RimWorld

RimWorld

[1.3]Chemical Weather
29 Comments
Mythophile 14 Aug, 2020 @ 7:15pm 
1.2? Needs to be updated to run properly.
permarust 30 Jul, 2020 @ 11:53pm 
Hey, are you still active? I want to update one of your mods if that is okay with you. If you got time, accept my friend request.
Blankenbits 9 May, 2020 @ 12:21pm 
After chemical rain stops pawns that have been inside, under a mountain, the whole time start getting waves of multiple addictions. Also, non-humanoid races such as androids are also gaining addictions. Like the mod, dislike this bug.
Draken 9 Apr, 2020 @ 1:53am 
Hi! I do not know if it is normal or not, but my pawns become addict even if they are confined inside. it happened with a snow of alcohol if it can help
Zephyr 25 Feb, 2020 @ 6:49pm 
sweet!
AgentBlac  [author] 25 Feb, 2020 @ 5:07pm 
Announcement: My apologies, this mod is now multi-version compatible.
Nuria 5 May, 2019 @ 10:51am 
My people are getting effects while never going out into the weather. I restrict them to roofed area's only the moment I get the event. Yet the whole group is getting addictions. I'm not sure if its specific roofs that aren't working right. I have primarily thick roofs, but they frequent under both regular and thin roofs. People shouldn't get conditions if they never go into the weather.
ConfectionaryCanine83 8 Apr, 2019 @ 12:07pm 
oh, uh, yeah, can we have an option to turn off luci rain, because that could screw you in so many ways it's unreal.
AgentBlac  [author] 22 Mar, 2019 @ 5:25pm 
@Boop It has a tiny chance of doing so, yes. It's how the system is set up. RNG is just fantastic :P
Zotz 20 Mar, 2019 @ 1:13am 
Is it supposed to cause pawns immediate addiction with no high?
AgentBlac  [author] 22 Feb, 2019 @ 3:25pm 
@snefrukai Yeah.... I don't think that that shows if youre not in developer mode. Unfortunately, the way I set up the effects system isnt the same for 1.0. Still works perfectly fine, but spews that error everytime someone gets affected. Looking into it.
snefrukai 22 Feb, 2019 @ 10:55am 
got error as below, any suggestions?

Config error in ChemicalBuildup: stages are not in order of minSeverity
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Zephyr 30 Jan, 2019 @ 1:31pm 
so, I guess you could say....... this is one way to get a purple haze? (YEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAHHHHHHHH!!!!!!!!!!!)
Popo Bigles 26 Jan, 2019 @ 12:16pm 
Oh God, Luciferium rain - It's raining blood!!
AgentBlac  [author] 13 Dec, 2018 @ 7:56pm 
@adam yeeeaaaaaahh.... more of a miss than hit system in some cases :D I should probably polish it up a bit. Appreciate it tho
adamok5002 13 Dec, 2018 @ 12:40am 
it stays for a tiny bit longer that 2 effects... and by that i mean they got everything baring luci and died from the withdrawl, but apart from that its a great mod!
AgentBlac  [author] 13 Dec, 2018 @ 12:18am 
@adam the current system was hit n' miss from the beginning, but it's supposed to be gone by the time 1 or 2 of the chemicals take effect. Should probably revise it now. I just ported this mod to 1.0 without any major changes :)
adamok5002 12 Dec, 2018 @ 10:33pm 
how long does it take for chemical(absorbed) to wear off? some people went out side having a mental break and they are high beyond belife and it doesent seem to be stoping anytime soon
Doc Cams 11 Dec, 2018 @ 12:46am 
Ohh shi-t, A 150+ raid comes and you gotta defend. Luciferium rain comes, and voila, Drug-enhanced raiders wanting to destroy my base.
10/10 would subscribe
MercuryDoll 9 Dec, 2018 @ 3:23pm 
Ah, okay thank you. I'll give it a spin then! I still advocate for mod settings though, it's always good to implement!
AgentBlac  [author] 9 Dec, 2018 @ 1:06pm 
@Lumi MercuryDoll & dninemfive luciferium is currently apart of a separate mod that I haven't updated yet :) Not included in this one
dninemfive 9 Dec, 2018 @ 8:23am 
Yeah, Luciferium should either be hard-disabled or disabled by default in a mod options page; I'd use this but I don't want my colony to be effectively killed off due to RNG.
MercuryDoll 8 Dec, 2018 @ 1:46pm 
can you disable individual types of drugged weathers, such as luciferium? the idea of psychite fog sounds fancy, but i'd rather not have half my colony suddently luciferium dependant.
MiamiHurricane 8 Dec, 2018 @ 12:50pm 
this was scary when i first used it in the beta's
AgentBlac  [author] 8 Dec, 2018 @ 12:36pm 
@Deyon there is a chance of getting addicted, yes. Not always, though.
Deyon 8 Dec, 2018 @ 6:30am 
can you get addicted from standing in this weather?
Sig (Von Luck WT) 8 Dec, 2018 @ 5:37am 
"Luciferium Rain Mod" lol, I'll give these a shot
An Author 8 Dec, 2018 @ 3:23am 
Very interesting. Will test.
masterheap 7 Dec, 2018 @ 9:35pm 
YESSSSSSSSS