RimWorld

RimWorld

Toxicity Evolved
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Update: 18 Jul @ 4:18pm

FIXED

  • Fixed issue reported by Slurmpy where the console would throw a vTable error because of the new 1.6 build system.
  • Split the mod into two DLLs for 1.5 and 1.6 compatibility. Idk why but it's still there haha

Update: 17 Jul @ 5:06pm

FIXED
- Removed Defs for future items that were left in by mistake
- Removed Rimbrine

Update: 11 Jul @ 4:22pm

[Auto-generated text]: Update on 7/11/2025 5:22:56 PM.

Update: 11 Jul @ 12:08am

Toxicity Evolved Update 6 - 1.6 Update and Small Content Patch

ADDED
  • Toxic Sniper Rifle - a slightly better version of the vanilla sniper rifle that inflicts toxic buildup on the enemy
  • Anti-Tox Grenades - Fight back against Wasters and heal your toxified pawns with these new anti-tox grenades!
  • Toxic Dart Gun - a Nonlethal way to stimulate your waster allies, or annoy your non-waster enemies

    FIXED
  • Processor Framework console spam
  • Toxifuel Generators not triggering automatic refuelling or toxification of the nearby environment
  • Sound and texture fixes
  • Honestly I forgot

Update: 25 Sep, 2024 @ 12:34am

Toxicity Evolved Update 5.1 - Hotfix

FIXED
  • Toxifuel Generators weren't being loaded - and would drain fuel when turned off. This behavior is now fixed :D

Update: 24 Sep, 2024 @ 8:27pm

Toxicity Evolved Update 5 - Bugfix and Compatibility Update

ADDED
  • Toxihol Fermentation Barrels - This means that Processor Framework is NO LONGER a requirement! If you do choose to use Processor Framework, I've included a patch that keeps the original Processor Barrel recipe intact for compatibility. You can also re-add Processor Framework if you want/need to, it will simply disable the new Toxihol Barrels. (You're welcome King brus)

    UPDATED
  • Updated Toxifuel Generator values to use fuel at a slightly higher rate
  • Toxihol Recipes - Processor Framework and Toxicity Expanded Recipes split. Same 25 Wort to 25 Beer ratio on both barrels. Same fermentation time

    FIXED
  • Toxifuel Torches sometimes showing detonation imminent when it shouldn't explode
  • Hopefully fixed the lag issue with Toxifuel Generators, they now run entirely on C# and use a Rare tickrate instead of a constant tickrate. I have no clue if this will work but I put a lot of time into it lol. (YOU MAY NEED TO BREAK AND REPLACE YOUR EXISTING GENERATORS FOR THIS TO UPDATE PROPERLY, I HAVE NO EASY WAY AROUND IT SADLY)

Update: 29 Jun, 2024 @ 6:11pm

Toxicity Evolved Update 4 - THE BIG ONE

I've been working hard this week on a few more features that I had on the backburner. I still have a few more ideas going forward but I hope you all enjoy this new update!

ADDED
  • Toxicotton and Toxicloth - Used to make slightly weaker-than normal cotton clothing - Can be upgraded with toxic resin to make stronger apparel
  • Added more realistic work time for Anti-tox crafting
  • Added Toxic Resin - A rare substance that appears in toxic and newly toxic areas. Can be used to reinforce Toxicloth to create a much stronger fabric, and can be used in toxic weapons. Will generate resin once per map tile once the pollution percentage breaks 50%.
  • Added Reinforced Toxicloth - Reinforced with Toxic Resin, the Toxicloth has bonded with the resin to create a kevlar-like substance that can withstand both sharp and blunt impacts, as well as increased heat resistance.
  • Added Toxprod - A cattle-prod inspired Waster spear for inflicting toxic buildup on opponents
  • Added Toxisword - A toxic-inflicting scimitar made of steel and resin
  • Added Toxiknife - A quick stabby boi with resin and steel
  • Added Toximace - a short, blunt, spikey boi. I know it's more of a morningstar but "Toximorningstar" didn't sound the best.
  • Added Toxihammer - a much larger smasheyboi. Does a lot more damage and I might need to nerf it but IDK how to balance weapons yet
  • New Page Art - I spent longer than I'd like to admit putting this together. Honestly might've spent more time in photoshop making that than I did writing the XML and C# stuff.


    UPDATED
  • Honestly I forgot what all I tweaked because it was a lot of weird little values but most of them pertain to plant grow times and harvest times, which I've documented in the new page artwork. Uhhh reference that

Update: 27 Jun, 2024 @ 8:32am

Toxicity Evolved Update 3 - Mini Update

ADDED
  • Toxihay Floor/Matting - Same/similar to normal Hay Matting, but with a toxified look
  • Toxilamps - For indoor lighting, fuel efficient and lasts about a month between each refill.
  • Toxic Sunlamps - Capable of long term plant growth but less fuel efficient and smaller effective radius than normal sunlamps


    UPDATED
  • Updated Toxihol to search for the Pollution Stimulus Gene and give a boost to those who would benefit (Wasters)
  • Tweaked Toxihol and Toxifuel values slightly

Update: 24 Jun, 2024 @ 9:56am

Toxicity Evolved Update 2 - Hotfix 2
  • Fixed Toxoid leaf recipes. I had accidentally added them as an additional ingredient to flake, yayo, and psychite rather than a separate recipe. This should now be fixed!
  • Added x4 Recipes for Flake, Yayo, and Psychite

Update: 11 Jun, 2024 @ 10:48pm

Toxicity Evolved Update 2 - Hotfix
  • Fixed Research for Toxifuel Generator (was able to be built with only Electricity Researched)
  • Added x2 upscaled .dds texture files for Graphics+