Starbound

Starbound

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Death Gore
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334.180 KB
12 Aug, 2020 @ 3:08pm
7 Aug, 2021 @ 11:57pm
19 Change Notes ( view )

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Death Gore

Description
A simple mod that adds flying body parts upon the deaths of creatures in the game.

Ver 0.8.5

Some optimisations with the monster script as well as the black list of monsters from the FFS mod (cheers to @Rylasasin for providing the list)

Added built in intergration with @FelmastProMacLane's monster compatibility loader mod ( https://sp.zhabite.com/sharedfiles/filedetails/?id=2442873217 ).
The Death Gore mod still works standalone but if you want compatibility with some other monster related mods you should install the monster compatibility loader mod, the intergration of this mod with the monster compatibility loader mod is automatic (no patch needed).

Ver 0.8.1

Bug fix

Ver 0.8

Compatibility Update, vanilla player scripts are no longer overwritten by the mod, the dreaded mech issue should be no more!

Ver 0.7.8

Fixed an issue where pants may be separated from body gore due to gendered sprite of the pants.

Ver 0.7.7

Added a failsafe mechanism, so that if your death animation is falsely triggered, your body will become visible again after 2 seconds.

Ver 0.7.6

Added Swansong to the blacklist, I also want to blacklist bounty npcs but that might take sometime.

Also for those who are unable/unwilling to unpack the mod, I have pasted the formating and the file path of the bloodConfig.json below so that it's easier for yout to write a patch to add/change blood light & colour.
Path: /stats/bloodConfig.json
Format:
{ "default": { "bloodColourRGB": [210, 0, 0, 255], "bloodColourHEX": "FF0000" }, "floran": { "bloodColourRGB": [0, 200, 0, 255], "bloodColourHEX": "00FF00" }, "glitch": { "bloodColourRGB": [0, 0, 0, 255], "bloodColourHEX": "000000" }, "novakid": { "bloodColourRGB": [255, 255, 255, 255], "bloodColourHEX": "FFFFFF", "lightColourRGB": [125, 125, 125] } }

Ver 0.7.5

Thanks to Zachery in the comment section for noting the issue, the player invisibility bug in admin mod is now fixed.

Ver 0.7.3

Improved effect for monsters, for example, the death effect now varies based on the monster's material type, no more bleeding catapult fragments!

Blacklisted some monsters that shouldn't be affected by the mod, namely, most bosses, hemogoblin and nutmidge. Please let me know if there is any other monster that should be in this list.

Ver 0.6

Added test support for players and monsters.

Ver 0.5

When npcs die, they will explode with bodyparts covered in and dripping with their own racial blood. The parts will linger for a few seconds before disappearing. The effect should have no actual effect on gameplay other than providing satisfaction to those who like to see a more dramatic deaths for npcs.

Effect for monsters will be added later.

General Notes:

Due to the way that the mod works, it should be compatible with most race mods out of box. If you think a modded race should have a different blood colour other than red, you can easily patch that in the bloodConfig.json of the mod.

I tried to make the effect as performance friendly as possible, however there may still be some noticeable fps drop when a lot of npcs are killed in a short period of time.

Notes on Multiplayer:

If a server has this mod installed, then players should see the effect in their game even when themselves don't have this mod installed locally.

Notes on Permissions:

You are NOT allowed to use my code (even thou its already garbage) for your own work.
136 Comments
yeenif 29 May @ 9:17pm 
I used to love this mod but it seems that is broken now, since everytime a npc gets killed is just turns invicible or directly doesn't die.

is really annoying on missions where you have to kill someone.
knishle 15 May @ 4:57pm 
found the problem with NPCs turning invisible, it's incompatible with Armor Augments. Increasing health via Shield Augments or Health Augments causes the game to not account for the extra health and trigger the death animation early
Scaldra Jeager 25 Jan @ 3:11pm 
It stopped working on NPCs for me, anyone know a fix?
Abyssalblue 6 Jun, 2024 @ 8:54am 
how did you succeed in making the different playable species bleed different colors? the guy from the blood mod says it's impossible
knishle 18 Jan, 2024 @ 6:06pm 
This mod seems to cause npcs such as crew members to turn invisible when they die, which is a real shame since this used to be one of my favorite mods. Hoping something will be done about this.
jaydenbrunner54 1 Jan, 2024 @ 10:18am 
what abot the player?
Refermaned 20 Nov, 2023 @ 6:41pm 
Does this mod work client side?
Jaid 14 Oct, 2023 @ 8:05am 
Also,
seeing as bounty npcs are turning invisible from the mod, I assume those haven't been patched/blacklisted yet. Maybe you could have failsafes for npcs aswell?
Maybe something like after an npcs "death" it checks their state. I am under the assumption and don't know what it looks like on the coding side, to me naturally spawning npcs probably are just removed after dying since they're no longer "there" or needed so it removes them. If the state check says they're anything but dead or gone then it should show them and essentially undo the death effect? I'm not a coder I just think, "Oh, the npc isn't actually dead. Maybe the mod could see that they're not actually dead too?" Yes, they "died" but their code outlived their visual death.
Jaid 14 Oct, 2023 @ 8:05am 
Just a suggestion but would you mind adding / commands to change things about the mod in-game? (Unless that's already planned or something better is planned)
I.e.changing the amount of blood, the velocity of limbs, maybe even the failsafe timer could be changeable (for some reason), and other small variables.
Gygas 1 Oct, 2023 @ 2:27am 
Dunno if this has been brought up before, but this mod has a notable compatibility issue with the Shellguard mod, as certain bosses, namely the survivor, totally break upon death and prevent progression because they get gibbed like a normal enemy.