RimWorld
Gas Traps And Shells
1.099 opmerkingen
Kham 6 uur geleden 
Nice, good luck!
(04) PalverZ  [auteur] 14 uur geleden 
Rework has started for everyone's information
(04) PalverZ  [auteur] 20 jul om 19:27 
@Soy Picker.... I don't completely hate it.
@TTV_Robux_GAMIN umm maybe? try it and let us know.
TTV_Robux_GAMIN 20 jul om 19:24 
ce?
Soy Picker 20 jul om 18:11 
can we get poop gas, makes them vomit and stuff :thights:
(04) PalverZ  [auteur] 16 jul om 15:45 
The more im looking into this the more im looking forward to/dreading the probably nearly complete rewrite, again, will try not to impact my own modders and defendants here much if all but am hoping for some good performance and functionality gains, lol
(04) PalverZ  [auteur] 16 jul om 15:27 
(Goal is to not make other people have to adapt much if at all)
(04) PalverZ  [auteur] 16 jul om 14:18 
@archie thanks when i change things ill make sure to post info here probably in a pinned discussion so you can adapt as needed if you need to
Archie 16 jul om 13:40 
Thank you for keeping this updated! I made sure to update the chemshine gas mod :>
(04) PalverZ  [auteur] 14 jul om 13:38 
Glad someone caught that, let me know if there are issues, im going to start working on the rewrite soon i think or at least a little more content
Silent 14 jul om 11:50 
When I saw "Perhaps" on a preview I was throwed in smile. You made my day)
(04) PalverZ  [auteur] 12 jul om 11:55 
posted a 1.6 recompile, it's barely working i think.
daferalmasys 12 jul om 9:56 
1.6?
redanddead12345 3 jul om 9:59 
finally i can gas the.... raiders... for defensive purposes.

I assure you, after they tried to leave, they would have summoned an army. you understand why I could not let my priso- raiders go
Papito 3 jul om 1:08 
A pipe system sounds extremely cool. I already tried making trap rooms for raiders i love it. i
(04) PalverZ  [auteur] 24 jun om 7:52 
@bumrum ohhh yeah I really like the wall..... and if a pawn is in the area they are trapped for a while ..... or crushed.... maybe it wont have 100% density over the area of effect because of the nanites consolidating but this is great ill need to add it to me idea notes on my other system. drug over dose maybe...
bumrum 24 jun om 1:22 
well might as well yeet these two out, a gas that causes drug over dowses, other one an analog to wall raise psycast, aerosolized mechanites that after a delay make piles of detritus into a weak temporary "wall" could be good for redirecting raids given mortars inaccuracy... or as a trap with ied to isolate raiders.
(04) PalverZ  [auteur] 15 jun om 16:17 
@kham thanks for weighing in the random break gas might be something that comes along.

@Shazbot! thanks for suggestions, Ill probably do my own pipe system i'm not too big on making this mod require other mods, which is why i was resistant towards harmony (plus i hate how "hacky" it feels), I might adapt CE smoke and do that though. however even that doesn't seem to work the same way vanilla gases do. but ill read the code more when i'm not recovery from heat exhaustion
Shazbot! 14 jun om 7:04 
As for more realistic approach you can steal refer to CE's smoke system and adapt it for your gas needs. https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/Source/CombatExtended/CombatExtended/Things/Smoke.cs
Shazbot! 14 jun om 6:54 
FYI Vanilla Expanded Framework has pipe system, i think you can use it instead of making your own. From very brief overview i can tell it can autolink to buildings with CompProperties_Refuelable and supply things through the pipe network making it fairly easy to integrate with gas vents.
Kham 11 jun om 18:11 
I have no real objections if you did need to use Harmony, it's already in my list for dozens of other mods. Though I also don't overly mind about the gas dispersing more like vanilla gasses, one way or the other.

Some new gas types do sound pretty cool, I like the idea of a random break happening, could add some interesting outcomes for raids if they just start wandering or setting fires etc.

I don't overly use the vents myself, I tend to stick to the IED versions, but a pipe system could be handy for those and might make them more useful.
(04) PalverZ  [auteur] 11 jun om 12:22 
I just noticed they announced the next update, Ill hold off on harmony until I can see if they made the gas system extensible.... I'll very likely start toying with the idea of a piping system, of some kind. I'll likely need to fundamentally change the way vents work.
(04) PalverZ  [auteur] 11 jun om 12:06 
@Mask of Humble then you made a very good argument for a pipe system right there. I will consider the issue a little more closely

Anyone hate the idea or anyone else love the idea of a pipe system?
Mask of Humble 11 jun om 9:47 
I like the idea of a berserk inducing gas, let them fight them self, while I can not speak for everyone, I could care less about the gas spreading more realistically, I already use harmony for a few of my other mods so it wouldn't matter to me but I would love to be able to more easily supply the gas traps with pipes as I normally run with just one pawn at the start and work my way up.
(04) PalverZ  [auteur] 10 jun om 18:39 
Thinking about things..... So part of my deal when i volunteered to take over this mod was I really didn't want to lean on something like harmony ever, but now that I dont run it on a potato all the time, I have some questions.

Should I consider using harmony to make this mod work with built in gas system and spread more realistically, (does anyone really care besides me? )

or should I consider a separate "advanced" or "harmonized" version of this mod?

