// Management · RimWorld Mod

Blood-Tinted Wounds

Injury overlays automatically match a pawn's blood color.

Injury overlays automatically match a pawn's blood color.

This mod allows for wounds to be colored to a blood gene's color. This mod specifically does two things.
1. check for vanilla expanded's custom blood tag; look at the color of the "filth" object (aka the bloodsplatter that gets left on the floor) and use that color to determine what our wounds need to be. AG_Filth_YellowBlood for the forsaken blood gene for example.
2. take all wounds and their textures defined for NORMAL flesh-types (aka baseliners, yttakin, etc..) and grayscale, cache them in a folder and then recolor those for every of the above examples it can find.
Cache is located in: "AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\DZ_BloodWoundTextures" (this just stores the grayscale textures, not the entire recolored library). You can rebuild this cache in-game via the mod menu button (you'd need to do this anytime you change your base wound textures.such as adding/remove Injury Texture Variety)

What does this mean for you? Well baseline the game won't let you recolor injuries, they ship in their texture and thats it. But if you're running vanilla textures, the manually recolored textures that alpha genes shipps for example are probably working just fine for you. But if you want to use something like Injury Texture Variety thats where this mod comes in.

If using the above mentioned mod then will apply those textures to everyone. Now this does mean if you want to have your own specific gene/wound overrides do allow for overrides (even down to individual recolors).
An example XML is included to show how this can be used. (want burns to be blackened? You can do that; want a wound to be PoTeto? can be done)

Best thing I can say is this mod is effectively a framework; it will not do much that is very noticeable by itself so I very much recommend pairing with Injury Texture Variety

If your blood gene somehow doesn't use this vanilla expanded style it likely won't work. To make this as automated as possible it relies heavily on this vanilla expanded config to do the recoloring.

Should have no overhead as I don't patch in-game methods and this is all handled on startup.

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