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@NachoToast thanks for continuing this work! GasDefs are universally strange, and I imagine 1.6 made the whole thing even more complex. The current system is way more modular than before, I'll have to see about getting a persistent agent a try via some custom gas fun. Like before, I'll also test it with the 1.6 test build of CE whenever you get the time to update.
1. You'd need compatibility on your side unfortunately, as the game references gases from a hardcoded GasType enum so it's a bit more than a simple switch. Namely the verb(s) in question should reference a custom DamageDef, and said DamageDef just needs a mod extension to say what type of gas it produces, a good example of this is the custom gas launcher example on the wiki [github.com], but let me know if there is anything unclear about it or if I can do anything to make this process easier!
2. Absolutely, I'll see what I can do! I will make the tick interval configurable as well since you probably don't want it applying every gas effects tick haha
two questions for you:
1. if my custom verb is built to work to work with vanilla gas defs, would it work with your custom gasses by default, or would i need to code in compat on my side?
2. could you possibly add a gas action that lets the gas deal a certain DamageDef to pawns inside it? i have a corrosive acid gas that would work perfectly with this.
otherwise, very good mod! look forward to your responses!
Thanks alot.
@deadmanreaper13 @dinhkhiem199833 that was fast haha
I'll see if a fork and update is possible. Let the man rest, he's been busy; if you want to use the code, I'll put my word in for you.