive 1024 damage and get a heal of 9999, same if you touching something hot like heated bars.
it might be the cauterize doing it. Is it a way to turn it off?
is this in the new version? i did forget to test fire damage so i may have messed something up, but i didnt touch the code from it so it should still work the same.
Edit: Tested this and I am getting the same problem. I will look into it.
Yup there was a return variable i forgot to replace when refactoring. Fixed in next upload (0.4.1).
No problem. Thanks a lot!
For part of your future endeveours you could make the blood work like Voices of the Void game; it's a different game engine so not sure what's possible in VS, the bleeding vfx in VotV looks very nice at least imo and maybe fit better into what you are trying to achieve I assume.
if you have a link to a video id like to take a look but its going to be hard for me to find anything online without sifting through hours of gameplay as i have no idea where or what causes it in that game.
You can download the game for free and/or pay here as that's the best way to experience it just hurt the player character in some reasonable way; I think it's a decal system idk if VS is able to do that maybe like the snow layer but flatter?
problem is its a game i want to play at some point and dont want to see spoilers of.
so what you mean is it places the blood instead of using particles? thats actually something i have planned (see the todo list if you dare) but im trying to get other parts working in the mod right now.
Ok no worries, we all look forward to your plans
can I heal my mounts? I have elks, and dragons and direwolves from mods as mounts and they start bleeding and die very often if not possible atm would be possible to add something to heal and stop mounts and pets from bleeding?
its something i intend to add eventually but i need to figure the code part out first. if you can find a mod that lets you heal other entities that should work automatically.
Willownezz ive added some code to reduce mountable entities (such as the elk and probably any modded ones as well) bleed damage taken as a stopgap until i get a system for healing other entities. Hopefully this helps you out!
Awesome, I will check it out. Thank you
Hi ! I have a request regarding the config, do you think you could add a way to add healing items ? It could be something like adding items considered as "rags" or as "bandages", which would then use the corresponding multipliers.
Some other mods add healing items and I feel like some of them could be used to reduce bleed. Adding a section to the config would probably be the easiest way to add some compatibility.
I hope you can consider this and thank you for the mod !
The way healing items is detected is simply to intercept the healing method when an item calls it and run my method with it. So all healing items should be by default compatible with this mod.
I see, thank you ! I misinterpreted the config then, I thought only bandages could heal bleeding
In multiplayer on some occasions most players can see the blood and some cannot, this seems to change randomly, and it is really frustrating.
this sounds like you are either hitting the particle limit or not in the area when the particles were create. particles created by entities bleeding that are not in your render distance will not create particles, even when you enter the area later and they are there for other people, as blood particles are clientside. otherwise, are you in an area with a lot of particle creating things? check your particle sliders on all clients to make sure it is not set too low and hitting the limit earlier than intended. i dont know of any commands or ways to check currently loaded particles by the client so you will have to go mainly based off your own observation for this.
It randomly started working.
I don't know if it's just me, but this mod doesn't work. I don't bleed, and I don't have the ability to heal with bandages or poultices (After the animation, the item just doesn't get used). I haven't even seen animals bleed. Good concept for a mod but clearly not working for me
this is almost certainly a mod conflict or a misconfiguration, though im not sure what extent another mod would need to change things to cause this conflict. if you want help you will need to give me more information. what game version, a list of mods (in spoilers), did you try resetting your config for this mod?
latest version and I think I found the conflicting mod, though I've yet to take damage to test if I'm bleeding now (Granted I think it'd be best for me to not find out)
if you confirm it please let me know. id like to at least put it in the description as a conflict.
yep, found the conflict. CO damage effects seems to cause issues with the mod. It caused exactly the effects I said in my first post. Removed and Bleeding in depth works fine
interesting, i wonder what they did that broke it. ive added it as incompatible in the mod summary.
my guess would be related to that mod's own bleed effect
the way it (should be) implimented should not interfere with other mods that hook into the ondamage events. they are probably hyjacking it in a really weird way that blocks vanilla events from firing. mine hooks into and works around the events so it does not interfere with other mods that use them.
