RimWorld
Gas Traps And Shells
1.127 comentarios
(04) PalverZ  [autor] 11 OCT a las 6:40 
@Bog glad you like!
Bog 10 OCT a las 22:55 
I quite love this mod. It's fun to commit minor war crimes.
(04) PalverZ  [autor] 5 OCT a las 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  [autor] 5 OCT a las 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 OCT a las 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 OCT a las 10:26 
What an amazing mod! Just discovered this one on Reddit! Thank you!
(04) PalverZ  [autor] 3 OCT a las 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 OCT a las 12:33 
Would it be possible to make a remote toggle for gas vents?
Soy Picker 20 SEP a las 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 a las 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  [autor] 18 SEP a las 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 a las 0:55 
Allow tool (mod) has been a bit iffy with hauling causing pawns to not do their jobs, hope it helps
(04) PalverZ  [autor] 15 SEP a las 21:28 
are there any errors being thrown to the dev log? depending on how long the list is but this sounds like something that interacts with haul jobs is causing it to have issues, why don't you drop the full list and any errors on a sub discussion.
Hellsvien 15 SEP a las 20:55 
Hello PalverZ,

Thank you for your response.

I've got complex jobs tab, pick up and haul, build from inventory, smarter pawns to name some.
Everything else is working perfectly, just I can't load the vents. If you want I can get my full mod list .txt for you.
(04) PalverZ  [autor] 15 SEP a las 18:20 
I cant reproduce the issue what other mods are you running that might interact with haul jobs
(04) PalverZ  [autor] 15 SEP a las 17:51 
Interesting ill look into it
Hellsvien 15 SEP a las 0:13 
Hello,

I've made the sleeping gas vent and the gas, however my colonists won't load it with gas, nor will they do it manually if I click on them.

Is there something I'm missing?
Vril 2 SEP a las 10:46 
Gas vents to gas the f**k out of my anomaly containment room?
Soy Picker 2 SEP a las 0:30 
We are finally getting poop gas boyssss
(04) PalverZ  [autor] 1 SEP a las 19:53 
So little status update I am making some progress here but I think im going to end up redoing it all from scratch to get the gas mechanics to work the way i want, its still not going to be as good of a solution as i like, and my motivation are a little split between these mods and my couple of game projects, but if it works it will probably be a little faster on the TPS side, and be even more modular and easy for other modders to use. Plus i may spin off the mechanics to a separate mod and use this one as the implementations.
(04) PalverZ  [autor] 14 AGO a las 19:08 
lol
Kham 14 AGO a las 17:51 
I can't believe you're taking the time to enjoy the game instead of slaving away in a dark basement for our amusement. Just can't get the modders these days. :lunar2019laughingpig:
(04) PalverZ  [autor] 14 AGO a las 17:34 
lol Thanks for the understanding
redanddead12345 14 AGO a las 10:52 
bro is enjoying rimworld? as a mod dev? the scandal! the shame!
(04) PalverZ  [autor] 13 AGO a las 22:13 
Good news and bad: bad news is progress is slower than id like because i am having a blast playing this play through, new expansion is sweet, good news is progress is being made, i think i found a way to make gases go through vents and also spread in a fashion we might expect without having to use harmony to hack the GasGrid component, I am considering a fundamental change to gases that could allow for multiple effects but as it is a cloud can have any number of gases inside it and if too much is there it should spread out
Skidi9001 10 AGO a las 10:52 
yes its good
(04) PalverZ  [autor] 10 AGO a las 8:35 
...um
Skidi9001 10 AGO a las 8:16 
can you make plssssszzzz gas machine that ejects out gas im tryna build gas chamber
Kham 23 JUL a las 6:18 
Nice, good luck!
(04) PalverZ  [autor] 22 JUL a las 22:09 
Rework has started for everyone's information
(04) PalverZ  [autor] 20 JUL a las 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 a las 19:24 
ce?
Soy Picker 20 JUL a las 18:11 
can we get poop gas, makes them vomit and stuff :thights:
(04) PalverZ  [autor] 16 JUL a las 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  [autor] 16 JUL a las 15:27 
(Goal is to not make other people have to adapt much if at all)
(04) PalverZ  [autor] 16 JUL a las 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 a las 13:40 
Thank you for keeping this updated! I made sure to update the chemshine gas mod :>
(04) PalverZ  [autor] 14 JUL a las 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 a las 11:50 
When I saw "Perhaps" on a preview I was throwed in smile. You made my day)
(04) PalverZ  [autor] 12 JUL a las 11:55 
posted a 1.6 recompile, it's barely working i think.
daferalmasys 12 JUL a las 9:56 
1.6?
redanddead12345 3 JUL a las 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 a las 1:08 
A pipe system sounds extremely cool. I already tried making trap rooms for raiders i love it. i
(04) PalverZ  [autor] 24 JUN a las 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 a las 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  [autor] 15 JUN a las 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 a las 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 a las 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 a las 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  [autor] 11 JUN a las 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.