RimWorld

RimWorld

Gas Traps And Shells
 This topic has been pinned, so it's probably important
(04) PalverZ  [developer] Jul 12, 2023 @ 10:36am
MechVirus Gas
Now to discuss the gas as its not normal
:
first three effect types are "Special" and have code directly tied to the name this is the default interpretation and hence why there is no <effectType> tag
The "join" effect had been set to 0 because it wasn't working when implemented it might work now, and might even still get a roll despite the weight (after talking with omen or this could be another mod working in tandem)
I am considering making this clear up and "cure" the status out so future gas clouds could pose a danger

The "Freeze" effect is when the virus freezes without doing anything basically this means it doesn't get any more severity (all other effects should cause this), this happens even
when they are still in the gas.

The "cure" is the the virus has been defeated by the mechanoid or resisted it keeps the effect listed so that the mechanoid can not be reinfected (i am considering changing this model to allow
it to remove and thus get reinfected again in the future. )

the "Berserk" is a mental break we've all seen it and know it means they will attack friend or foe whatever is closer
then "MechStunLoop" is a custom hediff I made this is listed below in the same file and essentially rolls a number by default from 30-360 (1 tick to 12 ticks)
and rolls a number from 30-90 1 to 3 ticks the first number is used as the time between stuns so lower is more detrimental. the 2nd number is how long the stuns so higher is
worse for the mechanoid (severity of the virus infection applies some modification to these values). once these numbers are rolled they don't change.

UPDATE:
there is also a working effect that causes it join your faction and another effect that causes a moderate amount of damage now, I am thinking about one that causes a small amount of damage repeated over time.


Once any of these effects are manifested they stay and do not fade, cure, or go away. Future Mechvirus gas clouds will be ignored.
Last edited by (04) PalverZ; Mar 13, 2024 @ 7:27pm
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Showing 1-8 of 8 comments
(04) PalverZ  [developer] Jul 12, 2023 @ 10:56am 
Posting to make this move to the top
Omen535 Jul 12, 2023 @ 12:28pm 
Thanks for the info on this gas type.
I feel like having the virus wear off over time allowing for mechs to be reinfected would be good as you would be using a different set of nano machines, this would be like how you can catch the flu multiple times, as well as letting the virus be worked out of the mechs system over time will let any mech that ended up switching sides lose the stun loop/ berserk.
Omen535 Jul 12, 2023 @ 12:36pm 
Also involving having weight set to 0, if I remember correctly from some other mod that would still get called up in game, so if you were wanting to disable that ability for a bit until you get the chance to improve it I think commenting it out would be the way to go.
(04) PalverZ  [developer] Jul 12, 2023 @ 1:26pm 
I think ill more likely test it at 100 and if it works then set it to a weight of 1, for an update, also would need to tweak it a little to instead of set to player faction to set to the faction that launched the gas. was thinking another special effect could be the mechanoid responds by "amputating" the part, as well as make it randomly effect from 1-3 parts in the body seperately so this could have interesting effects like suddenly blind lancers or a scyther blowing up its arm. it could be fatal as well if its a core part.

if i do this it would be slightly more common that the switching sides like a weight of 5. Also also it would appear although i programmed the weighted effect roll code so maybe i did an oppsie lol. I couldn't find a method in the base code that did it.

INFACT!!!! I see what i did The failsafe and/or if it rolls a zero is the first item in the list..... and it can roll a zero because its random roll is 0 to total weight inclusive .....

in case anyone cares lol.

some other cool effects would be self destruct completely with a small regular explosion and a bigger emp these could be random in severity and area, based on the size of the mechnoid or a combination but i think would be a lot of fun in bigger battles.

Great now im all fired up about dedicating time to add content to this again lol and ive been spending most my spare time training.
Omen535 Jul 21, 2023 @ 1:52pm 
that sounds like some interesting features, if the weight changes work out could you tell me, could be useful info for the future
(04) PalverZ  [developer] Jul 21, 2023 @ 10:35pm 
I think i will check for a 0 weight and if it is it will drop from the list completely or skip adding it, I have to adjust the way the code actions the roll anyway because I dont like using foreach loops in the tick and prefer using for(;;) loops. I should be able to start doing a little more on the code this next week I had some extra work load last week and didn't get into my projects much.
Omen535 Jul 22, 2023 @ 12:12am 
sounds good, take your time
(04) PalverZ  [developer] Aug 4, 2023 @ 7:15pm 
Progressing is occurring albeit slowly I am not happy with the way random body part selection occurs from rimworld itself but Ill find a way.
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