RimWorld

RimWorld

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Simple Custom Gas Framework
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Mod, 1.4, 1.5
File Size
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358.476 KB
Jul 5, 2023 @ 4:52am
Mar 27 @ 9:06pm
14 Change Notes ( view )
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Simple Custom Gas Framework

Description
A framework for creating custom gas types.











To learn more, head over to the wiki[github.com]

Dependencies

Incompatibilities

Compatible Apparel Mods
This framework includes patches for gas-protecting apparel in the following mods:

FAQ
Q: Can you add a pipe network for the gases?
A: No, that is out of scope for this framework.

Q: How much does this impact performance?
A: In normal gameplay performance should actually be better than in vanilla, thanks to the gas grid optimizations in Performance Fish[github.com]

Q: Can this be safely added and removed from a save?
A: Yeah, besides a few one-off errors it'll be fine.

Q: Why does this require the Biotech DLC?
A: RimWorld only does hediff applying logic for gases if Biotech is active.

Q: How do I make a custom gas?
A: Head over to the wiki[github.com]

Credits
  • Ludeon Studios for this amazing game.
  • Bradson for making Performance Fish[github.com] - without which none of this would be possible.
  • Smash Phil for their help on Discord.
  • Tory for their various feedback and suggestions.
  • Jormundgandr for their help diagnosing and fixing various issues.

Gases used in example GIFs are from my other gas mods:

Source code on Github[github.com]
Popular Discussions View All (2)
33
Mar 22 @ 3:51am
[Solved] Gases Not Dissipating
NachoToast
2
Mar 24 @ 7:04pm
PINNED: Compatibility Testing and Bugfixing
Interloper
121 Comments
NachoToast  [author] May 6 @ 9:15am 
@Kaden Ha not really sorry, checking that a gas is "outside" every time it ticks would be very expensive, and wind doesn't really exist in rimworld (wind turbines are just glorified sine waves) afaik
Kaden Ha May 6 @ 6:42am 
Is there anyway to customize dissipation/diffusion behaviour? Like gas dissipates faster while outside and windy.
NachoToast  [author] May 4 @ 9:29am 
@DoodleKatMoon you are very welcome lol :)
DoodleKatMoon May 4 @ 6:36am 
yugwyfwhu IT HAS COME!! IM SO HYPED!! thank you!! thank you nachotoast. MWAH
mayonnaise Mar 27 @ 6:39pm 
very cool! can't wait. will have to see what i can do on my side for compatibility ;)
NachoToast  [author] Mar 27 @ 5:12pm 
Hey @mayonnaise thanks for the interest :)

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
mayonnaise Mar 27 @ 5:04pm 
hey! i've been looking forward to this mod being updated for a while now; glad to see it finally updated! to keep it short, i have a mod that lets you use the vanilla gas system with an Incinerator (from Anomaly) type weapon.

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!
NachoToast  [author] Mar 25 @ 8:30pm 
Yep that is intentional, I'll update this workshop page to be a bit more clear about that
toradrow777 Mar 25 @ 7:59pm 
Rimpy is saying your mod has bs.performance as a dependency.
sho Mar 24 @ 7:30am 
YESSSSSS