Also how does anyone feel about a madness nerve gas that will cause a random break, a coma, or other bad stuff to any biologic

and does anyone have any additional anti mech effects or is it ok the way it is?
(04) PalverZ  [auteur] 25 mei om 15:31 
@desmond1004 thank you not currently. Essentially I dont see a strong reason to do so.
Desmond1004 25 mei om 10:19 
Ty for mod. Do u have any plan to make gas pipe to control gas more easily?
Mask of Humble 24 mei om 4:20 
So I can use the knock out gas to gain massive amounts of slaves and have them work in my factories and farms? sigh me up
(04) PalverZ  [auteur] 20 mei om 6:44 
This mod has been around for 8 years and ive been updating and tweaking it for 5, yes we know lol
Jayash3 19 mei om 22:33 
You already know what people are going to use this for
(04) PalverZ  [auteur] 16 mrt om 14:16 
@HotdogMoisturiser Make sure you have the research, and druglab cant make them all though some are special
HotdogMoisturiser 14 mrt om 23:55 
Anyone know how you can craft the canisters?
szymonbadboy 1 mrt om 4:00 
auschwitz sim bouta go crazy
(04) PalverZ  [auteur] 15 feb om 8:21 
No the gas does not spread like rimworld's built in system, they use an enunm for the different gases in a manner that the only feasible way for me to use their system would be to require harmony, and I know a lot of mods do that but it is a design choice of this mod to not relay on outside libraries. (mostly because I used to play rimworld on my old potato laptop and less "patching" meant faster load times) I havent given up on this as a thing but its low priority especially with work, running, and the 5 other projects. (along with more pressing features I want here). As far as the toggle being UI based for the vents it seems to be a popular request so I will think about it.
superawesomegoku 14 feb om 17:51 
moreover, I know this is a feature not a bug, but being able to activate them non-power grid based would be amazing.
superawesomegoku 14 feb om 17:50 
any way to have the gas work like Biotech's toxic gas? currently this "gas" doesn't spread tile-to-tile, is blocked by even open doorways, and doesn't pass through embrasers. So the trap must always be in the room with the raiders or pawns (and they try to destroy it) if there was an option to have gas tanks connected with pipes, or wall vents that would be incredible!
(04) PalverZ  [auteur] 6 feb om 17:45 
Noted! Will work on adding, likely will make it before any other gases i only have vague ideas for
Merlotron 5 feb om 21:31 
Seconding the request for implants to be removable via surgery. Thanks!
(04) PalverZ  [auteur] 31 jan om 18:57 
lol nice def thinking about dropping it in as thing, then people can make the call to take it out. original i think i was thinking this makes some prisoners more "tricky" to deal with, and I meant it to be rare it does seem a little rarer than i meant it to be
fatsnowman123 31 jan om 12:19 
Lol thanks for the reply. Yeah, it was the first I had saw of it and I've been using this for a long time. I was questioning it pointing me here lol.

And I'm cool with whatever you decide, though I had intended to remove it and instead transplant it in one of my front line attack penguins lol 🤣
(04) PalverZ  [auteur] 30 jan om 18:45 
lol yeah its an idea i snuck in there mostly for other people to use for their own stuff if they wanted to ... I thought there was a way. Looking at it I dont have a specific surgery to remove it it appears, i had it set up to spawn the par ton removal. I'll look into it i may have to add surgeries for removing them, at the time I may have had it that way so they are designed not to be removed. Ill add this to the list of features I need to highly likely consider to add, and I will try to get a version out soon. Still pondering what to do for an anomalies gas.
fatsnowman123 29 jan om 23:12 
Hey, love your mod been using git a long long time.

However, I just for the first time, encountered ancient with an installed Toxic Gas Trap Implant in her torso. After capturing them I was planning to remove it but there is no medical way to remove it.

I have a mod that identifies mod items and it said this was from this mod? I didn't even know you added this lol.

TL;DR

If this Toxic Gas Trap Implant is from this mod how do you surgically removed it?
(04) PalverZ  [auteur] 29 jan om 19:55 
ok so i found the files update coming
(04) PalverZ  [auteur] 8 jan om 13:38 
I think they inter-grated it.
Siveen 8 jan om 2:36 
I seem to remember there was a submod that made this compatible with Pawnmorpher. Where'd that go?
(04) PalverZ  [auteur] 23 okt 2024 om 18:04 
@loop on the first message ok good to note, and come to think of it that actually means that last patch did actually fix the issue someone was having, Its not based on organs, its based on fleshtype, this was an issue with custom race mods in the past and the update probably fixed those issues too.

now on the tox gas, yes i can, no i wont (right now) the gases in this are not like the vanilla game gases, I am not sure what you know about game modding but basically the in game is coded in such a way the gases arent exactly able to be added, so I had to keep the way this mod added gases orginally, to add a vent for "vanilla" gases I would need to make a new vent just for them., if the base code changes enough that I can change the gases here to act like "vanilla" gases (without harmony or other dependencies) I will add one.
odoloop 23 okt 2024 om 4:04 
btw, can you make a vent for vanilla tox gas?
odoloop 22 okt 2024 om 19:29 
I tried to use the gases to neutralize entities but it had 0 effect on all of the basic and advanced entities. Apparently they don't work because they don't have lungs? I'm not exactly sure. But I think it'll be pretty cool if I could corporate weaponized gases to help suppress breaching entities. :Sakuna_Sakuna:
(04) PalverZ  [auteur] 22 okt 2024 om 16:18 
I would try doing a dev test map so you can try the stuff out? I am plotting some kind of anomaly based gas not sure if it is going to be fatal or not yet, but ill probably make it tweakable
(04) PalverZ  [auteur] 22 okt 2024 om 16:17 
Not that I am aware of, it depends on the fleshtype in use, that is how the gases primarily figure out if they will take effect.