RimWorld

RimWorld

[B18]Chemical Weather
38 Comments
AgentBlac  [author] 18 Mar, 2020 @ 12:38pm 
@? This mod has since been updated to 1.0/1.1 via the link below your comment :)
? 18 Mar, 2020 @ 8:29am 
update?
AgentBlac  [author] 7 Dec, 2018 @ 9:19pm 
Announcement: This mod has been updated to 1.0!!!
AgentBlac  [author] 7 Dec, 2018 @ 9:18pm 
Perhaps....
Morcalvin 28 Nov, 2018 @ 7:00pm 
Will this get a 1.0 update?
masterheap 12 Sep, 2018 @ 5:15pm 
Any chance of a V19?
Johnny Hammer 28 May, 2018 @ 5:37am 
Can you make another rain mod but instead of pawns getting high from it, they get radiation?
AgentBlac  [author] 12 Dec, 2017 @ 11:31am 
@Doha hmm... Thought I fixed that... I'll look into it. Thanks!
Doha 12 Dec, 2017 @ 4:22am 
is it normal that pawns constantly get high on every drug possible to the point of addiction even after chemical fog event ended? two pawn of my colony and all of my bunnies couldn't even move a step ! nice mod though
AgentBlac  [author] 27 Nov, 2017 @ 8:36pm 
ANNOUCEMENT: Updated to B18!!! Till I come up w another idea that builds upon this :)
AgentBlac  [author] 19 Nov, 2017 @ 2:30pm 
Thanks :) I'm debating whether I'm going to update this or come up with a whole other idea altogether that builds on this. Dunno yet.
Radical Rust 19 Nov, 2017 @ 5:17am 
Nice mod! Will it be updated for B18?
AgentBlac  [author] 17 Sep, 2017 @ 8:21pm 
@[GER]PewPew You've been mind-blowingly helpful :o thanks a bunch! Working with some of your ideas as I type. You'll get credit on the next update if I end up using any of them :)
Critical Mess 16 Sep, 2017 @ 8:42am 
Another way for adding higher delay can be a modification of the <baseMtbDays> in the Hediff-definition for the different stages. A higher amount of base days increase the delay until it kicks in. Also if the chemical buildup is removed over time could allow pawns to not always get an addiction or drug effect from the buildup.
Lastly its a design option, which is in your hands to decide upon. If you need help modding wise, give me a call :-)
AgentBlac  [author] 15 Sep, 2017 @ 5:12pm 
@[GER]PewPew ykno I remember using another suggestion for implementing the dummy hediff in the first place, which I was using as a placeholder for future improvements on a delay for the addictions etc, so it would be quite a while before I come out with an official update to this problem. I'm still unsure with how I ultimately want to set up the buildup so I'm still fiddling with some other ways as we speak. With that said, these are extremely helpful ideas and I will look into them further and see what I can do. Thanks for pointing out some overlooked issues as well as the input :)
Critical Mess 15 Sep, 2017 @ 2:31am 
I guess this is not intended, so here are ideas:
- give the chemical buildup a negative <severityPerDay>
- For easier coding, simply use the vanilla method of the toxic fallout G(ame)C(ondition)T(ick)() and modify it with your HeDiffs. Fiddle with the amounts of chemical buildup injected every GCT() to make it fair for players.
- When chemical buildup gives a random drug effect, the buildup is not removed correctly. I'm not sure what the final solution to that could be, you may ask for that in the rimworld forums. Those guys are usually very capable of fixing modding problems.
- As soon as the chemical buildup reaches a threshold of 1, all drug effects are handled equally (even the addictions). But as addictions are already generated by a prolonged use of drugs and in reality are caused by that, it feels weird that chemical buildup straigt away adds addictions.
- You probably need to adjust the <minSeverity>-values of the chemical buildup to play well with a different way of buildup.
Critical Mess 15 Sep, 2017 @ 2:31am 
I completly dismantled your mod and found a few issues and also the reason, why you didn't get my suit to work against chemical weathers.
In your .dll: Pawns are checked if they are fleshy, not under a roof and don't have the chemical buildup already. If all of this is correct, chemical buildup is applied only once.
If you include the vanilla modifier for toxic sensitivity to the variable "num", any pawn wearing a full toxic fallout protection suit won't get any chemical buildup.

After that, your .xml has the line for chemical buildup "<severityPerDay>1</severityPerDay>" which adds chemical buildup to the pawn regardless if he is under a roof or wearing any protection suits. As there isn't a way to remove chemical buildup, it will permanently add some random drug effects to your pawns.
Critical Mess 15 Sep, 2017 @ 2:30am 
Currently your mod works like this:
Pawns are safe as long as they never ever leave roofed area while chemical fog/rain/snow is around. As soon as they take a step outside, they get infected with chemicals which start to multiply inside their bodies, regardless wether they are in safe areas. After a day, the chemicals mutliplied so much, that they add random drug effects until the side effects of the randomly added drugs accumulated so much damage on the pawns body that he dies finally with cancer all over his body, no liver nor kidneys left.
AgentBlac  [author] 14 Sep, 2017 @ 2:16pm 
@[GER]PewPew I actually thought of making my own protection suit for this mod, which I think would be easier. However, I did fiddle w your mod a little bit and after too many tests the suit doesn't seem to make a difference in mitigating the chemical buildup effect. I think it's how I set up the hediff for it. My scrubbiness is showing here :P without making another sensitivity stat and you changing your suit to match that, I'm not entirely sure how these mods could be compatible. Open to suggestions/ideas tho
Critical Mess 14 Sep, 2017 @ 2:42am 
Hello, I'm the author of the Toxic Fallout Protection Suit (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=731878767)

