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Lastly its a design option, which is in your hands to decide upon. If you need help modding wise, give me a call :-)
- 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.
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.
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.
Steam likes to break links
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.
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. :-)
Thanks. I thought it might of been a error or something but nothing came up in the log.