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Gas Traps And Shells
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Mod, 1.3, 1.4, 1.5, 1.6
Innehållsbeskrivningar: Diverse innehåll med vuxet tema, Mycket våld eller blod
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4.754 MB
2 mar, 2020 @ 17:57
12 jul @ 12:10
27 ändringsnotiser ( visa )

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Gas Traps And Shells

Beskrivning
***Please note YOU PEOPLE KEEP ME MOTIVATED, keep commenting and telling me what you like or dislike so I can adjust or help***

By popular demand I am adding a button for this:
Support me on Ko-fi [www.ko-fi.com]

This is an update to a great mod from Distman, he has given me permission to take over his mod until he comes back around to it. Original mod here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=964388988 .

Adds gas shells for mortars, IEDs based on many of those gases, vents to release the gases, and now implants that release the gas on death of a pawn.
(Mortar gas clouds are slightly larger)

Vents will emit gas if powered and fueled with the proper gas canister make sure to turn them off before refueling.
Vents do not have one of every gas type as a design choice. (This may change)

Gas trap releases a cloud of gas when any pawn hostile to your faction walks too close. Severity builds up as long as a pawn is in the gas. Requires IED Bomb research to build.

Gas canisters are made in the drug lab (and require medicine as well as weaponized gas research)

Gases types available:

Toxic, Sleep, Fear, Rage, Tear gas, Corrosive
Mechanoid Virus (A gas cloud of nano machines that are designed to really mess with mechanoids)
Anti-Insectoid gas make dem bugs sleeeeeepy and easier to molotov, or shoot.
Defense Nanite Gas: A cloud of tiny slashing bots that can detect friend or foe.

Gas masks from mods using the "Toxic Resistance" statmod delays (or completely saves) your pawns from dying from most gases. I HAVE NO IDEA HOW LONG I WILL USE THAT AND NOT SURE IF ANY MODS MOVED TO USING THIS.

Special ties (This mod has added effects with):

Check out this awesome new Gas:
Cryo Gas by ikahurula

If you play with Rim factions expanded - Settlers then check out this add-on:
Chem-shine gas

If you play with Vanilla Weapons Expanded - Heavy Weapons check out this add-on:
Gas Handheld Mortars


My Other Mod(s):
More Traps

!!!!!!^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^!!!!!!!
Better Art:
Poet made this awesome re-texture
Really check that re-texture mod its amazing.
!!!!!^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^!!!!!!!

FAQ:
Sleep gas kills? - This is not a bug/is intended.
Whats up with vents? - They are always turned on, this is a design choice, use switches and be smart when installing and refueling them so you don't gas yourself.
Save add/remove compatible? - Yeah like other mods if you remove it the things it adds go away.
CE Compatible? - Sometimes. I don't do anything to make or not make it work, its on them. (Yes as of 24 July 24)
Will I add pipes and tanks? - probably never unless I can see a good reason to do so.
Will I add X or Y? - Ask below, this mod is about weaponized gases though.
Will I add protection? - probably never, this is about weaponized gases not protections.
Will I help with you your game, mod (for rimworld or others), or make one for you? - Probably, reach out to me I'm sure we can figure something out.


=======CHANGE LOG=======
1.6VD: Very dirty quick recompile will need a lot of fixing i think
1.5.1: fixed an issue with new fleshtypes other modders can use new means of discriminating what pawns to effect notes in the XML for the gas. Nerfed sleeping gas to be non fatal at 100% its still very dangerous, balance not tested let me know what you war-criminals think.
V1.5D: Dirty recompile for 1.5, they have not changed how gases are handled so I will probably not change how the mod works yet. future versiosn may include more mech effects and another new high tech rare gas shell

NOTE THIS VERSION DOES NOT WORK IN CONJUNCTION TO THE NEW VANILLA GAS SYSTEM. I plan to
look into fixing this and trying to do something that works with it in a future version. I had to rip the Definition from 1.3
for base gas to do this as well so I'd say this is very dirty.


If you feature this mod in a "Let's Play", "Mod review/overview", or other video/content or create a sub mod or translation let us all know in the comments or the board and I will probably highlight it above.
Populära diskussioner Visa alla (9)
8
4 aug, 2023 @ 19:15
KLISTRAD: MechVirus Gas
(04) PalverZ
4
29 jan @ 19:56
65x65
Grade 2 Fixer Camellia
3
22 maj, 2022 @ 5:26
Editing Acid Damage
Ace "Mania" Red
1 125 kommentarer
(04) PalverZ  [skapare] 5 okt @ 12:28 
also @Jerber69 be careful with sleep gas it can be fatal if a pawn has other things that lower consciousness.

also @Demonseed Elite should have added welcome to the mod hope you enjoy it.
(04) PalverZ  [skapare] 5 okt @ 12:20 
@Jerber69 None of these gases replace any vanilla gasses, they use a different system as the native gases are all codded in a mod unfriendly way. I tried to make it so enemies use them but I don't recall ever seeing them.

@Demonseed Elite cool I didn't know there was a reddit that mentioned this mod hope you enjoy it I am slowly but surely working on a re-code, that will change the way it works and hopefully make it more efficient and spread like the new built in gases ( I say new because this mod predates them)
Jerber69 5 okt @ 10:13 
Hi thank you for the mod! Does the damaging gas one replace tox gas?
Will enemies use these on me?
I'm excited to use the sleep and berserk ones :o
Demonseed Elite 4 okt @ 10:26 
What an amazing mod! Just discovered this one on Reddit! Thank you!
(04) PalverZ  [skapare] 3 okt @ 20:11 
@Vril this has been discussed often i made a design call with them, you can use electric switches to turn them off but i wanted to make them require some thought when placing and figuring out
Vril 3 okt @ 12:33 
Would it be possible to make a remote toggle for gas vents?
Soy Picker 20 sep @ 12:24 
@Archie, alright i've looked at it and i like it a bit more. Sucks that i've been playing on Ver 1.5 for awhile till most of my mods update and Keyz' mod doesnt seem to work anything before 1.6. Thanks though!
Archie 20 sep @ 8:03 
Allow tool is generally very buggy and very weird. I've seen most people in the rimworld discord recommend it to be replaced by Keyz' Allow Utilities, so that's probably something you should check out @Soy Picker
Personally I had issues with it as well but Allow Utilities has been flawless thus far.
(04) PalverZ  [skapare] 18 sep @ 18:20 
It probably does thank you, i havent seen the list posted yet but maybe ill install thank and mess around and see if its broke...

Also guys progress on the refactor/reprogram is going slow, between essentially doing 2 full time jobs right now at work and dealing with some other stressors im mentally dead when i get home, enough that i barely write a single line of code most nights.
Soy Picker 18 sep @ 0:55 
Allow tool (mod) has been a bit iffy with hauling causing pawns to not do their jobs, hope it helps