RimWorld

RimWorld

Utility Supplements
70 Comments
Pelador  [author] 9 Jun, 2020 @ 3:38pm 
@Tommy

Please see pinned discussion.
Tommy Gray x Land Raider 29 Feb, 2020 @ 12:25pm 
update to 1.1 plz
Pelador  [author] 19 Jan, 2020 @ 1:49pm 
@Update

Graphics Revision - Oleg Marko.

Note (steam preview images not updated atm).
NutsAndBees 5 Dec, 2019 @ 6:32am 
Awesome and good to know, thanks dude!
Pelador  [author] 4 Dec, 2019 @ 4:28pm 
@NutsAndBees

Whilst slightly resilient, Tangleroot can be killed with fire. It can also be "tamed" for cultivation by enclosing it by terrain that is not fertile.

Tip would be to grow it in lines, rather than clumps to make it a less hazardous activity to farm.
NutsAndBees 4 Dec, 2019 @ 4:20pm 
My one make or break question for this is: can we kill tangleroot with fire? (I mean I assume you can since it's a plant but one can never be too sure...)
Pelador  [author] 15 Nov, 2019 @ 2:43pm 
@Update

For items with native use counts (e.g. sprayers) they will be set to ammo type none in the mod Ammunition.
Pelador  [author] 6 Oct, 2019 @ 1:31am 
@Update

Addition of hydrochloric acid in recipes.
Pelador  [author] 24 Sep, 2019 @ 2:01am 
@Update

Tear gas recipes have been changed to use hot sauce to ensure best compatibility with other mods.
Pelador  [author] 15 Sep, 2019 @ 9:38am 
@Update

Ammonia fertiliser can now be triggered manually from a popper. (Needs Apothecary mod).

The cleaning process has been updated to allow for the filth in this mod to be ignored when in the home area, for plant related foam this will only apply to terrain that has fertility.
Pelador  [author] 26 Aug, 2019 @ 5:14pm 
@Update

Added a mod option to vary the base research costs by a percentage level.
Pelador  [author] 22 Aug, 2019 @ 7:10am 
@Update @Maxwell.J

Chinese (simplified) translation added.

Language support provided by Maxwell.J
Pelador  [author] 9 Aug, 2019 @ 3:13pm 
@Update

Added antifreeze with sprayer and shell delivery systems. Can be used to clear snow over time. (As with all form of filth the cleaning work needs to be managed not to simply remove the antifreeze).
Lustique 7 Aug, 2019 @ 8:35am 
@Pelador: Thanks!
Pelador  [author] 6 Aug, 2019 @ 5:21pm 
@Lustique

1) ty, corrected.
2) Am aware of, but not tested.
Lustique 6 Aug, 2019 @ 4:55pm 
1. Your link to the ‘Apothecary’ mod does not work (empty id)
2. Does this mod use the ‘gas system’ from ‘Remote Tech’?
Pelador  [author] 25 Jul, 2019 @ 4:06pm 
@Update

With the mod "Apothecary" loaded, US will allow you to make liquid fertiliser that can be applied to any plant or tree to help with its growth. The applied liquid foam is considered as a filth however, so you will have to manage cleaning work or cleaning zones in order not to simply clean it up.
Pelador  [author] 15 Jul, 2019 @ 3:22pm 
It can also be used as an effective "antidote" to the other foam that applies itself as filth.

E.g. accidentally spray plant killer onto a blighted area instead of blight killer, then detergent could be used to remove it.
Pelador  [author] 15 Jul, 2019 @ 3:19pm 
@Wriden

Worth pointing out that Detergent itself will be cleaned by pawns if in an area marked for cleaning and there is sufficient work priority to do so.
Wriden 15 Jul, 2019 @ 3:16pm 
@Pelador That's what I was looking for, thanks!
Pelador  [author] 15 Jul, 2019 @ 3:04pm 
@Wriden

It degrades the filth it comes in contact with. But you would need to apply it from the sprayer or as a mortar shell. There is no AI associated with it, so that would still be a manual process. But a squirt of detergent onto lots of filth based on its area and leaving it to do its work would be quicker than cleaning it up, depends how much filth may be in an area really.

