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ApplyPressure

Add a feature that allows pawns to hold on to their wound to reduce bleeding instead of crawling. Applying Pressure You can toggle the behavior of your pawn when downed. Instead of crawling all the way back to base and potentially opening doors for the enemy, they can either stay where they are and apply pressure to their wound. When can a pawn apply pressure Whenever a pawn can crawl. Note that apply pressure will stop whenever a pawn is not in a crawling state (can walk again, being tended, etc) *Only player-controlled pawns will do this. Technically is because of performance. Lore-wise, enemies know what will happens if they get captured so would rather bleed to death than stop crawling to escape How much bleeding is stop bleed rate reduced = (Most severe bleeding' BleedRate) * stopBleedFactor * max( (pawn Manipulation) , manipulationCap) stopBleedFactor and manipulationCap are configurable. Technical The difference between "Apply Pressure Now" and "Apply Pressure when safe" is happening before or after the Vanilla <li Class="JobGiver_FleeDanger" /> in the Downed ThinkTreeDef. <!--============= Downed ============--> <ThinkTreeDef> <defName>Downed</defName> <thinkRoot Class="ThinkNode_ConditionalDowned"> <subNodes> <li Class="ThinkNode_ConditionalCanCrawl"> <subNodes> <!-- Interrupts the crawling pawn every few seconds --> <li Class="ThinkNode_CrawlInterrupt"> <subNodes> <li Class="JobGiver_FleeDanger" /> <li Class="ThinkNode_ConditionalPlayerControlledColonist"> <subNodes> <li Class="JobGiver_PatientGoToBed" /> </subNodes> </li> </subNodes> </li> </subNodes> </li> <!-- Do a queued job if possible --> <li Class="ThinkNode_QueuedJob"> <inBedOnly>true</inBedOnly> </li> <li Class="JobGiver_IdleForever"/> </subNodes> </thinkRoot> </ThinkTreeDef> Source and bug report on [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FLuke-lujunxian%2FApplyPressure-Mod]Github[/url][github.com]

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Harmony

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