An user asked me if it is possible for my suit to protect (to a certain degree) from your chemical weather. Your .dll seems to use the vanilla way of "injecting" chemicals during chemical weather, but as you removed the check for the pawn stat "ToxicSensitivity", my suit does nothing to protect from said chemicals.
If you're up to it, you could use the same calculation for the modifier as the vanilla method during toxic fallout. As far as I know there aren't any vanilla ways to modify the toxic sensitivity, except if the pawn has an inbuilt sensitivity of 0.
Critical Mess 14 Sep, 2017 @ 2:41am 
All fleshy pawns have a sensitivity of 1, all robots and other "unfleshy" pawns of 0. When using the vanilla method of calculating the sensitivity factor, you don't need to check if pawn.isFlesh.
And because you are defining a sensitivity factor "num=0.01" and then check it if its greater than 0, modifying your code to include the vanilla "ToxicSensitivity"-stat would only require "num *= pawn.GetStatValue(StatDefOf.ToxicSensitivity, true);" after defining num=0.01 and shouldn't make much trouble. :-)
Happyguy22 12 Aug, 2017 @ 7:34pm 
Ah, okay, thanks again.
AgentBlac  [author] 12 Aug, 2017 @ 7:34pm 
@A Tribal-class destroyer Ok should work better now. I didn't fully solve the issue, but that particular situation shouldn't occur until I go back and fix it for real. On the off chance that the issue does come back, lmk and I'll get back at it :)
Happyguy22 12 Aug, 2017 @ 2:42pm 
@[SubPrime] AgentBlac
Thanks. I thought it might of been a error or something but nothing came up in the log.
AgentBlac  [author] 12 Aug, 2017 @ 2:36pm 
Hm well that's not supposed to happen. I'll check it out asap.
Happyguy22 11 Aug, 2017 @ 8:57pm 
How long does the chemical buildup last? I've got a colonist who is basically addicted to all the chems in game because of it and it won't go away.
AgentBlac  [author] 29 Jul, 2017 @ 11:04am 
@Saya Yeh I tweaked the whole system as well as add a delay. Should be more player-friendly now.
Saya 28 Jul, 2017 @ 2:38am 
Is there a way to, yknow, not instantly completely max out someones tollerance and addict them instantly? I had a combo event of wakeup fog and psychite rain at once, pretty much ended the colony on its own as i had no drugs, and no time to run for cover.
AgentBlac  [author] 24 Jul, 2017 @ 1:03pm 
VVV Can disable incidents in the scenario editor btw.
AgentBlac  [author] 24 Jul, 2017 @ 1:02pm 
@Desunatorg Technically, it already is customizable, but the labels for each incident were labelled to same to make the incident type initially unknown to the player. I COULD actually label the incidents, but then the envelope that shows the incident would also show the incident type (instead of "chemical weather" its "alcohol rain" or "ambrosia snow." Not sure if people prefer to know what's comin for their colony. If enough people don't mind it, then I'll change the labels. But to answer your question, yeh you can disable individual chemicals, it's just a russian roulette atm.
AgentBlac  [author] 24 Jul, 2017 @ 12:52pm 
@Dancing Weeaboo Yeah I can see that. I've been trying to work on a streamlined way to add in a delay for each type of weather, using methods including the "dummy hediff" approach proposed on the Luciferium Rain page, but my programming scrubbiness has yielded me no viable results. Will keep working on it tho.
Dez The Dapper Bocchi 24 Jul, 2017 @ 12:51pm 
can you make it customizable so we can choose the drugs i dont like the chance of having all my pawns be addicted to the devils bargin
LemonSqueezed 24 Jul, 2017 @ 4:44am 
If you're planning on implimenting suggestions, perhaps a longer delay between the notification and the actual rain could help this mod
Oktakon 20 Jul, 2017 @ 10:12pm 
so i was told that a beer shipment cracked open a bunch of cold ones all through the atmos and was raining down from heaven ... but all I got my dude was a colony wide pychite addiction and no high while having an afternoon romp in the rain. i have a map full of drug addict animals now .... cant think of a worse rimworld afternoon ive had in a long while.
MiamiHurricane 20 Jul, 2017 @ 4:28pm 
WOW testing rn
Occyfel 18 Jul, 2017 @ 3:23am 
Adds it bit more sci-fi to this game, I approve.
ManOfGod413 16 Jul, 2017 @ 11:05am 
Wow! Chemical snow? Now everyone can believe in Frosty the Snowman!