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Messages - jeffus

#1
Mods / Re: [Mod Idea] Battletime Injury Indicator
March 26, 2017, 08:40:55 PM
this all day, maybe not specific things like "hit in torso 7 damage,lung 7 damage",but something like "its getting hard to breath" or "my leg/eye/arm!"
#2
General Discussion / Re: Withdrawals
September 19, 2016, 10:58:35 PM
Quote from: Serenity on September 19, 2016, 05:59:00 PM
Try throwing them in prison. If they have an extreme break beat them up. I've cured go-juice and smokeleaf addiction relatively quickly that way. When they are clean just release them. They will be pissed off for a few days ("was imprisoned" debuff), but that's no big deal. One guy even thew a party after it.

My go-juice addict has arthiritis in her hand that usually was no big deal,but with the 300%increase in pain she cant even get out the only hospital bed i have lol
#3
General Discussion / Withdrawals
September 18, 2016, 11:17:15 PM
besides luciferium,which has the worst/best side affects you think from withdrawals.I like how the go-juice works,on it you're a killing machine. Get hooked though and the backlash will leave you in so much pain you cant move if you dont have it
#4
Quote from: brcruchairman on September 15, 2016, 06:09:12 PM
Quote from: Wex on September 15, 2016, 01:43:11 AM
The haepatic artery has about 25% of the liver blood supply, the portal sistem (veins) bring the liver the remaining 75%.
You will die much faster than you tought.
https://en.wikipedia.org/wiki/Portal_vein

Aaah, thank you! I was working under the assumption that the portal veins were actual veins; I was looking only at blood entering the liver. However, as you've pointed out, the Portal vein is actually an artery (whee, oxymoronical nomaclature!)

It is worth noting, however, that the actual  blood flow rate is less than your source claimed; the figure I found claims ~850 ml/min max1 (which was in the supine position; that value is further lowered when standing) which appears to be less than the haepatic artery. This still leaves more than 60 seconds under optimal injury conditions (id est, no clotting, no obstructions, total failure of natural arterial trauma response) which is unlikely in a battlefield setting. So while you're correct that a patient would die faster than I thought, I would humbly submit that they may die slower than you had thought. It seems that we're both learning today. :)

I'd like to take a moment to look at wound responses to trauma. In particular, arteries have been known in the case of clean cuts to constrict, reducing blood loss.2 However, the same source further notes that badly lacerated arteries (which would be more common in shrapnel wounds) cannot constrict, and may in fact bleed more. Further, the assumption of no blood clotting is also not as unreasonable as I had first thought; 1 in 4 patients with severe trauma (of which getting shot in the liver certainly qualifies) experience coagulopathy3 (inability to clot). While this does mean that the majority of patients will live much longer than I predicted, it also implies that 25% of livershot pawns should live only around my minimum estimate of 60 seconds.

In conclusion, even a shot that (magically) destroys the entire liver, leaves no debris, and shreds the arteries to prevent constriction can be expected to cause death in the worst case within 60 seconds. As the translation between human time and rimworld time has not been established (e.g., would that be 1/60th of a game hour? 60 real world seconds?) a worst-case liver shot being instant death remains up for debate. In more typical cases, one can expect longer pawn survival, though the precise duration remains, as before, unclear.

Thank you, Wex, for correcting my misconception regarding the portal veins; your point is well taken, and in my quest to find more sources, I found that my own position was nowhere near so ironclad as I thought. Thank you! I appreciate having a good partner to debate with, especially one who's kind enough to provide his sources. *hugs!*

Quote from: SpaceDorf on September 15, 2016, 11:00:12 AM
I am always amazed how awesome the human body is, everytime I learn something new.
I know, right?! That's part of why I love participating in debates like this; I learned today that, in cases of hemorrhagic shock, the cause of death actually isn't directly from oxygen deprivation, but rather from the resulting lactic acid; see, without enough oxygen (a state caused by shock) the cells start anaerobic metabolism, the byproduct of which is (among other things) lactic acid. It's that acid which causes the cell death! Our bodies are so adaptable that they keep trying, right to the end, to live! I also puts exercise into a new light; that burn you feel is partially lactic acid, so in a way when you exercise you can feel like you're fighting death! "Ha HA! I simulate death in my muscles just to feel ALIVE!" We're all badasses, every last one of us. ^ ^

1: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC1434022/
2: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3860641/
3: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4608348/ (Introduction)

Learning more from this thread than i did in biology lol  :P

Though isnt it strange how resilient yet at the same time fragile the body is.People survive steel bars going through their head, yet people can die from infection that sets in from a splinter of wood. Or the same person that survives the steel bar could die from falling and smacking their head on the ground just a tad bit too hard

Its very interesting
#5
Quote from: SpaceDorf on September 14, 2016, 11:43:22 AM
Quote from: jeffus on September 13, 2016, 06:32:33 PM
what the title says,but not CR,or if someone can give me a step by step guide id be happy to mess wit my own files ;)

edit:if a modder sees this and it isnt too much trouble could you make this,i know some people other than me that liked the injuries in CR but not the rest of the mod

If you have not found out by yourself yet.
The file you want is "Bodies_Humanlike" it is found in the Folder Rimworld\Mods\Core\Defs\BodyDefs

The file describes in xml how the body is set together, the coverage value gives the size of the organ, and with this the hit-percentage.