And of course the detergent can be applied to areas not marked as cleaning zones.
Wriden 15 Jul, 2019 @ 2:37pm 
@Pelador I have a question, If I use Filth Killer/Detergent, will it clean floors without the need of pawns doing it manually?
Pelador  [author] 15 Jul, 2019 @ 11:19am 
@Update

Multiplayer native compatibility support (beta).
Pelador  [author] 8 Jul, 2019 @ 5:59pm 
@update

Glow sticks and glow foam added.
Additional compatibilities.
killgaet 25 Jun, 2019 @ 3:45am 
yes, it's not a big problem the gas masks being in big quantities, also, some gas masks are made so that they protect from mod related threat (gas or something like that)
Pelador  [author] 25 Jun, 2019 @ 12:14am 
@killgaet

It probably would be more sensible if there was a standalone mod for a generic gas mask as opposed to various mods adding in their own version of the mask as a solution to toxic situations. It doesn't surprise me also that various clothing mods or otherwise end up providing their own version of the gas mask as their intended solution/assistance to the toxic fallout event.

Not sure how best to galvanise the modding community to revert to a generic use for the benefit of players though. And difficult for myself not to include the provision of a gas mask in this mod (for completeness) when there are a number of associated toxic elements provided.
killgaet 24 Jun, 2019 @ 8:55pm 
nahhh just jocking, it's just that there is too much gas masks in my game that i have a hard time finding which do what and also i just loaded the mod and need to start a new game to test it out (more war crimes yeah) (cause my 6 day (spent on the game like 24h*6) long game just got corrupted and nothing could save it... sad).
Pelador  [author] 24 Jun, 2019 @ 7:14pm 
@killgaet

I'd suggest not using the mod if it brings you to tears. Such a reaction doesn't sound emotionally healthy to me.
killgaet 24 Jun, 2019 @ 7:01pm 
>gasmask
me: ah shit here we go again IT WOULD BE MY 10 TYPE OF GAS MASK
*cries in mod*
Pelador  [author] 11 Jun, 2019 @ 10:18am 
@Update

Additional precursor use for some of the toxin recipes etc.
Pelador  [author] 5 May, 2019 @ 5:13pm 
@Update @Viirin

Compatibility adjustments for Tear Gas.
The Imperial House 2 May, 2019 @ 5:37pm 
i hope this shit is CE compatible otherwise its a mod il never use
pgames-food 1 May, 2019 @ 10:38pm 
maybe teargas could also make the affected character lose 10 hunger percent (to simulate the need to eat or drink because of losing fluids from tears?)
Pelador  [author] 30 Apr, 2019 @ 5:20pm 
@update

Added Tear Gas
Pelador  [author] 4 Apr, 2019 @ 11:56pm 
@Update

Upgrade: With severe buildup of stinkroot effects from mindkiller or stinkroot gas there is a slight chance that the inhaler if remaining in the gassed area will experience a mental break of the following types: berserk, flee in panic or psychotic wandering.
Gavril 4 Apr, 2019 @ 4:00pm 
Cool! Thanks for the quick reply.
Pelador  [author] 3 Apr, 2019 @ 2:13pm 
@Gavril

Might accommodate (at some point in the future) a random chance of a mental break of berserk with a significant build up of the mind killer effects.

The Luci gas would be interesting, and it is perhaps co-incidence that in the last couple of days I have a times been brainstorming the idea of some kind of "healing" grenade, just wouldn't want to make it an alternative to medicines. So certainly balancing it with the effects like Luci has including some negative consequences would be the way to go. I'll give it some thought.

Additions to this mod aren't however a priority for me at the moment and my focus is elsewhere, but useful still to get these suggestions as it helps to confirm what might be considered useful by others for future additions.
Gavril 3 Apr, 2019 @ 12:05pm 
This is really cool. Are you interested in expanding the mod? I was thinking a berserk gas of some kind would be a cool addition. Maybe some other unique gases? I dunno, like temporary luci? Even if you aren't going to expand any, thanks for the mod!
Pelador  [author] 2 Apr, 2019 @ 11:04am 
@Update

Includes harmony code that now overrides terrain acceptance of filth setting for any terrain that is fertile. This only works for this mods specific foam however as relevant.

