RimWorld

RimWorld

Blight Popper
25 Comments
blues  [author] 13 Apr, 2024 @ 6:24am 
Updated the new mod (Anti-Blight and Firefoam Dispensers) for 1.5. you can check in the mod's description, or just:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3125277188
A-Yooo_Daryl 13 Apr, 2024 @ 4:54am 
1.5 coming ???
blues  [author] 8 Oct, 2022 @ 10:16am 
// Updated for Rimworld unstable 1.4. Changes;

- Method name change (TriggerObject.)

For the toxic buildup setting;

- StatDef name change (ToxicSensitivity to ToxicResistance.)
(Changed the toxic buildup formula accordingly, I hope.)

- Added ToxicEnvironmentResistance multiplier from the new Biotech dlc. (If it's active)
(I'm not sure how it works, I don't have the dlc. I just went parallel with the Toxic Fallout calculation in the original code.)

// After a quick check, everything seems to work fine. Can do a backup save, to be safe.
Mai 16 Aug, 2021 @ 9:09am 
Oh that's great, like a trade beacon in a 12x12 room, it would still be circular but it would spread enough to cover the room, thank you.

So I found an explosion radius, a fuse radius and a visual radius.
I'm guessing visual is the radius of the circle we're shown while placing, fuse is the distance where it may detect blight and explosion is the area of effect. I'll experiment with these.
blues  [author] 16 Aug, 2021 @ 12:59am 
@Mai, I see your point, but i took the fire extinguisher as a base for this mod, so the whole system is based on a radius dependent mechanism.

I think affecting an enclosed room is possible, and indeed it's a good idea, but not sure how performance-friendly it would be and I have no idea how to do that for now.

For now, i could only point out that you could use some lines in the xml code for your taste;
<specialDisplayRadius>7.5</specialDisplayRadius> you could change or remove this to not see the radius ring.
<li Class="CompProperties_ProximityFuse"> // <radius>5</radius> increase this one to make the pops bigger.

I'm heavily busy with work these days, but i'll keep this in mind. Maybe I could add an optional room sprayer kinda device in the future.
Mai 15 Aug, 2021 @ 10:15am 
This is the most interesting mod that gives us a way to fight back against the blight.
However it gives me OCD to use this with sunlamps, would be really cool if we could have something like this but affects the enclosed room it's in as a whole.
blues  [author] 4 Aug, 2021 @ 12:57am 
Hey, @Slimez.

If you check the mod settings, you can see that;
-Fungicide effect: Cures the plant above the blight level you set.
-Fungostatic effect: Kills the plant, or replaces it with a dormant one which you can set also.
-Toxic effect: An independent probability setting to kill a plant, blighted or not.

There's an explanation text which changes with your settings. And settings gray out when they are unused. I tried to make it understandable as i could. Try to experiment with those and let me know if anything else seems vague.

By default, it shoudl be the settings in the picture above, so it cures the newly blighted plants if you don't change anything.
Slimez 2 Aug, 2021 @ 8:26pm 
to be clear does this kill all blighted plants, or if they were just infected can it cure them?
blues  [author] 22 Jul, 2021 @ 7:17am 
Updated for 1.3
Everything seemed to be working as it is when i checked.
Tell me if anything is wrong. I may not be able to bugfix for a week if its not today.
blues  [author] 6 Jun, 2021 @ 12:51pm 
Pushed an update with bunch of settings, which you can see in the picture.
Read the change notes for more detail.
I won't be able to bugfix, maybe even reply any messages tomorrow.
I hope it all goes well for now.
blues  [author] 5 Jun, 2021 @ 12:19am 
Hey, @fivetimesdead glad to hear from a fellow Serenity lover!

@の⁠ヮ⁠の, yes you are right! First commentor mentioned it too. I also set the popper to get triggered from a single bullet shoot, so enjoy your strategies:)

Expect a balance-convenience with "mod settings" update in a day or two (i hope).
Hcup 4 Jun, 2021 @ 9:07pm 
Imagine a strategic use of the popper.
fivetimesdead 4 Jun, 2021 @ 12:40pm 
Great idea. Also, upvote just for the Serenity cover art :)
blues  [author] 1 Jun, 2021 @ 11:07am 
Lol. That's what we need next. It's just common sense.
TheCarrierPrimoris 1 Jun, 2021 @ 10:04am 
Cool idea. When I saw the title, I thought it was an exploding zombie. The fact that my mind went there immediately is a me problem, though. But if your fields ever have a zombie problem, you know who to call!
blues  [author] 1 Jun, 2021 @ 5:41am 
Sure, @Cherri, mention me too:)
But one thing, this mod destroys the Blights already. (They are EtheralThings) If you want to destroy the Blighted plants, that would require a new DamageWorker different than mine, which should be done with C#.
Corpse Cherri 1 Jun, 2021 @ 5:25am 
Hey, could I get permission to copy and modify the building thingdef for your popper to make a similar mod without the added hedifs and etc?
This gave me an idea for blight detecting landmines that instead of saving your crops just explodes and destroys them, which I think is funny :p
blues  [author] 1 Jun, 2021 @ 5:18am 
Fair:)
CatLover366 1 Jun, 2021 @ 4:44am 
I think it's because people want to turn the fungicide into a meme. Or it could be due to you labelling the hediff as "stoned."
blues  [author] 1 Jun, 2021 @ 12:27am 
It's funny how everybody's interested in the side effect rather than the main effect:)
I gotta say, when i decided to give this a hediff, I was just going to make it a medium toxic buildup, but wanted to give it a specific name to show where it came from.

Adding a thought to a hediff is easy, but i don't plan on doing that for now.
It can be easily done with xml coding, if anyone wants to do it sepereately, i can help with that.

I don't want to be risking of making a drug incentive mod especially when the mod is about totally something else. If the mod develops in some way, and i decide a specific drug that's already in game, as blight popper, i would add the whole thoughts, progression and addiction mechanics to it. Otherwise, creating a new drug is not my priority for now, i hope you can understand that.

Like i said before, expect similar mechanics to this in another mod i'm working on. But it's kinda progressing slowly.
CatLover366 31 May, 2021 @ 4:29pm 
Would appreciate if the blight popper hediff caused a moodlet, like "Dang, this fungicide is pretty dope" or something equally as silly.
blues  [author] 31 May, 2021 @ 2:43pm 
Those are really fun thoughts, and similar stuff came to my mind about another project i'm working on. Not really hard to code in quality maybe, but in quantity for sure:) maybe we can have it in future in a different mod;)
HappyTrigg 31 May, 2021 @ 2:33pm 
Would be funny if they could get a blight popper addiction aswell. Just cause it would be an annoyance to deal with. Low chance though, and if they have one they would go and activate the poppers manually to get there fix. Could even have a mental break related to not getting it where they go pop them on purpose. Probably a bitch to code though haha
blues  [author] 31 May, 2021 @ 12:50pm 
Lovely idea. Popper is triggered from bullet damage too!
tipofthemorning 31 May, 2021 @ 12:45pm 
Lovely mod! I think the blight popper would also help during raids or infestations by debuffing them