RimWorld

RimWorld

159 ratings
Equip Gas Masks
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.039 MB
14 Apr, 2019 @ 9:29pm
18 Jul @ 12:16pm
13 Change Notes ( view )

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Equip Gas Masks

In 1 collection by Syila
Syila's mods
4 items
Description
Adds protection against toxic fallout.

Both the gas mask and the gas mask helmet provide 50% protection against toxic and nuclear fallout. The helmet version provides the same protection as the vanilla verson depending on material, in addition to the effects of the gas mask. They both cause a slight shooting acuraccy penalty due to restricted view.

Great thanks to Kilian Kilmister's [KK] Gasmask (not updated for 1.0) for providing the basis for this mod. (Let me know if you update it and want me to take this one down.)

They require the Complex Clothing tech and are made at the machining table.

Can safely be added to save files. If you want to remove it, make sure you delete any work orders for this item on the machining table first.


Let me know if you run in to any trouble!

;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-

1.62 Hotfix:
Added null checks to prevent errors when other mods call Pawn.GetGizmos() on pawns without initialized apparel or inventory.

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1.61 Hotfix
- Changed Harmony logic, no longer embedded, you need to get it to use the mod. (Reduce compatibility issues)
- Default mask wearing from inventory is now forced to wear to prevent the pawns picking up multiple masks when they are not wearing one. For best results: Set clothing policy: no masks, and then use the force wear behaviour when you click equip.
- Added Mod options page to disable the button logic if the mod is interfering with other mods. Use this to downgrade the mask to a "vanilla-like" item to solve mod conflicts, but you loose the button. Requires game restart to take effect.

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Updated to 1.6

THIS IS BIG! I've added buttons to toggle the mask on and off from the pawn menu. The masks can now be carried in inventory at all times (if you have space) and then immediately equipped if needed!

Stay prepared! EQUIP GAS MASKS!

(also bumped toxic resistance from 50% to 65%)

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Hotfix 1.51
Stat fix

UPDATED TO 1.5

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Hotfix 1.41
Stat fix

UPDATED TO 1.4!
Mask is now detatched and you can wear it with any helmet, using the Eyes layer. Removed the helmet and advanced helmet type as they are no longer needed.
Updated to match the new toxic sensistivity stat used by the game. Tweaked bodypartgroup covered by the mask.

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UPDATED TO 1.3

Added appropriate tech prerequisites for making the masks similar to the helmets they go with. The mask without helmet is now made at the tailoring bench. Increased draw size of the items on the ground.

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UPDATED!

Now you can survive the toxic AND radioactive fallout in style!

Added: As requested we now have a advanced helmet version as well! Time to go modern.

(Disclaimer) I wanted to use my gas masks with Rimatomics which uses the custom Radioactive stat. To achieve this I had to seed the stat as a dummy stat for anyone not running that mod, but it shouldn't affect anything else in the game. For anyone running Rimatomics, your HAZMAT options just became a bit more post-apocalyptic! :D

Updating the mod does not crash on testbed or my 40 mod save file so I think it should be savegame safe. Probably keep it in the same load order tho.


Cheers!

68 Comments
DragonBlade94 19 Jul @ 10:12pm 
Can I ask, is there a reason you don't want to add this functionality to the CE gas masks?
DragonBlade94 19 Jul @ 10:10pm 
Thank you! Seems like it is running much better now. But now I don't see the masks in my production queue as options to build.
DragonBlade94 17 Jul @ 7:15pm 
It was two mods that were particularly egregious, Altered Carbon, and another seemingly unrelated mod. I can't remember which. But I will test it again. Thank you.
Syila  [author] 17 Jul @ 11:49am 
@DragonBlade94 So sorry it was causing problems, I've changed aroudn on the harmony logic and it *should* run more smoothly now and also added option to disable all custom logic in mod menu if you just want to use it as a dumb item. TY for the feedback.
Syila  [author] 17 Jul @ 9:06am 
@DragonBlade94 did you save any of the calls and any guess on what mod it was conflicting with? It is running smooth on my *realtively* light 20 mods save.
DragonBlade94 17 Jul @ 7:18am 
So I was running this mod and found it was making other mods call a bunch of relationship manager calls, and lagging out performance significantly. Destroyed all masks from this mod and uninstalled. Now I am getting better perf.
Stim The One 14 Jul @ 10:09pm 
Acceptable trade-off compared to the full one. Guess we will no longer have face masks, but gas masks. Gonna try it in my next run.
Syila  [author] 14 Jul @ 1:14pm 
@Big Cheese not automatically, but you now got buttons to equip to and from from inventory :moxes:

@Stim The One I bumped it to 65% now, the vanilla cloth mask got 50%, I want it to be betetr, but not OP.

@Hotaninja05 Added as of 1.6! c:
Big Cheese 28 Jun @ 1:25pm 
Is there a mod that makes it so my colonists as well as every pawn equip a gasmask (if they have it in their inventory) automatically if there's gas nearby or harming them
Stim The One 7 Mar @ 3:29pm 
Think this needs a stat update again. I remember the base gas mask having no detriment and 80% toxic environment resistance while this has 50%... which is on par with the face mask... and that thing can be made out of hyperweave to be even stronger, to add to how it does not block other things.