RimWorld

RimWorld

Gas Traps And Shells
1,082 Comments
(04) PalverZ  [author] Jun 15 @ 4:17pm 
@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! Jun 14 @ 7:04am 
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! Jun 14 @ 6:54am 
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 Jun 11 @ 6:11pm 
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  [author] Jun 11 @ 12:22pm 
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  [author] Jun 11 @ 12:06pm 
@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 Jun 11 @ 9:47am 
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  [author] Jun 10 @ 6:39pm 
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  [author] May 25 @ 3:31pm 
@desmond1004 thank you not currently. Essentially I dont see a strong reason to do so.
Desmond1004 May 25 @ 10:19am 
Ty for mod. Do u have any plan to make gas pipe to control gas more easily?
Mask of Humble May 24 @ 4:20am 
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  [author] May 20 @ 6:44am 
This mod has been around for 8 years and ive been updating and tweaking it for 5, yes we know lol
Jayash3 May 19 @ 10:33pm 
You already know what people are going to use this for
(04) PalverZ  [author] Mar 16 @ 2:16pm 
@HotdogMoisturiser Make sure you have the research, and druglab cant make them all though some are special
HotdogMoisturiser Mar 14 @ 11:55pm 
Anyone know how you can craft the canisters?
szymonbadboy Mar 1 @ 4:00am 
auschwitz sim bouta go crazy
(04) PalverZ  [author] Feb 15 @ 8:21am 
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 Feb 14 @ 5:51pm 
moreover, I know this is a feature not a bug, but being able to activate them non-power grid based would be amazing.
superawesomegoku Feb 14 @ 5:50pm 
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  [author] Feb 6 @ 5:45pm 
Noted! Will work on adding, likely will make it before any other gases i only have vague ideas for
Merlotron Feb 5 @ 9:31pm 
Seconding the request for implants to be removable via surgery. Thanks!
(04) PalverZ  [author] Jan 31 @ 6:57pm 
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 Jan 31 @ 12:19pm 
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  [author] Jan 30 @ 6:45pm 
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 Jan 29 @ 11:12pm 
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  [author] Jan 29 @ 7:55pm 
ok so i found the files update coming
(04) PalverZ  [author] Jan 8 @ 1:38pm 
I think they inter-grated it.
Queen of Samples Jan 8 @ 2:36am 
I seem to remember there was a submod that made this compatible with Pawnmorpher. Where'd that go?
(04) PalverZ  [author] Oct 23, 2024 @ 6:04pm 
@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 Oct 23, 2024 @ 4:04am 
btw, can you make a vent for vanilla tox gas?
odoloop Oct 22, 2024 @ 7:29pm 
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  [author] Oct 22, 2024 @ 4:18pm 
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  [author] Oct 22, 2024 @ 4:17pm 
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.
odoloop Oct 22, 2024 @ 8:55am 
Do gases work on anomaly entities? I was thinking about putting together new containment cells with sleepy/toxic gases but I'm not exactly sure whether it'll work or not.
(04) PalverZ  [author] Oct 18, 2024 @ 7:55pm 
That could be cool too and wouldn't be all to hard i think, actually i bet could be done without any new code. I have added that to my todo list, I think I will try to roll out a new version before the end of the year (maybe next month) I need a distraction from the games I am working on. This will likely make it in. Ill have to do some more art but that's ok. Also on this list is the tear gas vent and an anomaly killer and/or deterrent.
Eyesoerg Oct 17, 2024 @ 12:57pm 
Any chance you could add "drug shells", so I could get the enemy raiders high on smoke leaf or yayo?
(04) PalverZ  [author] Sep 29, 2024 @ 10:50pm 
@judeisnotobscure I think that, that is a good idea for me to look into at least some kind of gas for dealing with them, I'll have to think about it for a bit.
judeisnotobscure Sep 29, 2024 @ 7:06pm 
could we get a deadlife gas for anomaly?
Pierre Sep 21, 2024 @ 9:43pm 
@(04) PalverZ That I can confirm. Your coding is very structured and easy to get what you wanted to do.
(04) PalverZ  [author] Sep 21, 2024 @ 12:59pm 
@Booze Cruise Thanks
@Pierre cool deal, would be nice if more people took time to customize to their taste though I try to make it accessible
Pierre Sep 20, 2024 @ 10:28pm 
Hi, good choice to make sleeping gas non-lethal. Safes me the work to edit your work after each update :-P. Thanks for your hard work.
Booze Cruiser Sep 20, 2024 @ 7:55pm 
Keep up the great work- one of my all time favorite mods. Thanks for you work keeping it going!:er_wave:
(04) PalverZ  [author] Sep 7, 2024 @ 11:31am 
Yeah if it was something easy i could fix on my side without breaking the mod I would, so let me know, I don't use CE so I have never seen the error except in posts
TheMuffinMan Sep 6, 2024 @ 6:13pm 
Thank you I’ll play around with my mods and hopefully fix it aha
(04) PalverZ  [author] Sep 3, 2024 @ 5:40pm 
Yes, that's an error from Combat extended, that occurs sometimes to some people off and on I am not sure what the issue is because I have no texture gas_b in this mod I dont use that naming style either in file names or in code, I also don't recall doing anything with the masks I am not sure where the conflict is I glanced over my stuff once before when someone was having this issue and didn't see anything, after looking again I don't even do anything with size or dimension of textures of masks.
TheMuffinMan Sep 3, 2024 @ 4:08pm 
got it down to just a yellow wall of text repeating this aha glad its working at least love dis mod boss "Texture Gas_b has dimensions of 64 x 64, but its mask has 64 x 65. This is not supported, texture will be excluded from atlas"
TheMuffinMan Sep 3, 2024 @ 4:00pm 
think its due to running it with combat extended love this mod so will try an work around it in me load order maybe
(04) PalverZ  [author] Sep 1, 2024 @ 4:14pm 
@TheMuffinMan, it might be depending on what mod(s) you are running, I dont get errors running it by iteself
TheMuffinMan Sep 1, 2024 @ 9:56am 
getting gas errors that normal?
Kham Aug 18, 2024 @ 7:22am 
Haha just a normal day on the Rim. Oh yes, I like this change. XD