Hi ! I was wondering, do armor helps avoid bleeding ? Or does it just reduce the initial damage and the bleeding is the same as without armor ?
bleed amount is based on the actual damage taken post armor caculation, however, i did add a small amount of piercing for bleeds calculation when damage is reduced as bleed damage falls off exponentially. The end result should be about the same reduced damage from bleed as the actual damage was reduced. So the % of damage reduced by armor is about the same as the total bleed damage gets reduced.
ie. if unarmored you would take 5 bleed total. with 50% damage reduced, that same hit should now do ~2.5 bleed damage total.
so is there just no way to heal internal bleeding? i got whacked by a drifter and have been bleeding for 20 real minutes
Currently internal bleeding does not have many ways of dealing with it. You can rest in a bed to speed up the healing.
How do you configure this mod? I can't figure it out.
The config is located in the game's modconfig folder under "bleedingindepth_config".
The King has returned...
Oh hell yeah, nice!
Looking forward to it!
Jalex Dragger was waiting on full release of 1.22 before i came back to work on this. i would say id quickly fix and recompile the mod, but my current coding enviornment has a halfway done update i was working on. Id like to finish that hopefully this week if i get the chance.
Dragger I'd recommend waiting for an update, 1.22 updated the backend to .net10 which means that basically any mod that touches the code will need to adapt to it.
On the same note, this mod sounds like a really neat idea I would love to try it out. is there an update for 1.22 planned EnderMelody?
Hey, I'm playing on the newest verson (1.22.0), and sometimes, when I would take damage, this mod would crash the game.
sorry i didnt see the comment notification.
TaiTai the config is located in the normal mod config folder and is named BleedingInDepth.
Hotbread100 it should work for all entities.
I'm trying to look for a config file but no matter where I look I cannot find it, i'd love to apply the compatibility patch for combat extended but i'm just not sure how.
would the bleeding and blood trails work on modded creatures? like the fauna of the stone age creatures?(ill probably install it anyway and test stuff)
Sianks unfortunetly the way the blood trail mod handles rain is to simply shorten only newly created particles lifelength which is something i did think of but is not how i would like to handle it. unfortunetly it also seems as far as i can tell there is no way to modify already existing particles lifelength either. i will add the shortened life length in rain for next update but i really wish i could impliment this the way i want.
take look at "Blood Trial" mod, the people who made it implemented Water and Rain effect on blood. Sadly its only visual mod, your has mechanics, but the code itself might give you idea of how its made.
Ive also verified the issue of blood output and yes, it was the issue with Mod, normally, if mod is made correctly there shouldnt be any issue with it :)
Sianks the bleeding location originates from the center of the entity's model + 2/3 of its height so if the hitbox is weird it will come out of a weird spot. i dont plan on adding individual compat per entity as that is too much work for not much return. you can ask the mob mod author to correct their hitbox assuming they simply messed something up but outside of that there will probably be no fix.
blood particles currently only have a randomized lifetime when created. i believe it is currently hardcoded but i can easily add it to the config next update. as for things like rain and water... the particle system is a bit weird to work with so while it is something i want to add im not sure when/if i will be able to. consider it a potential addition but idk how long it might take.
Mod works with Modded creatures/animals but the position of blood output is sometimes in weird place, like Above the model, I guess thats what we got without patch, but its working as intented. What i want to ask is, does the blood disapear after certain amount of seconds? Can we teak it? Will you add option like in "Blood Trail" where rain and water causes the blood to disappear faster?
Jhoulana it should work with all entitys unless the mod that adds them does something really wrong.
does this work with modded animals ?
ive no idea, it really should be pierce.
Taiashi by default blunt does do very small amounts of internal bleed, but this can be configured
that's really weird though, i know it's off topic for this comment section, but why in the hell do those guns deal blunt damage lol
EnderMelody
You are totally right and i was just overthinking it lol.
I didnt realize blunt damage was dealing effectively zero bleeding damage.
For some reason i thought i had seen somewhere that blunt was supposed to apply decent internal bleeding my bad lol. thank you for your response though!
Taiashi i havent looked at the mod myself so i cant say with 100% certainty but from the code lines you posted it seems like the guns do indeed use the vanilla BluntAttack damagetype already. unfortunately that means in order to modify the guns bleed outputs you would have to change it for all weapons that deal blunt damage.
also for the actual damagetype name to put in, it is simply "BluntAttack" which you get from: {"DamageType": "BluntAttack", in that code snip.
EnderMelody
Consider me a huge noob on this,
But how would i go about adding the maltiez firearm damage types to the mod config?
Linkbro
would you be able to provide a snippet of how you did it in the config file?
