RimWorld

RimWorld

Chemshine Mortar Shells
26 Comments
Archie  [author] 7 Aug, 2023 @ 11:16am 
@BLAZE_CAT
Just tested the shells, the mortar, the gas vent and the proximity mine. The gas is rendering fine and everything seems to be working, enemy pawns are also being chemshined. I'm quite sure this must be an incompatibility with another mod or a load order issue. Please check using RimPy.

https://i.imgur.com/0jGczgL.png
HIM🐀 31 Oct, 2022 @ 7:23pm 
THANK YOU!
Archie  [author] 31 Oct, 2022 @ 5:41pm 
Done, tell me if something does not function.
Archie  [author] 31 Oct, 2022 @ 5:26pm 
Ah the core mod was updated. Sure, give me a bit and I'll deploy an update.
HIM🐀 31 Oct, 2022 @ 3:19pm 
Please update it to 1.4
MadAnomaly 7 Aug, 2022 @ 12:23pm 
Thanks for fast answer! We started and everything is fine by now, but will look further for issues, if find I'll place a feedback here. :lunar2019piginablanket:
Archie  [author] 7 Aug, 2022 @ 9:53am 
All the code logic is imported from Gas Traps and Shells, that's why this mod depends on it, so if something does not function in multiplayer within gas traps and shells, this mod will also likely not function well either. I'd recommend testing.
MadAnomaly 7 Aug, 2022 @ 6:51am 
Hello, we trying to play with this mod in multiplayer, so this mod got full approval (4) for multiplayer usage, but the Gas Traps and Shells got (1) without even a description of what is wrong. Question is, does the gas traps mod is necesarry for this one or we could use only VFE - Settlers as dependency?
(04) PalverZ 17 May, 2022 @ 10:28am 
My next update will add some implants like death acidifier if you think you want to get the chemshine on for that. Im going to make it as easy to expland upon as I can
Archie  [author] 27 Jul, 2021 @ 12:25pm 
Whoops, forgot a def. Fixed that.
Archie  [author] 26 Jul, 2021 @ 1:36pm 
Now updated to 1.3!
Archie  [author] 25 Jul, 2021 @ 12:01pm 
Likely! Also, don't worry, take your time.
(04) PalverZ 25 Jul, 2021 @ 11:48am 
Do you plan to add a chemshine vent? if so I tried to make the xml stuff easy let me know if i failed
(04) PalverZ 25 Jul, 2021 @ 11:46am 
I have one more section on this project for school then ill touch up a few things do a fast test and drop a 1.3 for the mod
Archie  [author] 25 Jul, 2021 @ 10:03am 
This mod will be updated whenever gas traps and shells (the main dependency) is updated.
If I miss when this happens, please tell me.
Aggressive_Pizza 25 Jul, 2021 @ 12:39am 
1.3?
Archie  [author] 13 Oct, 2020 @ 9:33pm 
@(04) PalverZ Thanks! I haven't been playing rimworld for a while but thank you for the heads up. I'll update this.
(04) PalverZ 13 Oct, 2020 @ 9:14pm 
Yes My mod is safe to remove and add, you need to change part of your xml to make it work now if you haven't already <isTriggeredByHumans> is deprecated I use IsTriggeredByNormal now because I am referring to the fleshtype normal, also be advised the upcoming gas vent update will change a lot, but might not hurt your stuff
Archie  [author] 27 Sep, 2020 @ 9:44am 
I didn't create the gas traps and shells mod, but yes, it's not a major mod so it should be safe.
MasterOfBacon 26 Sep, 2020 @ 6:06pm 
safe to add to mid save? along with the gas traps and shells mod you created?
Archie  [author] 21 Aug, 2020 @ 10:10am 
It is weaker because it is a mist. The idea is to combo it with other shells. Also did the dependency update? This is a pre-patch after all.
Rocketeer 20 Aug, 2020 @ 5:12pm 
if i can get them drunk can i get them drunk enough to blackout or get downed for a bit. Does it have the severity of drunkness of a single bottle or is it weaker because its a mist?
Rocketeer 20 Aug, 2020 @ 5:11pm 
can i shoot enough of these to make them so drunk they are downed. If so how many do i need to shoot to down somebody with chemshine?
Sad | CEO of Potatoes 29 Jun, 2020 @ 7:37pm 
cool
Archie  [author] 27 Jun, 2020 @ 1:16pm 
Yes. Yes it does.
Sad | CEO of Potatoes 27 Jun, 2020 @ 12:52pm 
so it makes them drunk on chemshine