RimWorld

RimWorld

BoomMod Expanded
78 kommentarer
VitaKaninen 18. sep. kl. 14:19 
I removed all the mods that did NOT add new animals to the game, and the time went from 20 secs down to 5 secs. I am not using that many animal mods to begin with - Vanilla animals expanded, Regrowth 2, More songbirds, Erin's fluffy fauna, and Opossum Friends. It probably just scales with the number of mods in my list.

20 secs is not the end of the world, so if there is nothing wrong with the mod, then don't worry about it.
Mlie  [ophavsmand] 18. sep. kl. 13:58 
@VitaKaninen I have no idea, my guess it has to do with the mods you have that adds animals. Perhaps you can test to see if anyone of them triggers this delay as this mod iterates over animals to find those that may explode.
VitaKaninen 18. sep. kl. 13:54 
I have a relatively long mod list, but this mods adds about 20 secs to my startup time. Here is what it looks like in Startup Impact: https://imgur.com/a/8RJBu1a

What do you think causes this, and how can I reduce this time?
PGMP 18. juli kl. 11:09 
Awesome !
Its one of those mods you never knew you needed.
Thank you !
Mlie  [ophavsmand] 16. juli kl. 5:06 
Fixed compatibility with the changes in Vanilla Expanded Framework
Mlie  [ophavsmand] 15. juli kl. 22:30 
@polat.cal Please see the Reporting Issues section described above
polat.cal 15. juli kl. 15:32 
I'm getting red error with this mod. Here is log, thank you for your all precious efforts @Mlie.

