RimWorld

RimWorld

BoomMod Expanded
68 Comments
VitaKaninen 23 hours ago 
Thanks, no pressure!
Mlie  [author] 11 Jul @ 9:21pm 
@VitaKaninen Yes, VAE changed a lot of their namespaces. Ill get to it
VitaKaninen 11 Jul @ 4:39pm 
This mod is causing an error when used with Vanilla Expanded Framework, with no other mods installed.
Arthur GC 14 Mar @ 3:16am 
I think this mod goes well with one I created and added a link pointing to it on my description: Hunting Grounds: Prey Overpopulation Control
Mlie  [author] 3 Mar @ 10:14pm 
@DragonKing Please link to the mod and Ill take a look
DragonKing 3 Mar @ 3:17pm 
Just witnessed the Boomasaurolophus from Biomes! Prehistoric explode in my face when "finishing off" with unarmed melee.
Mlie  [author] 22 Sep, 2024 @ 12:36am 
@MrUregancho Please see the Reporting Issues section described above
Mlie  [author] 18 Apr, 2024 @ 4:15am 
@dinhkhiem199833 Please see the Reporting Issues section described above
Kaden Ha 18 Apr, 2024 @ 2:59am 
Mlie  [author] 15 Jan, 2024 @ 7:56am 
@polat.cal Please see the Reporting Issues section described above
polat.cal 15 Jan, 2024 @ 7:31am 
Is there something happened with latest updates? Because this mod is not working anymore.
Mlie  [author] 26 Nov, 2023 @ 1:53am 
@thorman123456789 It should work, I have not tested them specifically
thorman123456789 26 Nov, 2023 @ 12:33am 
Okay, but does this mod work with that mod? Because that mod that you updated has emp, toxic, and fire foam versions of the boomalope. So they aren't all explode on death, like the EMP is a stun with no explosion, and the smoke creates smoke with no explosion. I figured since you made/updated both mods you would know before I start a new game to test both mods.
Mlie  [author] 25 Nov, 2023 @ 11:26pm 
@thorman123456789 It should work with anything that has an explosion on death
thorman123456789 25 Nov, 2023 @ 3:03pm 
does this work with your Elemental Boomalopes (Continued) Mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988725537
Worst Player NA 13 Oct, 2023 @ 4:19am 
Thank cod for this, I managed to get some aerofleet to harvest blue gel, but I always set things with manager to avoid having too many animals. Well, today I learned they explode lol.... Awkward as heck to have things exploding all around my base every few days. Hopefully this helps!
Mlie  [author] 7 Aug, 2023 @ 11:21am 
@Coleroni I need a log for this, and check your mod-settings
Coleroni 7 Aug, 2023 @ 10:47am 
If I shoot the boomalope once, it eventually goes down, and then I "finish off" the boomalope, they still explode. even in the rain. I have a p long modlist but I wanted to bring this up. 1.4
Yoann 7 Aug, 2023 @ 6:27am 
With the setting Explode for Melee or medieval, a Boomalope didn't explode on a greatbow arrow (in the spine).
Gariba 24 Jun, 2023 @ 1:03pm 
Yeah, looks like it was an unupdated version, because now things are indeed less explody.
Thanks for the tip about the log at game start
Mlie  [author] 22 Jun, 2023 @ 11:01pm 
@Gariba Check that you have the latest version of the mod. It worked in my test. The supported animals are listed in the log at gamestart
Gariba 22 Jun, 2023 @ 4:13pm 
Was the latest update supposed to prevent crystalopes from the Biomes! Caverns exploding on slaughter? I just had an... unfortunate chain reaction in my barn
Doomchibi 4 Apr, 2023 @ 3:51am 
Whoops, I didn't even think about that. It was my dusk prowler from alpha animals, as far as I know it only has a melee attack but maybe it has a special category?
Mlie  [author] 3 Apr, 2023 @ 10:54am 
@Doomchibi The steelope is listed as supported on game-start so they should not be exploding. As long as the killing damage isnt some fire-based attack or bullets etc.
Perhaps your hunting animal has some special attack.
Mlie  [author] 2 Apr, 2023 @ 8:49am 
@Doomchibi They may not use the vanilla explosion-comp. Can you link to that mod?
Doomchibi 2 Apr, 2023 @ 8:39am 
Would it be possible to include Multilopes (continued) in this mod or add an option for it? I recently started using them and was surprised when a steelope exploded when one of my animals was hunting it. I have the settings for no exploding on melee death but i'm guessing they are not considered boom animals. The raging forest fire would have made me guess otherwise though.
Mlie  [author] 31 Jan, 2023 @ 9:40am 
@China Its one of the mod options as you can see from the second previw
Ya Boi Kal 31 Jan, 2023 @ 9:16am 
Would there be any way of preventing the fires caused by slaughtering the animals? AFAIK, that's a vanilla feature, but it's just as annoying as the actual explosions.
Mlie  [author] 10 Dec, 2022 @ 7:45am 
@Robosium You want them to explode on bloodloss death?
Robosium 10 Dec, 2022 @ 7:44am 
could we also get an option for bloodloss caused deaths?
Fortuna 3 Nov, 2022 @ 6:06am 
Note to self, turn off the melee option so things still explode on melee, otherwise wargs will kill your poor aerofleets. Great mod tho. Being able to slaughter things normally is super helpful.
Mlie  [author] 9 Oct, 2021 @ 5:17am 
The mod lists all animals that it has found and supports on game-start
Mlie  [author] 9 Oct, 2021 @ 5:16am 
@Thundercraft I should think so, any animal that has explosion defined on death and is not using custom code for it.
Thundercraft 9 Oct, 2021 @ 3:00am 
"...works on all pawns that explode on death..."