I found a few values in the firearms mods that i think might be the actual damage types but im to too sure as to how to implement them into the config file since they also list the standard "BluntAttack" that's already listed in the config
{
"name": "CombatOverhaul:Projectile",
"properties": {
"stats": {
"AdditionalDurabilityCost": 0,
"CollisionRadius": 0.02,
"PenetrationDistance": 1,
"DamageStatsByType": {"*-lead": {"DamageType": "BluntAttack", "Damage": 16}, "*-copper": {"DamageType": "BluntAttack", "Damage": 12}},
"SpeedThreshold": 0.3,
"Knockback": 0.1,
"EntityCode": "maltiezfirearms:bullet-{material}",
"DurabilityDamage": 0,
"DropChance": 0
}
specifically though this line:
or is it as simple as
and im just being dumb?
i feel like the solution is something upsettingly simple and i am just overthinking the problem lol.
I'd appreciate any help you could offer.
Linkbro oh dang, i know what causes this but i only tested the new output with the hotkey which does not cause this error. ill upload a fix in a minute.
also to your previous comment, thanks! and pleases do its hard to test everything with just me. Next up is the config cleanup which is going to be... fun.
hm. bleedreport is returning: "An Exception was thrown while executing Command: Texture uploads must happen in the main thread. We have only one OpenGL context.. Check error log for more detail."
checking said error log, i find this:
congrats on the 0.2.0 release!
gonna do some testing now, i'll lyk if i find anything wrong
Linkbro mmm i see what youre saying and yeah looking at it that way the layout needs improvements. you are correct i am simply overriding the config for damagetype compat on load with certain mods. i dont want to directly set it as its mainly there for vanilla compat and i want the user to not be wondering why config values randomly change on their own. Next update after i finish and release the one im working on ill have to go through the config again and make things clearer. Mainly just organize values that are used together and include the formulas they effect.
thank you for the feedback its helpful to get an outside look with this stuff!
it's less the invidual config values, all of which are very well commented i might add, but it's more their interaction with eachother that is hard to visualize for someone who doesn't know the architecture of the mod, the example i would point to is, well, your comment about how the TTK isn't based off of the damage, that to me is very confusing. it may simply be that the config needs to be this level of complexity and there's no solution, if so then that is simply how it is.
a simple improvement i can suggest though is the "use damage type compat" option, which according to the comment is set to true when a compatible mod is detected
however this does not update the config file, i presume that what's happening behind the scenes is that it ignores the "false" text in the config file when a compatible mod is detected, which works, but feels a little confusing, i would like to suggest that when a compatible mod is detected, it either updates the config file to set that value to true automatically, or that the setting isn't tied to loaded mods at all, and will simply obey whatever the user set it as in the config, the reasoning for this is that as the end user i don't actually know whether 'use damage type compat' is true or not. i have combat overhaul installed, which makes me think it's true, but the file says false, and i don't know which one has precedence, if that makes sense. if "the game has a compatible mod installed" has precedence, i would expect the config file to update itself so that true is forced in that field, if the config has precedence then i would expect it to simply obey whatever's in the config whether i have a compatible mod or not
sorry for the text wall, i look forward to the next release!
Linkbro turns out i had somehow missed exporting the lang files with the release. i would upload a hotfix but i am almost finished with the next version release.
Also if you wouldnt mind, can you tell me exactly which config values you are having trouble with so i can make it more clear?
Strongecko odd, ill look into it. it should be applying internal bleed which is very slow so you might just not be noticing it doing damage. i still need to mess around with the poison conversion formula as i have not tested poisons conversion rate outside of it applying properly. Clearly the current numbers are not good enough.
Enjoying the mod but I'm noticing that I take no damage from poisonous items. I can eat several death caps and there's no damage.
Linkbro the ttk of bleed is not determined directly by the damage. each damage type has a % of the damage of the attack that is converted between bleed and damage actually dealt by the attack after calculations (pre armor). so to get x amount of damage to kill in y time you would need to take the % of that damage type that is converted to bleed and run it through the damage formula. as bleed DOT is decaying, the formula is a bit more complex. In the future i will have more damage curves in the config that can be used to make things more simple.
also the bleedreport should be outputting actual numbers not the lang file link. it worked fine in my tests but on my server i am getting the same problem so i will have to look into why it is broken. for now if you turn on debug mode the bleedreport will also output a debug output into the logs with the actual values. you can use this for now while i fix it.
