RimWorld

RimWorld

Gas Traps And Shells
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
(04) PalverZ  [skapare] 15 sep @ 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 @ 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  [skapare] 15 sep @ 18:20 
I cant reproduce the issue what other mods are you running that might interact with haul jobs
(04) PalverZ  [skapare] 15 sep @ 17:51 
Interesting ill look into it
Hellsvien 15 sep @ 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 @ 10:46 
Gas vents to gas the f**k out of my anomaly containment room?
Soy Picker 2 sep @ 0:30 
We are finally getting poop gas boyssss
(04) PalverZ  [skapare] 1 sep @ 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  [skapare] 14 aug @ 19:08 
lol
Kham 14 aug @ 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  [skapare] 14 aug @ 17:34 
lol Thanks for the understanding
redanddead12345 14 aug @ 10:52 
bro is enjoying rimworld? as a mod dev? the scandal! the shame!
(04) PalverZ  [skapare] 13 aug @ 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 aug @ 10:52 
yes its good
(04) PalverZ  [skapare] 10 aug @ 8:35 
...um
Skidi9001 10 aug @ 8:16 
can you make plssssszzzz gas machine that ejects out gas im tryna build gas chamber
Kham 23 jul @ 6:18 
Nice, good luck!
(04) PalverZ  [skapare] 22 jul @ 22:09 
Rework has started for everyone's information
(04) PalverZ  [skapare] 20 jul @ 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 @ 19:24 
ce?
Soy Picker 20 jul @ 18:11 
can we get poop gas, makes them vomit and stuff :thights:
(04) PalverZ  [skapare] 16 jul @ 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  [skapare] 16 jul @ 15:27 
(Goal is to not make other people have to adapt much if at all)
(04) PalverZ  [skapare] 16 jul @ 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 @ 13:40 
Thank you for keeping this updated! I made sure to update the chemshine gas mod :>
(04) PalverZ  [skapare] 14 jul @ 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 @ 11:50 
When I saw "Perhaps" on a preview I was throwed in smile. You made my day)
(04) PalverZ  [skapare] 12 jul @ 11:55 
posted a 1.6 recompile, it's barely working i think.
daferalmasys 12 jul @ 9:56 
1.6?
redanddead12345 3 jul @ 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 @ 1:08 
A pipe system sounds extremely cool. I already tried making trap rooms for raiders i love it. i
(04) PalverZ  [skapare] 24 jun @ 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 @ 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  [skapare] 15 jun @ 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 @ 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 @ 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 @ 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  [skapare] 11 jun @ 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  [skapare] 11 jun @ 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 @ 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.