
KillFeed
GTFO local kill cards, armor/normal/weakspot damage numbers, bounded corpse feedback and customizable enemy names. BepInEx only. Gameplay-unverified candidate.KillFeed
Standalone GTFO client-side feedback, BepInEx only.
Kill cards
Two compact lines: kill confirmation, then distance / optional max health / enemy name. Health-based MINOR / ELITE / BOSS tiers have been removed. Up to 3 cards by default (MaxCards: 1–6, oldest removed when full). Both skull icons share one exact silhouette; weakspot kills add an amber tone and forehead mark. The panel is deliberately translucent so gameplay stays visible through it: Layout/BackgroundOpacity defaults to 0.42 (0–0.9), and the text keeps a 1 px dark shadow so it stays readable at low panel opacity.
Damage numbers
Armor [6.75], normal 24.35, weakspot 81.2!: a consistent outlined type family with distinct size, mark and restrained semantic color. Short pop, outward arc and fade, inspired by Brotato. Default lifetime 0.72 seconds; capped at 64 active numbers. Uses final damage settlement where observable; otherwise calls the game's own resistance and limb/back-hit modifiers, following DamageAnalyzer's approach. Values retain decimals and include overkill rather than rounding all hits to integers.
Corpse feedback
Confirmed local kills use a 0.65-second damage window to scale a bounded corpse launch and native dismemberment. Launch budget is 2.2–4.0 m by damage (the minimum was deliberately raised), then scaled 0.7–2.4× by body size, so it lands around 2.0–5.4 m. The per-corpse ceiling also scales, 5–8.5 m. Giblet scale and the number of native burst effects are proportional to body size, fragment budget stays 1–5 destructible body regions, and the scatter radius grows with the body. Body size is measured from the enemy's burnable skinned mesh bounds volume (cube-root normalised); an unmeasurable body falls back to neutral. Corpse bursts after 1.15 s and plugin fragments finish cleanup by about 1.9 s. Walls, model support and native pooling can affect the actual result.
Cosmetic only: no added explosion damage, no teammate synchronization, no network destruction packets. Native explosion FX follows Localia's MoreCorpseExplosions approach; blood/dismemberment presentation is informed by More Gore for 7 Days to Die. Game assets from other titles are not bundled.
Enemy names and custom rundowns
Hikaria DamageAnalyzer's existing 29 name groups are included as defaults. Custom names are loaded from BepInEx/config/HawChow.KillFeed.EnemyNames.json, reloaded after saving without restarting. User overrides take precedence. MOD enemies not matched by a rule keep their own game data-block names. See the shipped documentation/config example for precise raw-name and ID rules.
Controls and test status
F7 toggles HUD visibility; F9 previews both cards and all three hit-number kinds, without corpse effects. Configure Corpse/Enabled, ExplosionDelay, TravelScale and DamageNumbers/Enabled, FontSize, Lifetime in HawChow.GTFOKillFeed.cfg.
1.1.0 is a gameplay-unverified candidate. Interop compilation, an isolated headless load check, policy assertions and offline artwork checks do not prove in-game rendering, native gore, pool timing or multiplayer compatibility. Gameplay testing is reserved for the author. Any bundled preview is an offline design preview, not a gameplay screenshot.
Credits and feedback
- Card presentation: Battlefield V Kill Feed style in Deep Rock Galactic.
- Native explosion reference: Localia / MoreCorpseExplosions.
- Damage reference and default name data: Hikaria / DamageAnalyzer (Tuesday1028/GTFO_DamageAnalyzer).
- Floating-number implementation reference: dakkhuza / DamageNumbers.
- Typography/motion reference: Brotato; design discipline: Leonxlnx / taste-skill. Independent implementation, no runtime dependency on these mods.
- Website and feedback: qingju.me
- 小黑盒开黑语音频道: 小黑盒开黑频道