i must say, i am having trouble configuring this mod.
i have looked into the json, and while there's a lot of values with good comments, it's very hard to figure out how to achieve a target effect
for example, i am trying to configure it so that the flintlock from maltiez's firearms with lead slugs, which does 2*32 damage for 64 damage, kills a whitetail buck in 15 seconds, as this seems to be the standard accepted amongst hunters for a "double lung shot".
but it's extremely hard to do so, especially given the "bleedreport" command, even with bleedreport_detailed set to true, only prints "damagereport_BleedNotify_ExternaldamageReport_BleedNotify_Internal"
i think i'm gonna leave this mod to cook for a little, it's got amazing potential but, currently a little hard to work with.
Linkbro the damage types it replaces are configurable, but by default it only does slash blunt pierce and poison. the %s are in the config and can be changed as well but each one is not 100% bleed by default. for the firearms it depends on what damage type they do but even if they arent one of the defaults you can easily add it to the config to enable it.
this mod looks awesome!! i am not sure i understand correctly, but does it replace All damage?
i ask because while i like firearms and stuff, i dislike that they drop the animal INSTANTLY, this can happen irl with modern weapons, but even then it's more likely you hit them in something that will kill them in like, 10 seconds time, not instantly.
i think once the config is in place i might use it anyway
PS: your c drive deletion cannot scare me, i am already on linux!!
It seems as though this does not work with maltiez firearms or any of the gun mods based on it: extra firearms, glockmaker etc..
The crossbow mod seems to work just fine.
I used the simple healthbar mod to confirm that no bleed was applied just in case it was just doing internal bleed.
Looking forward to the future of this mod!
CaptainEpix I am actually currently working on an per entity category (player, animal, temporal and mechanical) for the config right now. cant say when it will be done but i hope to get it done soon.
It'd be super dope if you could use the config to turn off bleeding effects for players so I could improve on the vanilla hunting experience without the friends who I play multiplayer with throwing rocks at me
@ Sh4rptooth11, "their blood flows like sludge" - well, it doesn't sound like something with normal blood. I think that config for disabling bleeding for these creatures would be welcomed.
Polis ive considered it but im not a huge fan of those systems generally. though thinking about it a bit its probably because the ones ive used are not implimented in a way i like. ill give it some thought and if i can come up with a system i like i may make a mod for it.
Wahazar im not sure about drifters themselves as i have not gotten far in the lore yet (no spoilers please) but i do plan on implimenting a config for disabling bleed for mechanical entities. VS api actually has a tag for mechanical creatures afaik so it shouldnt be too hard. the colored blood is planned as well though that one seems like it might be more of a pain to impliment. that and discoloring blood particles as they get older just like irl blood oxidizes.
DadRadSkittle to disable specific damagetypes having bleed simple remove them from the config in config_damagetype/dict_Damagetype. You can also change the damage and bleed modifiers for the damagetypes there as well.
Wahazar, if your thinking about Drifters and the like, the desc of the Falx reveals they have blood! I also thought they were machines at first.
I'm having a bit of trouble understanding the config file. I'm looking to basically disable the bleed system for piercing and blunt damage and use this mod to give slashing damage a reason to exist in the game (as nothing is weak to it in CO), What line/setting am I looking for to change the % chance to apply internal/external bleed per damage type?
Monsters are, if I understand correctly, rather form of mechanisms, not liveable entities. Is it possible to disable bleeding for them, or change red texture into gray one?
Ah neat, never knew about that feature of the site.
EnderMelody ever think of making a mod that add semi realistic health system like one found in game like espacpe from tarkov and Porject zomboid were the HP pool is dived into zones like legs, arms, head, torso and stomach with more alments like broken bones.
Maoman changelog is in the files tab on the mod page
EnderMelody Awesome, I'll check it out. Do you have a changelog somewhere?
Maoman i wish i could but for some reason some people consider that "malware" ??? also youre in luck just released an update with a lot of WIP features added.
HaraiseTenshi finally had more time and found and fixed the problem you were having. Internal bleed formula was indeed malformed and applying too much.
>This mod does NOT do any of the following
>delete your entire c drive... and install linux
...can it please?
Cool mod though. Will follow and check back in a while hopefully after some of those WIP functions come online.
