Tougher Bodies
Something I’ve noticed in all the weapons testing I’ve done is that creatures are incredibly fragile. Mere punches and kicks from a dwarf with no combat skills and average strength can tear apart another dwarf’s muscles and bruise bones through iron armor because of how vulnerable limbs are to indirect (“the force pulls/twists/bends”) damage, and their biting can latch onto the head and tear apart the spine’s nervous tissue with ease.
This mod increases the durability of body materials in an effort to create more realistic damage outcomes for attacks. Indirect damage like the aforementioned examples will be much less devastating because skin, fat, and muscle can deform (which the combat log will describe as “denting”) when pulled, twisted, or bent rather than immediately tearing. Additionally, chitin can actually function as a protective armor for giant insects and arachnids. The mod also includes healing rates for all body tissues that didn’t have them before, so that a greater portion of injuries are recoverable.
Injuries that do take place however will be more impactful due to higher pain and bleeding for muscle, bone, and especially organ damage, making combat less about “death by a thousand cuts/limb removals” and more about the stopping power of significant injuries. Further reinforcing this is that small and insignificant body parts like the fingers, toes, and facial features have been made untargetable for smarter AI targeting and to avoid their buggy behavior. Instead, they can possibly be damaged when their parent body part is targeted.
The mod must replace the “vanilla materials” and “vanilla bodies” modules. This is necessary because the CUT and SELECT methods of mod implementation do not function on material templates and tissue templates. It should be loaded above "vanilla entities" so that the generation of currency (for adventure mode) works properly and "vanilla reactions" should be moved above it since it cut/replaces a reaction. Other mods that modify anything in these modules should be loaded after this mod for them to take effect.
Skin:
Compressive Fracture from 10,000 to 300,000
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000
Added the [PEARL] token – causes skin drops on butchery to scale based on creature size (which is balanced by the “tan a hide” reaction requiring 6 skins)
Scale:
Compressive Fracture from 10,000 to 300,000
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000
Chitin: Relative Thickness from 1 to 2
Impact Yield from 10,000 to 150,000
Impact Fracture from 10,000 to 150,000
Compressive Yield from 10,000 to 150,000
Compressive Fracture from 10,000 to 150,000
Tensile Yield from 10,000 to 170,000
Tensile Fracture from 10,000 to 190,000
Torsion Yield from 10,000 to 170,000
Torsion Fracture from 10,000 to 190,000
Bending Yield from 10,000 to 170,000
Bending Fracture from 10,000 to 190,000
Shear Yield from 115,000 to 170,000
Shear Fracture from 130,000 to 190,000
Fat:
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000
Muscle:
Tensile Yield from 10,000 to 15,000
Tensile Fracture from 10,000 to 90,000
Torsion Yield from 10,000 to 15,000
Torsion Fracture from 10,000 to 90,000
Bending Yield from 10,000 to 15,000
Bending Fracture from 10,000 to 90,000
Bone: Relative Thickness from 2 to 3
Impact Yield from 200,000 to 300,000
Impact Fracture from 200,000 to 600,000
Shell, Horn, Hoof:
Impact Yield from 200,000 to 300,000
Impact Fracture from 200,000 to 600,000
Sinew:
Impact Yield from 10,000 to 190,000
Impact Fracture from 10,000 to 380,000
Compressive Yield from 10,000 to 190,000
Compressive Fracture from 10,000 to 380,000
Tensile Yield from 10,000 to 60,000
Tensile Fracture from 10,000 to 120,000
Torsion Yield from 10,000 to 60,000
Torsion Fracture from 10,000 to 120,000
Bending Yield from 10,000 to 60,000
Bending Fracture from 10,000 to 120,000
Shear Yield from 20,000 to 55,000
Shear Fracture from 20,000 to 110,000
Cartilage:
Impact Yield from 10,000 to 200,000
Impact Fracture from 10,000 to 200,000
Impact Strain at Yield from 25,000 to 50,000
Compressive Yield from 10,000 to 200,000
Compressive Fracture from 10,000 to 200,000
Compressive Strain at Yield from 25,000 to 50,000
Tensile Yield from 10,000 to 55,000
Tensile Fracture from 10,000 to 110,000
Tensile Strain at Yield from 25,000 to 50,000
Torsion Yield from 10,000 to 55,000
Torsion Fracture from 10,000 to 110,000
Torsion Strain at Yield from 25,000 to 50,000
Bending Yield from 10,000 to 55,000
Bending Fracture from 10,000 to 110,000
Bending Strain at Yield from 25,000 to 50,000
Shear Yield from 30,000 to 55,000
Shear Fracture from 30,000 to 110,000
Shear Strain at Yield from 25,000 to 50,000
Nerve:
Impact Yield from 10,000 to 190,000
Impact Fracture from 10,000 to 380,000
Compressive Yield from 10,000 to 190,000
Compressive Fracture from 10,000 to 380,000
Tensile Yield from 10,000 to 400,000
Tensile Fracture from 10,000 to 800,000
Torsion Yield from 10,000 to 400,000
Torsion Fracture from 10,000 to 800,000
Bending Yield from 10,000 to 400,000
Bending Fracture from 10,000 to 800,000
Shear Yield from 20,000 to 55,000
Shear Fracture from 20,000 to 110,000
Tissue Templates – horn, hoof, cartilage, claw, talon, tooth, ivory, nerve, brain, spine:
Given a healing rate of 1,000, which is equivalent to bone
Tissue Templates – All hair templates, feathers, nails:
Given a healing rate of 100, which is equivalent to skin
Revisions:
Old revisions of this mod are available below. Click the link to download.
