RimWorld

RimWorld

48 ratings
Blight Popper
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4
File Size
Posted
Updated
732.094 KB
31 May, 2021 @ 10:09am
8 Oct, 2022 @ 10:05am
4 Change Notes ( view )

Subscribe to download
Blight Popper

Description
Check out the new and upgraded mod:
Anti-Blight and Firefoam Dispensers


Hey all,

This mod adds a building similar to the firefoam popper, but it's for blights instead of fires.
In the blue corner, presenting...

Blight Popper!

It requires 25 Steel, 1 Herbal Medicine, 1 Neutroamine and 1 Industrial component to build.

It detects the blight in 5 radius away, creates a fume explosion with radius of 7.5 and clears every blight in it.

Pawns with breathing capacity in the blast radius get affected with a mild hediff, which shown in the picture at it's highest stage. This hediff clears itself within a few hours.



Compatibility

* Can be added to saves, can be removed in the middle.
If you uninstall with a popper on the map, it will throw one time error. After another save, 'sall should be good.

* This but a firefoam poper with different means, I wouldn't expect complications. Still make a save just to be sure.

* If there is a mod (or devMode) forcefully puts a blight (directly as EtherealThingDef) in somewhere without the plants' proper blight event and progression, this mod may not destroy that particular blight.

[Optional]
* I used Harmony for Drug Binge behavior patches. If you choose to play with binge behavior patches it might be uncompatible with mods changing the same methods, if there are any.
- Patches will skip and won't change anything if you don't use the experimental settings. I aimed them to skip when there's no accessible and needed popper on the map also. So I expect little to none incompatibility on my end but, I didn't do much experiment on this part.
- (For Modders) Patched methods: JobGiver_BingeDrug:IngestJob, AddictionUtility:CanBingeOnNow



Mod Settings

By default, pops cure newly blighted plants and have mild effect on pawns.

Effect on plants:

- Fungicide effect: Cures the plant above the chosen blight level. (Blights usually start at %20 and increases with time)
- Fungostatic effect: Stops the spread in the area, but doesn't save the plant. (*Turns blighted plant into a dead plant)
- Gradual effect: Fungicide effect below the chosen blight level, fungostatic effect above it.

- Toxic effect: An independent setting which applies to all plants in the area, blighted or not. (*Kills the plant)

*: Settings for fungostatic and toxic effects: Destroy the plant, Turn it into a dead plant(mod), turn it into a chokevine

Effect on pawns:

- Hediff to breathing pawns: No hediff, Mild hediff (mod), Anesthetic effect
- Toxic effect (with toxic sensitivity): Base game mechanic. Kills the pawn at %100, use with caution!
- Drug behavior: No effect, Pops satisfy, Pawns actively search and pop the poppers on drug binges (experimental)

Default settings should be like the picture above. (Minus the drug binge behavior, i think.)
I tried to explain all on the settings page with sliders and changing texts. You can do experiments for further info.



Don't Pop Hard, Pop Smart
Poppers can be directly activated with (single tap) shooting, punching, headbutting etc. So you can use them as lethal/non-lethal traps, recreational drug dispensers, crowd control providers or anything you want with proper settings.



My other mods:
Short Circuit Blues
Spike Trap Blues
25 Comments
blues  [author] 13 Apr, 2024 @ 6:24am 
Updated the new mod (Anti-Blight and Firefoam Dispensers) for 1.5. you can check in the mod's description, or just:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3125277188
A-Yooo_Daryl 13 Apr, 2024 @ 4:54am 
1.5 coming ???
blues  [author] 8 Oct, 2022 @ 10:16am 
// Updated for Rimworld unstable 1.4. Changes;

- Method name change (TriggerObject.)

For the toxic buildup setting;

- StatDef name change (ToxicSensitivity to ToxicResistance.)
(Changed the toxic buildup formula accordingly, I hope.)

- Added ToxicEnvironmentResistance multiplier from the new Biotech dlc. (If it's active)
(I'm not sure how it works, I don't have the dlc. I just went parallel with the Toxic Fallout calculation in the original code.)

// After a quick check, everything seems to work fine. Can do a backup save, to be safe.
Mai 16 Aug, 2021 @ 9:09am 
Oh that's great, like a trade beacon in a 12x12 room, it would still be circular but it would spread enough to cover the room, thank you.

So I found an explosion radius, a fuse radius and a visual radius.
I'm guessing visual is the radius of the circle we're shown while placing, fuse is the distance where it may detect blight and explosion is the area of effect. I'll experiment with these.
blues  [author] 16 Aug, 2021 @ 12:59am 
@Mai, I see your point, but i took the fire extinguisher as a base for this mod, so the whole system is based on a radius dependent mechanism.

I think affecting an enclosed room is possible, and indeed it's a good idea, but not sure how performance-friendly it would be and I have no idea how to do that for now.

For now, i could only point out that you could use some lines in the xml code for your taste;
<specialDisplayRadius>7.5</specialDisplayRadius> you could change or remove this to not see the radius ring.
<li Class="CompProperties_ProximityFuse"> // <radius>5</radius> increase this one to make the pops bigger.

I'm heavily busy with work these days, but i'll keep this in mind. Maybe I could add an optional room sprayer kinda device in the future.
Mai 15 Aug, 2021 @ 10:15am 
This is the most interesting mod that gives us a way to fight back against the blight.
However it gives me OCD to use this with sunlamps, would be really cool if we could have something like this but affects the enclosed room it's in as a whole.
blues  [author] 4 Aug, 2021 @ 12:57am 
Hey, @Slimez.

If you check the mod settings, you can see that;
-Fungicide effect: Cures the plant above the blight level you set.
-Fungostatic effect: Kills the plant, or replaces it with a dormant one which you can set also.
-Toxic effect: An independent probability setting to kill a plant, blighted or not.

There's an explanation text which changes with your settings. And settings gray out when they are unused. I tried to make it understandable as i could. Try to experiment with those and let me know if anything else seems vague.

By default, it shoudl be the settings in the picture above, so it cures the newly blighted plants if you don't change anything.
Slimez 2 Aug, 2021 @ 8:26pm 
to be clear does this kill all blighted plants, or if they were just infected can it cure them?
blues  [author] 22 Jul, 2021 @ 7:17am 
Updated for 1.3
Everything seemed to be working as it is when i checked.
Tell me if anything is wrong. I may not be able to bugfix for a week if its not today.
blues  [author] 6 Jun, 2021 @ 12:51pm 
Pushed an update with bunch of settings, which you can see in the picture.
Read the change notes for more detail.
I won't be able to bugfix, maybe even reply any messages tomorrow.
I hope it all goes well for now.