https://gist.github.com/HugsLibRecordKeeper/ad0ab3c0b8c96836e385c2105c81377d
Smiley Face Killer 14. juli kl. 22:36 
Oh my bad
This is the entirely wrong mod lol
I thought this was that mod that entirely removes them. I was so sure it was this one I didn't even bother reading it, which would explain a lot. So that's my bad, sorry about that.
Mlie  [ophavsmand] 14. juli kl. 22:32 
@Smiley Face Killer Not sure what you mean, how should the biome affect the explosion chance?
Smiley Face Killer 14. juli kl. 20:01 
Pretty sure the new grasslands biome (where it's like always hot and there's dry grass everywhere) in Odyssey needs patching
VitaKaninen 12. juli kl. 6:48 
Thanks, no pressure!
Mlie  [ophavsmand] 11. juli kl. 21:21 
@VitaKaninen Yes, VAE changed a lot of their namespaces. Ill get to it
VitaKaninen 11. juli kl. 16:39 
This mod is causing an error when used with Vanilla Expanded Framework, with no other mods installed.
Arthur GC 14. mar. kl. 3:16 
I think this mod goes well with one I created and added a link pointing to it on my description: Hunting Grounds: Prey Overpopulation Control
DragonKing 4. mar. kl. 5:24 
Mlie  [ophavsmand] 3. mar. kl. 22:14 
@DragonKing Please link to the mod and Ill take a look
DragonKing 3. mar. kl. 15:17 
Just witnessed the Boomasaurolophus from Biomes! Prehistoric explode in my face when "finishing off" with unarmed melee.
Mlie  [ophavsmand] 22. sep. 2024 kl. 0:36 
@MrUregancho Please see the Reporting Issues section described above
Mlie  [ophavsmand] 18. apr. 2024 kl. 4:15 
@dinhkhiem199833 Please see the Reporting Issues section described above
Kaden Ha 18. apr. 2024 kl. 2:59 
Mlie  [ophavsmand] 15. jan. 2024 kl. 7:56 
@polat.cal Please see the Reporting Issues section described above
polat.cal 15. jan. 2024 kl. 7:31 
Is there something happened with latest updates? Because this mod is not working anymore.
Mlie  [ophavsmand] 26. nov. 2023 kl. 1:53 
@thorman123456789 It should work, I have not tested them specifically
thorman123456789 26. nov. 2023 kl. 0:33 
Okay, but does this mod work with that mod? Because that mod that you updated has emp, toxic, and fire foam versions of the boomalope. So they aren't all explode on death, like the EMP is a stun with no explosion, and the smoke creates smoke with no explosion. I figured since you made/updated both mods you would know before I start a new game to test both mods.
Mlie  [ophavsmand] 25. nov. 2023 kl. 23:26 
@thorman123456789 It should work with anything that has an explosion on death
thorman123456789 25. nov. 2023 kl. 15:03 
does this work with your Elemental Boomalopes (Continued) Mod?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2988725537
Worst Player NA 13. okt. 2023 kl. 4:19 
Thank cod for this, I managed to get some aerofleet to harvest blue gel, but I always set things with manager to avoid having too many animals. Well, today I learned they explode lol.... Awkward as heck to have things exploding all around my base every few days. Hopefully this helps!
Mlie  [ophavsmand] 7. aug. 2023 kl. 11:21 
@Coleroni I need a log for this, and check your mod-settings
Coleroni 7. aug. 2023 kl. 10:47 
If I shoot the boomalope once, it eventually goes down, and then I "finish off" the boomalope, they still explode. even in the rain. I have a p long modlist but I wanted to bring this up. 1.4
Yoann 7. aug. 2023 kl. 6:27 
With the setting Explode for Melee or medieval, a Boomalope didn't explode on a greatbow arrow (in the spine).
Gariba 24. juni 2023 kl. 13:03 
Yeah, looks like it was an unupdated version, because now things are indeed less explody.
Thanks for the tip about the log at game start
Mlie  [ophavsmand] 22. juni 2023 kl. 23:01 
@Gariba Check that you have the latest version of the mod. It worked in my test. The supported animals are listed in the log at gamestart
Gariba 22. juni 2023 kl. 16:13 
Was the latest update supposed to prevent crystalopes from the Biomes! Caverns exploding on slaughter? I just had an... unfortunate chain reaction in my barn
Doomchibi 4. apr. 2023 kl. 3:51 
Whoops, I didn't even think about that. It was my dusk prowler from alpha animals, as far as I know it only has a melee attack but maybe it has a special category?
Mlie  [ophavsmand] 3. apr. 2023 kl. 10:54 
@Doomchibi The steelope is listed as supported on game-start so they should not be exploding. As long as the killing damage isnt some fire-based attack or bullets etc.
Perhaps your hunting animal has some special attack.
Doomchibi 2. apr. 2023 kl. 9:53 
Mlie  [ophavsmand] 2. apr. 2023 kl. 8:49 
@Doomchibi They may not use the vanilla explosion-comp. Can you link to that mod?
Doomchibi 2. apr. 2023 kl. 8:39 
Would it be possible to include Multilopes (continued) in this mod or add an option for it? I recently started using them and was surprised when a steelope exploded when one of my animals was hunting it. I have the settings for no exploding on melee death but i'm guessing they are not considered boom animals. The raging forest fire would have made me guess otherwise though.
Mlie  [ophavsmand] 31. jan. 2023 kl. 9:40 
@China Its one of the mod options as you can see from the second previw
Ya Boi Kal 31. jan. 2023 kl. 9:16 
Would there be any way of preventing the fires caused by slaughtering the animals? AFAIK, that's a vanilla feature, but it's just as annoying as the actual explosions.
Mlie  [ophavsmand] 10. dec. 2022 kl. 7:45 
@Robosium You want them to explode on bloodloss death?
Robosium 10. dec. 2022 kl. 7:44 
could we also get an option for bloodloss caused deaths?
Fortuna 3. nov. 2022 kl. 6:06 
Note to self, turn off the melee option so things still explode on melee, otherwise wargs will kill your poor aerofleets. Great mod tho. Being able to slaughter things normally is super helpful.
Mlie  [ophavsmand] 9. okt. 2021 kl. 5:17 
The mod lists all animals that it has found and supports on game-start
Mlie  [ophavsmand] 9. okt. 2021 kl. 5:16 
@Thundercraft I should think so, any animal that has explosion defined on death and is not using custom code for it.
Thundercraft 9. okt. 2021 kl. 3:00 
"...works on all pawns that explode on death..."

Q: Should this include Boomaphants ?
Svela 2. aug. 2021 kl. 0:58 
Mk. That's fine, then. Thanks for the speedy reply!
Mlie  [ophavsmand] 1. aug. 2021 kl. 23:14 
@Svela I think since both mods changes the deathworker the first one that does it just makes the second one not trigger.
Svela 1. aug. 2021 kl. 23:07 
So, uh... as I was going through my mods to slim down I realized that I had both this and the original BoomMod loaded for most of my previous saves. I'm going to remove the original one now and keep this one, but what't the potential consequences of having both installed together? Could some of my lag and problems had something to do with this situation or am I overthinking things?
Killer Rabbit 23. juli 2021 kl. 14:47 
@Ascythian, because Hollywood has taught us that bullets make things explode but arrows don't unless you're Rambo or Hawkeye.

I wouldn't mind a % chance of medieval weapons causing an explosing unless it's using the "finish off" option.