RimWorld

RimWorld

Sustainable Toxic Environment
33 Comments
Dibolic Sep 20 @ 11:07pm 
Thank you! I just add it again in my mod list and it works perfectly!
emitbreaker  [author] Sep 20 @ 9:06pm 
@Dibolic Fixed for 1.6. So far, it works without issue at my local end.
Dibolic Sep 15 @ 10:20am 
@emitbreaker No hurrry up, I have deactivated your mod, I got better value from WikiRim so I prioritize keeping it. My actual game does not depend on toxic environment, I can wait without issue. Completly understand the RL take priority :) Take care
emitbreaker  [author] Sep 14 @ 6:37pm 
@Dibolic Sorry for being away for so long. I was in crunch mode in my RL project and didn’t have time to check Steam. That... may need special hard-coded treatment. My mod adding some ingredients that is not allowed by the base game. Let me check the Wiki Rim and try to add some workaround, but I can't promise the ETD atm.
Dibolic Sep 10 @ 1:39am 
Hello, I encounter an issue with WikiRim, it seems a RecipeDef from your mod cannot be correctly casted. Can reproduce with only the two mods enabled.

I test to remove files to see when the error disappear, and it seems Recipe_Meals.xml may be the culprit but I was not able to tell which part in it cause issue.

Logs: https://pastebin.com/R3udhZNB
emitbreaker  [author] Jan 4 @ 3:15am 
@Amentus @crawlers Updated. Please check above update history.
emitbreaker  [author] Jan 2 @ 4:33am 
@Amentus It may requires hard coding so I can't assure ETD because of my reallife job, but let me think about the solution. I think I'd better to add some sort of mod option to adjust the range at your end.
emitbreaker  [author] Jan 2 @ 4:32am 
@crawlers Sorry for the very delayed response - fair point for the cost. Let me reconsider about it. And about the toxpump... I think I need to rewrite entire code to fix the issue properly... but for a dirty solution, just simply unpack and reinstall the pump may remove your toxic buildup once again.
Amentus Dec 24, 2024 @ 6:51am 
Any chance of upping the reach of the toxpump by 1 so it can reach entities on holding platforms?
Or, if you don't want to mess with its balance, maybe something based on the electric inhibitor that instead of increasing containment it increases the toxic resistance of entities?
crawlers Sep 19, 2024 @ 10:58am 
Toxic buildup generated by toxgas will cause the toxpump to fail to remove it. Even when the toxgas is gone it continues to build up from terrain. Toxgas can even create new toxic buildup while the pawn is under the influence of the toxpump.

