RimWorld

RimWorld

BoomMod Expanded
74 Comments
Mlie  [author] Jul 16 @ 5:06am 
Fixed compatibility with the changes in Vanilla Expanded Framework
Mlie  [author] Jul 15 @ 10:30pm 
@polat.cal Please see the Reporting Issues section described above
polat.cal Jul 15 @ 3:32pm 
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 Jul 14 @ 10:36pm 
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  [author] Jul 14 @ 10:32pm 
@Smiley Face Killer Not sure what you mean, how should the biome affect the explosion chance?
Smiley Face Killer Jul 14 @ 8:01pm 
Pretty sure the new grasslands biome (where it's like always hot and there's dry grass everywhere) in Odyssey needs patching
VitaKaninen Jul 12 @ 6:48am 
Thanks, no pressure!
Mlie  [author] Jul 11 @ 9:21pm 
@VitaKaninen Yes, VAE changed a lot of their namespaces. Ill get to it
VitaKaninen Jul 11 @ 4:39pm 
This mod is causing an error when used with Vanilla Expanded Framework, with no other mods installed.
Arthur GC Mar 14 @ 3:16am 
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 Mar 4 @ 5:24am 
@Mlie - already made a report on your Discord, but here: https://steamcommunity.com/sharedfiles/filedetails/?id=2860715703&searchtext=prehistoric
Mlie  [author] Mar 3 @ 10:14pm 
@DragonKing Please link to the mod and Ill take a look
DragonKing Mar 3 @ 3:17pm 
Just witnessed the Boomasaurolophus from Biomes! Prehistoric explode in my face when "finishing off" with unarmed melee.
Mlie  [author] Sep 22, 2024 @ 12:36am 
@MrUregancho Please see the Reporting Issues section described above
Mlie  [author] Apr 18, 2024 @ 4:15am 
@dinhkhiem199833 Please see the Reporting Issues section described above
Kaden Ha Apr 18, 2024 @ 2:59am 
Mlie  [author] Jan 15, 2024 @ 7:56am 
@polat.cal Please see the Reporting Issues section described above
polat.cal Jan 15, 2024 @ 7:31am 
Is there something happened with latest updates? Because this mod is not working anymore.
Mlie  [author] Nov 26, 2023 @ 1:53am 
@thorman123456789 It should work, I have not tested them specifically
thorman123456789 Nov 26, 2023 @ 12:33am 
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  [author] Nov 25, 2023 @ 11:26pm 
@thorman123456789 It should work with anything that has an explosion on death
thorman123456789 Nov 25, 2023 @ 3:03pm 
does this work with your Elemental Boomalopes (Continued) Mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=2988725537
Worst Player NA Oct 13, 2023 @ 4:19am 
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  [author] Aug 7, 2023 @ 11:21am 
@Coleroni I need a log for this, and check your mod-settings
Coleroni Aug 7, 2023 @ 10:47am 
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 Aug 7, 2023 @ 6:27am 
With the setting Explode for Melee or medieval, a Boomalope didn't explode on a greatbow arrow (in the spine).
Gariba Jun 24, 2023 @ 1:03pm 
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  [author] Jun 22, 2023 @ 11:01pm 
@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 Jun 22, 2023 @ 4:13pm 
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 Apr 4, 2023 @ 3:51am 
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  [author] Apr 3, 2023 @ 10:54am 
@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 Apr 2, 2023 @ 9:53am 
Mlie  [author] Apr 2, 2023 @ 8:49am 
@Doomchibi They may not use the vanilla explosion-comp. Can you link to that mod?
Doomchibi Apr 2, 2023 @ 8:39am 
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  [author] Jan 31, 2023 @ 9:40am 
@China Its one of the mod options as you can see from the second previw
Ya Boi Kal Jan 31, 2023 @ 9:16am 
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  [author] Dec 10, 2022 @ 7:45am 
@Robosium You want them to explode on bloodloss death?
Robosium Dec 10, 2022 @ 7:44am 
could we also get an option for bloodloss caused deaths?
Fortuna Nov 3, 2022 @ 6:06am 
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  [author] Oct 9, 2021 @ 5:17am 
The mod lists all animals that it has found and supports on game-start
Mlie  [author] Oct 9, 2021 @ 5:16am 
@Thundercraft I should think so, any animal that has explosion defined on death and is not using custom code for it.
Thundercraft Oct 9, 2021 @ 3:00am 
"...works on all pawns that explode on death..."

Q: Should this include Boomaphants ?
Svela Aug 2, 2021 @ 12:58am 
Mk. That's fine, then. Thanks for the speedy reply!
Mlie  [author] Aug 1, 2021 @ 11:14pm 
@Svela I think since both mods changes the deathworker the first one that does it just makes the second one not trigger.
Svela Aug 1, 2021 @ 11:07pm 
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 Jul 23, 2021 @ 2:47pm 
@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.
Ascythian Jul 23, 2021 @ 2:40pm 
I feel medieval ranged weapons should make theme explode too.

After-all why would a bullet make them blow up but an arrow wouldn't?
Killer Rabbit Jul 23, 2021 @ 8:11am 
Fantastic! Now I can finish off a downed boomalope that charged into my base without losing everything. :lol:
Nuclearmayhem May 18, 2021 @ 7:44pm 
@Mlie Where's the kaboom? There was supposed to be an earth shattering kaboom!

Thank you so much! No more having to manually drag the animals out back and shooting them far away from my base.
Mlie  [author] May 18, 2021 @ 11:07am 
@Nuclearmayhem Found it, should be working now