This now means that the foam in the mod is compatible with the settings applied by VGP Garden Tools.
pgames-food 31 Mar, 2019 @ 1:04am 
ah ok great
Pelador  [author] 31 Mar, 2019 @ 12:44am 
@pgames-food

Lithium salts or Lithium carbonate from the MS mod is an alkali.
pgames-food 30 Mar, 2019 @ 11:49pm 
hi i think olives, tofu (or soybeans) and corn can be alkanine.... while all seem to be available with mods, corn i think is vanilla and maybe using some Corn could be used in a recipe if you need to make alkaline solutions? :)
Pelador  [author] 30 Mar, 2019 @ 4:11am 
@viirrin

thanks for the ref, but I wouldn't have too much of a problem singling out various things for exclusion to damage. It is just with the suggestion being an acid I "would want" it to damage structure, buildings, plants etc.

Moreso, it is that some things included in the various sets of objects have differing definitions with some not using hitpoints, which makes it difficult to use normal damage mechanisms as a process.

It could still be useful anyhow to see and compare the method(s) applied.
viirinsoftworks 30 Mar, 2019 @ 4:02am 
A thought from yyour comments is A Rimworld of Magic (damn that mod I reference it too often). Look at the code behind a necromancer's decay spell. No damage to plants or buildings, heals zombies and seriously injures all living things except machines.
"The" SeanMacLeod 29 Mar, 2019 @ 11:51pm 
Good points all; I had not considered any of them (:steamfacepalm:self). Acidic foam would be much easier to manage than a gas cloud, but the same concentration of a base to neutralize said foam would come with its own problems (like making an area unable to grow anything for a LONG time), and making either "deteriorate" from exposure over time might involve some hefty code wrangling.

Ideally, I envisioned it as a first defense against hostiles approaching the colony instead of inside the colony itself, to weaken them before they encounter the main defenses....but we all know that a lot of players probably would use it inside the colony. I also thought it should be fairly difficult and/or time-consuming to make, and then only in limited quantities, because it would be so powerful.

Ah well, back to the old electric brain......
P.S. No matter what, luvvin' the mod :SmileyYellowFace:
Pelador  [author] 29 Mar, 2019 @ 10:44pm 
Side thought: deterioration definitions could be a useful control and damage multiplier effect here for a corrosive effect and would also simplify the process somewhat.
Pelador  [author] 29 Mar, 2019 @ 10:38pm 
A corrosive foam as filth would last longer, but would need to consider an antithesis for it also, detergent as is currently would do this, but that is derived from an acidic chemical itself. So this might need adjusting not to effect the corrosion and possibly consider a neutralising foam (alkaline) to act as the counter for the corrosion. Though a strong alkaline base could have quite detrimental effects itself. hmmm *pondering time*
Pelador  [author] 29 Mar, 2019 @ 10:30pm 
@"The" SeanMacLeod

I could make a caustic cloud, but it would pretty much damage everything it comes in contact with including structures. Though any gas would normally be bounded by structured elements like walls. I could then also make it attack any boundary elements (i.e. walls) also with perhaps less of an effect?

A foam might be more manageable/sensible that is corrosive to anything that it is sprayed on or anything that comes into contact with it? Though the adjacency effect probably still needs to be considered to some extent. Also might need to consider damaging floors in the process here.

Not all objects in the game use hit points however for a simple effect from a damage type to be a gradiated process, so I would need to consider how best to handle these kind of items. Would i ignore these types, outright remove them?
"The" SeanMacLeod 29 Mar, 2019 @ 5:56pm 
Here's an idea: a corrosive gas for use against mechanoids or powered armor!
I don't expect anything to come of this suggestion, but i make in nonetheless :overkill_laugh::dsmagic::EvilGrin:
viirinsoftworks 29 Mar, 2019 @ 3:20pm 
Thanks man! I'm on the case.