RimWorld

RimWorld

54 ratings
Utility Supplements
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1
File Size
Posted
Updated
2.742 MB
2 Mar, 2020 @ 12:30pm
9 Jun, 2020 @ 11:27pm
9 Change Notes ( view )

Subscribe to download
Utility Supplements

In 1 collection by Pelador
Pelador V1-1
32 items
Description
Optional Expansion: Adds various utility items. (Note Medical Supplements mod is required).

Overview
V1.1

This mod will be used to add various additional items of varying nature that can be of practical benefit but not considered as medical or social supplements.

Mod details

The following PDF describes what this mod offers:

Utility Supplements Notes[1drv.ms]


Application

Application of the foam or use of these toxins is handled using multiple delivery methods.

"Sprayer": allows the toxins to be directly applied as foam to small areas with control. (Manual process when drafted). The sprayers also have a limited number of uses (indicators provided).

"Mortar Shells": The foams and gases can be delivered with shells using mortars.

"IDEs": The shells can be used for IED traps. (Note only Insect Killer, Mind Killer, Tangle and Tear Gas IDEs are provided as default, the other types require additional mod support.)

"Foam Poppers": Foam poppers can be setup for Blight and Insect foam , trigger is the presence of a hive in the case of insect foam poppers.

"Grenades": Insect Killer, Mind Killer, Tangle Killer and Tear Gas can be weaponised.

Applied foam to a surface will linger for a while and remain active but it will eventually disperse.


Mod Options

Vary base research costs by a percentage level.

The mod includes settings to tweak which plant gases are used and whether a maximum radius at full maturity. Provided in case anyone experiences any graphical performance issues with their hardware. There's also a toggle for Tangleroot creep.

The relative toxicity setting allows you to tweak how effective the various toxins and other active chemicals perform in relation to default values (percentage).


Mod Compatibility
*** Subject to Conversion ***

Apothecary - Allows the ability to make ammonia liquid fertiliser and plant sprayer applicator.
Remote Tech - Some of the IDEs become available for use when this mod is loaded.
RimPlas - Sprayers will use RimPlas instead of Steel in their ingredients.
Seeds Please - Adds patch support to generate seeds for plants used in this mod.

Muliplayer support (beta).

(Includes custom harmony C# override process to apply only this mods filth to any fertile terrain).

Mod Notes

Multiple research projects in own tab with bulk recipes as relevant.

Save compatible and mod friendly.

To remove the mod you would have to remove all items introduced first and would expect some initial harmless error messages on removal that will subside with further saves.

Credits

Oleg Marko: Graphics Revision
Uuugggg: For educating me about Harmony transpilers.
UnlimitedHugs: Use of gas mask (modified) from Remote Tech.
Dubwise, Falconne: Reversed engineered and adapted Gizmo Code.
viirinsoftworks: Inspiration for Tangleroot.
Maxwell.J: Chinese (simplified) translation.
Erdnussbrot - German translation.

Github

rar file available: https://github.com/PeladorRW/UtilitySupplements


Pelador's Discord

https://discord.gg/CFNP26C

V1.1 Collection

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2012817741



(CC BY-NC-SA 4.0)
26 Comments
Do0m[y] 1 Oct, 2020 @ 12:56pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Mlie 12 Aug, 2020 @ 3:57am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195065488
Hope it helps anyone!
Tommy Gray x Land Raider 11 Aug, 2020 @ 10:57am 
update for 1.2 plz, as well as others
Pelador  [author] 24 Jun, 2020 @ 5:06am 
@DMCurt

You can use either, the recipe is set to accept 5 insect jelly or 5 insect corpses.
DMCurt 23 Jun, 2020 @ 10:26pm 
Typo located: in the recipe for insect killer liquid, the recipe lists 'five insect corpses' as an ingrediant, when it really needs five insect jelly.
Oniwabanshu 10 Jun, 2020 @ 7:53am 
You just made it into my list of legendary modders.
Pelador  [author] 9 Jun, 2020 @ 11:30pm 
@Update @yagiou

Added animal fleeing from dangerous plants optimisations and also a mod option for the behaviour to help minimise impact further but disables it in the process.
Oniwabanshu 9 Jun, 2020 @ 10:39pm 
Don't worry mate, if it too much trouble for little gain just leave it as it is, but if you do end up doing it anyway, thanks a lot!!!
Pelador  [author] 9 Jun, 2020 @ 10:30pm 
@Yagiou

Looking at the code I can optimise the plant thoughts as they currently search for all plants on the map into a list to then be evaluated, this could be converted to using specific defs per plant search. And of course the option to disable the processing of some of the code through a mod setting. But in terms of gains, it is going to be negligible in terms of improvements seen. I'll do this anyhow, because I can and you requested it, but I rather think it isn't something that is to be considered of concern in the grand scheme of things.
Pelador  [author] 9 Jun, 2020 @ 10:25pm 
@Yagiou

Using Dubs performance analyser in my own current game I can see that the think tree use for the fleeing behaviour for each of the flee plants thoughts is about 3ms but that has to be added to the if animal has clarity thought which is about 5ms, so 7ms in total per plant or 10ms when you consider all pieces of logic needed for the animal flee behaviour. But when compared to the main thinktree thought processes including the work related thought which are all around 150ms (and there a few of these) they don't even begin to register or be seen as potentially problematic. They are then 6.7% of one of these. But in comparison to all the thought processes going on, pretty negligible. https://1drv.ms/u/s!Au3GsmKyQkDYjLhOxPyp2pP-tISYoA?e=sgQLie