Q: Should this include Boomaphants ?
Svela 2 Aug, 2021 @ 12:58am 
Mk. That's fine, then. Thanks for the speedy reply!
Mlie  [author] 1 Aug, 2021 @ 11:14pm 
@Svela I think since both mods changes the deathworker the first one that does it just makes the second one not trigger.
Svela 1 Aug, 2021 @ 11:07pm 
So, uh... as I was going through my mods to slim down I realized that I had both this and the original BoomMod loaded for most of my previous saves. I'm going to remove the original one now and keep this one, but what't the potential consequences of having both installed together? Could some of my lag and problems had something to do with this situation or am I overthinking things?
Killer Rabbit 23 Jul, 2021 @ 2:47pm 
@Ascythian, because Hollywood has taught us that bullets make things explode but arrows don't unless you're Rambo or Hawkeye.

I wouldn't mind a % chance of medieval weapons causing an explosing unless it's using the "finish off" option.
Ascythian 23 Jul, 2021 @ 2:40pm 
I feel medieval ranged weapons should make theme explode too.

After-all why would a bullet make them blow up but an arrow wouldn't?
Killer Rabbit 23 Jul, 2021 @ 8:11am 
Fantastic! Now I can finish off a downed boomalope that charged into my base without losing everything. :lol:
Nuclearmayhem 18 May, 2021 @ 7:44pm 
@Mlie Where's the kaboom? There was supposed to be an earth shattering kaboom!

Thank you so much! No more having to manually drag the animals out back and shooting them far away from my base.
Mlie  [author] 18 May, 2021 @ 11:07am 
@Nuclearmayhem Found it, should be working now
Mlie  [author] 18 May, 2021 @ 7:26am 
@Nuclearmayhem I can take a look at it, you have a link to the mod?
Nuclearmayhem 17 May, 2021 @ 4:29pm 
Any chance on getting this to work with Save Our Ship 2 Animals? I've tamed some Archolope and they make a lovely kaboom. As far as I can see Archolope are are the only ones in that mod that explode.

I must say that the explosion while testing this mod to see if worked was highly entertaining and destructive.
HITDICK 4 Mar, 2021 @ 6:34am 
OK, thank you
Mlie  [author] 4 Mar, 2021 @ 5:52am 
@嘤嘤给你上个树 The only requirement is Harmony
HITDICK 4 Mar, 2021 @ 5:07am 
Does this mod need boommod as the front end?
Mlie  [author] 23 Feb, 2021 @ 12:13pm 
@Flash2 Probably some other mod that modifies the explode-function first.