To make a mod out of it, you need a folder with your mods name, a folder about with about.xml in it ( the description you see in the mod menu, best take it from another mod :)  )
and the folders Defs\Bodydefs

thanks this is exactly what i needed :)
#6
Quote from: SpaceDorf on September 14, 2016, 06:49:33 PM
Quote from: Wex on September 14, 2016, 06:47:59 PM
Severing the femoral artery will render you inconscious by bleeding in about 30 seconds. Death prompty follows.
The liver actually has 2 major blood vessels: the portal vein and the haepatic artery.
The sudden "loss" of the liver will cause massive bleeding, almost justifying the "instadeath" of colonists.
thank you :)

To be fair, in terms of ingame, I've actually had a colonist survive being a scratch away from being decapitated while at the same time having both her legs torn off , and her kidney destroyed with multiple "torso" hits.

So quick -but not instant- death seems right for no liver with other non-lethal injuries
#7
Mods / Re: increased organ hit chance
September 14, 2016, 07:21:55 PM
Quote from: Deimos Rast on September 14, 2016, 02:21:33 AM
Defs/Bodies
Bodies_Humanlike.xml
BodyParts_Organs.xml

In bodies_humanlike.xml you'll find the skeleton of the human. You're looking for <coverage> which the wiki defines as "Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain." Edit to taste

In BodyParts_Organs.xml you'll find organ hitpoints and bleeding rate multipliers. Play with those.

Mess around in that folder and you should have a real gore-fest on your hands soon enough. ;D

Thanks!

edit:found how to make it its own mod so nvm bout that :P
#8
Outdated / Re: [A15] Metro Armory, Ushanka!
September 13, 2016, 11:40:57 PM
ushankas are actually pretty comfortable,if they are too big people can pull them over your eyes really easy tho :P


edit: -10 mood

colonist cant see
#9
Quote from: Deimos Rast on September 13, 2016, 10:24:59 PM
looks fun. I had a look at the potions and they seem pretty powerful. Granted, the ingredient costs are pretty high, so it probably balances out.
Also, I'm not sure I would actually call the hediff "brain fuck" even if that's what it does ;D
Doesn't sound too "wizardly" ... maybe something like "brain fry" or "brain drain" or "brain blast" ?


bruh....


Incoming jimmy neutron memories
#10
Mods / increased organ hit chance
September 13, 2016, 11:26:40 PM
Id like a mod that makes combat a bit more brutal by way of organs being hit more (which would cause more bleeding/pain and make having organs on standby more useful than just selling them). I tried CR but didnt like the range guns had or the overcomplicated ammo system.

If someone could point me in the right direction or tell me what files I should edit and where they are Id be thankful
#11
which forum should i post this on,sorry im sorta new here lol,i've only ever downloaded mods from the forum
#12
General Discussion / Re: Beer now worthless?
September 13, 2016, 07:41:53 PM
Quote from: carbon on September 13, 2016, 07:38:55 PM
Beer definitely does not hold up if you're in it for the money.

Per bottle, it's what? 5 silver each on a good day. That's ~1 silver per unit of hops if you're lucky and nothing goes wrong.

Pemmican is easily 1.3 silver each. Or about 2.3 silver per generic food stuff and a lot less hassle. Not every trader will take it, mind you. But at least you can run a colony off the stuff in the mean time.


i was saying thats what we could turn it into

edit:we could turn beer into a good trading good,basically as its main function*
#13
General Discussion / Re: Beer now worthless?
September 13, 2016, 07:08:56 PM
Maybe if we could just produce more beer per barrel or hop plant,it seems like a steady way of making money or being used as barter chips with traders. even if it is next to useless with strong drugs nearby. sort of like mugs in DF "i went to dwarf fortress and all i got was this stone mug"
#14
thinking about it ive probably had more colonist die by a bullet from some raider (and once by someone behind them) hitting their brain than any other organs being lost,probably because all the other organs have a much bigger health pool
#15
Ideas / Re: Improvement to medical system
September 13, 2016, 07:00:21 PM
The whole checkup system actually sounds like something id go for. Getting a checkup could reduce the chance of disease or make things like dementia,cataracts ect. 'seen' before they actually develop. Maybe making so they can be treated within a window with proper medicine,like glitterworld for things like dementia maybe.

Would love to see it even if its just a way for doctors to improve skills and a mood boost,something like "doctor said im healthy" +10