Breaker_oak

Breaker_oak 

I create mods for Anomaly

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News about working on mods 21.06.2026

Hello, Breaker_oak is here!
So, I've finished working on the updates for Radioactive air and Diet system, which means I can now fully focus on developing the System of Injuries and Diseases (SID) based on BHS. If this is your first time hearing about this mod, I recommend checking out my other news posts, where I've already shared some information about it.
Since the development of this mod is still in its early stages, unfortunately I don't have much to show you in terms of videos. However, I will try to post regular updates at least once a week about the progress of the development.
Here's what has already been accomplished:
1) Changed the approach to player death when the head or torso health is completely lost. Now temporary health when they are completely damaged will not save you from instant death.
2) Changed the maximum health for all limbs. Now each body part has 100 health points. Changed the amount of damage dealt to body parts. Now, for example, if a bullet hits the torso and deals 20 damage, the torso's health will also decrease by 20. Previously, the amount of damage dealt to a body part depended on its maximum health, meaning that the damage received by the player could vary greatly from the damage received by the body part.
3) Removed the dependency of limb treatment on temporary health. Now there is no need to first use an item that provides temporary health and then use an item that adds permanent health.
4) The instant health regeneration effect for body parts has been replaced with a long-lasting effect, meaning that health will be restored gradually. The strength and duration of the effect will depend on the strength and duration of the item's health regeneration effect, which is specified in its configs. A list of items has been added where you can allow or disallow the regeneration effect, even if the item has a health regeneration effect in its configs. This allows for easy balance adjustments without the need to modify item configs.
5) Added the mechanics of receiving injuries. When receiving damage, if the limb's health drops below a certain level, an injury will be received: a light injury if the health is between 50-75%, an average injury if it is between 25-50%, and a severe injury if it is between 0-25%.
6) Added the effect of injuries on the health of body parts. The more severe the injury, the lower the maximum health level of the injured limb. A mild injury will only restore health up to 75%, an average injury up to 50%, and a severe injury up to 25%.
7) Added injury healing mechanics. Injuries have a healing level, which also affects the maximum health of the injured limb. The higher the injury's healing level, the higher the level at which health can be restored until the injury is fully healed.
The level of injury healing increases with the active regeneration effect after using items. However, the more severe the injury, the lower the effectiveness of such medications. This means that while a single regular stimpack may be sufficient to fully heal a minor injury, more effective medications or a higher number of stimpacks may be required to treat a severe injury.
What else will be implemented in the near future?
I'm going to implement the mechanics of treating injuries: applying bandages, disinfecting with alcohol, and stitching deep wounds with thread. This will be an optional part of the treatment, but it will speed up the healing of injuries and increase the effectiveness of the treatment, as well as reduce the chances of other debuffs, such as re-bleeding. In addition to debuffs, new parameters related to injuries will be added: infection and pain.
When will the first version of SID be released?
You might think that enough has already been done for the mod to publish the first version, but that's not the case. The injury system is already functional, and you can even play with it, but it's not complete. Additionally, the mod lacks small details like notifications and text translation, and it doesn't have passive injury healing or other features. Furthermore, I need to test all the new features for critical errors. Since this is my first time working with BHS and I haven't created similar mechanics before, it's challenging for me to predict when the first version will be ready for publication, even without adding the disease system. Radioactive air didn't take a day to create either, and it took me about a month to develop the first version. However, that was a year ago, and I was less familiar with programming back then. With your support, I hope I can complete it faster this time.
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