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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3125277188
- 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.
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.
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.
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.
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.
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.
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.
@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).
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#.
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
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.