This might be a problem for say, hypothetically speaking, prisoners who had their legs removed and cant exit and re-enter the toxpump zone who have to deal with jailors who generate toxgas passively.
crawlers Sep 12, 2024 @ 5:24am 
One other thing, I noticed toxbeer seems to require a lot of materials to make (80 toxpotatoes and 20 toxwater for 4 toxbeer), have you considered rebalancing the recipe to be less costly? I know there is another mod that gives another option which does work but I advise making this one get better efficiency.
emitbreaker  [author] Sep 11, 2024 @ 10:46pm 
@crawlers Fixed Toxic tinctura fertility issue. Also, tried to fix the toxpump as well but in case if the immunity won't work properly, just kindly let me know. I slightly updated the way how toxpump remove the existing buildup so it may works, I think.
emitbreaker  [author] Sep 11, 2024 @ 10:27pm 
@crawlers Sorry, I was away from my internet connection during biz trip. WIll check it and push the hotfix asap. Thanks for the heads-up!
crawlers Sep 8, 2024 @ 8:37pm 
Toxpump applies the immunity to the brain but it seems the "whole body" is the thing that gets the toxic buildup, so it doesn't seem to work for me somehow as a prisoner is still getting buildup even while being unable to escape the range of the toxpump (which has power, no solar flare).
crawlers Sep 5, 2024 @ 5:54am 
Toxic tinctura has a fertility requirement of 70%, thus it can't grow on polluted land (max 50% fertility) nor does it grow in hydroponics, thus it is actually impossible to grow in polluted areas.
rex6564 Aug 7, 2024 @ 8:48pm 
thank you for this , my pawns can not breathe lol
emitbreaker  [author] Jun 1, 2024 @ 4:15am 
@Hartkorcraft I don't think I need to do because it will reduce overall game performance significantly. Current action is just one shot so once the hediff has removed, system will not call the code until new pawn comes into the radius. But if I implement it in the way you mentioned, each pump need to calculate continuously, so that it will consume unnecessary ticks. In comparison between upside and downside, I think current implementation is the best balanced version - or I may need to add few more distance from the door. Anyway, this pump is not designed to detoxify all the pawns, but only let the prisoners in a small place and has no gas mask and clothes to cover them alive. Originally I have planned to let them attached to the bed and only works for the designated one, but I recognize that also consumes huge resources of the game, so here we are.
Hartkorcraft Jun 1, 2024 @ 3:30am 
@emitbraker I think that giving it slighly bigger radius to fill 5x5 room and pretty slow -% hedriff would make players put their highly poisoned pawns in isolation rooms to detox. Also making the buff gradually increasing when in range and going away when leaving it would make the players decide if they want to put detoxifiers around in their whole base or make specialized rooms for detoxing which they couldn't leave untile the treatment is done
emitbreaker  [author] May 31, 2024 @ 2:44am 
@D3K43 I'm not so sure what's "toxplant adaptation" (maybe More Toxplant?), but I just realized that there was an existing mod that has similar concept XD

Still, my mod does not makes any modification to the vanilla game, so if you don't care about some redundant items, it is fair to say it's compatible.
D3K43 May 31, 2024 @ 2:11am 
Does this have compatibility with "toxplant adaptation"?
emitbreaker  [author] May 30, 2024 @ 5:30pm 
@Hartkorcraft Even if I put -% to the hediff or put a limitation that you can only place it right next to the bed, still, if you put it on the entrance, the same issue will happen - so what's your suggestion?
Hartkorcraft May 30, 2024 @ 1:23pm 
I think that toxpump should not work instantly. Now it's too op and placing it next to base entrance removes all the risk from highly toxic enviroment
[Name removed for breaking TOS] May 29, 2024 @ 11:57pm 
Sussy powder
emitbreaker  [author] May 28, 2024 @ 8:32pm 
@Trapus Just checked but seems like have no issue at all.
emitbreaker  [author] May 28, 2024 @ 8:13pm 
@Trapus I haven't played that mod, but this mod change nothing about the weapons, so I think so. I'll check that mod and see the result.
Trapus May 28, 2024 @ 8:08pm 
is this compatible with the biological weapons mod?
emitbreaker  [author] May 28, 2024 @ 1:19am 
@TurtleShroom Done, but there is small possibility of error regarding to tox away. If you found anything, please kindly let me know.
emitbreaker  [author] May 27, 2024 @ 6:19pm 
@TurtleShroom Ah, I think so - I haven't used anything newly introduced to 1.5. I just haven't think someone may want to use this at 1.4. I'll double check and mark 1.4 as a compatible by next update.
TurtleShroom May 27, 2024 @ 2:43pm 
This should work in V1.4 without issue. I will test it when I get the chance.
emitbreaker  [author] May 27, 2024 @ 12:32pm 
@Uriel Septim VII Not cocaine, but now you have drugs :D
emitbreaker  [author] May 27, 2024 @ 3:15am 
@Uriel Septim VII Psychite already available in Polluted biome :D
@TREE That's... a life XD
HIM May 26, 2024 @ 2:59pm 
>toxic healroot
my ex in two words
Uriel Septim VII May 26, 2024 @ 12:11pm 
sooooo....toxic cocaine?