Chlamydia 3. the bleeding particles quantity is based on your current external bleed level. if you are recieving very little damage you will bleed very little and therefor create very few particles. any mob adding mod should be compatible as long as it uses the vanilla damage system which i dont see why they wouldnt. as long as they use the vanilla enum damagetypes it will work, and if they for some reason add custom damagetypes you can always add them to the config yourself in >damagetypes< config section.
Chlamydia 1. that is done on CO's side and out of the scope of this mod.
2. it is planned for a future update.
3. im not sure but it sounds like possible a mod confict. this mod is very light on changing underlying vanilla code so it should be very compatible as long as a diferent mod doesnt completely rewrite or circumvent the vanila damage system entirely. try a binary mod search with your current mod list to see which ones are breaking the mechanic and let me know.
1. Is it possible to change bow and arrows damage type? It shows slashing instead of piercing. I have CO installed.
2. Does sprinting and fighting (overall high activity change the bleed rate? It would be cool.
3. Other than that, this mod works on my case only with the enemies. I never bleed. What could be the cause of this?
Maestro thats actually something i have planned in my private todo list. i should probably just move that here so people can see it i just didnt want to post a giant list since its kinda just random ideas and thoughts.
Is it possible to change the color of the blood depending on the entity? I'd like to make rot creatures bleed a darker almost rot colored substance instead of the crimson red.
the mod has both bleeding damage mechanics and bleeding visual effects. you can indeed follow blood trails to find wounded prey, and it effects all living entities including animals and drifters.
Does this also leave a trail like the blood trail mod? or this is just for the bleeding out mechanic?
Does it also affect animals? like could i shoot an arrow for example and follow the blood trail to a fresh corpse?
ok i think is see what is happening. in my test i got hit in the head so i was comparing the double damage on headshots from CO and thought it had overdamaged. from what you are saying the bowtorn did about 11 damage, which would convert to a lot of bleed and yes some internal bleed. i havent tweaked the internal bleed damage much so it might be higher then it should be but the damage formulas are working as intended currently. bleed damage is exponetial the higher the starting level is so taking 5 bleed does a lot of damage. internal bleeding is also suposed to be a lot more lethal than external bleeding so if it you recieved a decent amount of that it will end up doing a lot more damage. i will take a look at the higher damage values bleeding later but for now the mod is working. if you want to mess around with the higher values and give me feedback on what you think i can adjust it would be a huge help.
HaraiseTenshi OK i just tested it and somehow the bleed curve must have gotten messed up before i uploaded this LMAO. it should not be killing that fast or that that much damage so something is definetly wrong. i will fix that asap.
I can normally take such an arrow with full hp (takes about 2/3) as I am using CO.
But the bleed was basically 2 full HP bars which felt a bit much. Guess it made it an internal bleeding then? Otherwise the crouching and 12 Poultices used should have done something right?
Its works nicely on the enemies but feels like a single hit/scratch will just outright kill me as the player.
HaraiseTenshi the main indicator right now is the blood particles that come out of entities when they are bleeding. i plan on adding more indications later but i need to figure out how to do more of the complex stuff before i can move into that.
as mentioned in the mod description, pressure is currently only applied when holding shift, and bandages by default only reduce the bleed rate. in the config you can make bandages directly reduce the current bleed level but they do not by default as i didnt find that realistic (bandages improve the bodies ability to heal, not direcly heal wounds irl).
if you are bleeding out almost instantly from an attack that means that attack way overdamaged your current hp pool and you would have died to a greatly overkilling oneshot anyways. the mod is not designed to make you able to tank anything, but again the config is extensive and you can fully tweak it to make it so if you want. And yes i need to add more indictations still so being bandaged isnt immediately ovbious right now.
I have ideas for these things that i am still working on, but any suggestions are apreciated!
While the Idea is nice any kind of visual indicator what kind of bleeding is affecting the player and HOW to stop it would be much appreciated... yes you are writing about "applying pressure" and "suture" though how does one do it especially to others?
I could not find any keybind,item or otherwise.
There aren't any visual indicators whatsoever for me.
Is there a way to "apply pressure" currently aside from crouching anyway?
Got shot once by a Nightmare Bowntorn and the bleed nearly killed me.
It seems a horsetail/reed poultice bandage did nothing to reduce the bleeding and it just kept ticking down with the same speed as before. As even bandaging to full (25hp) before going to bed made me nearly bleed out.
finally a bleed mod on 1.12.6, was missing that
Wait this is exactly what I have been looking for