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Gas Mortar Shells - Vanilla Expanded Addon
   
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Mod, 1.3
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367.864 KB
29 Jul, 2021 @ 1:15pm
17 Nov, 2021 @ 12:55pm
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Gas Mortar Shells - Vanilla Expanded Addon

Description
Takes the gas effects from toxic grenade in Vanilla Weapons Expanded, and applies them to a mortar shell and ied trap, with greater effects.

Frankly, that's pretty much it. Inspired by Vanilla Weapon Expanded's Toxic Grenades, and the Artillery piece / trench warfare theme in Vanilla Furniture Expanded - Security.







All credit goes to the developer of Rimworld, Ludeon Studios and Tynan for the game, and a lot of the xml that I copied. :)
Obviously, credit to the Vanilla Expanded team for the gas effect. Some of which I needed to copy to make this work.







As far as the exact differences go:

- The Gas mortar shell has a much larger explosion radius than the grenade, affects targets almost imperceptibly faster, and dissipates much more slowly.
- The Gas IED trap has a somewhat larger explosion radius than the grenade, and has similar effects to the mortar shell.
- The shell costs only 5 steel, but a whopping 50 chemfuel and can be made in the same manner as a regular mortar shell.

The textures are somewhat rudimentary, and the xml code itself is an absolute mess, but it achieves what I personally wanted out of something like this, so it's fine by me.

I might tweak the duration of the cloud/damage per tick, but I'm not sure yet. Leave feedback, and I'll make a decision based on that.
Also, if you encounter any glaring issue, please comment about it. Thanks.

Adding a research requirement for the gas ieds and shells. (Completed as of Version 1.1)

Note: The update above is fine, I've had a few people ask about it, and its not too big of a change so I added it. But the reason I'm hesitant to nerf the shells, is because they are useful in very limited situations. Such as during a raid where the enemies sit in one area prior to moving (a siege, for example), or when attacking an enemy settlement prior to them noticing you. Otherwise, they don't do enough damage quickly enough to impede a mobile enemy. Which I felt is a good natural balance.

Granted, not everyone sees eye-to-eye with me on this, and I will still definitely consider the opinions of the masses, so leave comments, leave feedback so I know what you want.

(NOTE: It appears that Biotech, Rimworld's soon to be latest expansion, will include something called Tox Mortar Shells. This will probably make this mod obsolete. Depending on how Rimworld implements these items, I may abandon this mod.)

14 Comments
RBDR  [author] 12 Oct, 2022 @ 10:08am 
LOL
Daisuke 12 Oct, 2022 @ 5:11am 
Thank you, this is helpful in figuring out how many mortar shells and IEDs would be needed to kill off an entire raid in a hotbox hallway of death
RBDR  [author] 11 Oct, 2022 @ 5:15pm 
Got your numbers.

It increases Toxic Buildup severity by 0.07 every 120 ticks (about 2 seconds at normal game speed).
It lasts for approximately 30 seconds total, which would mean a maximum effect of 1.05 (which I believe is lethal), but once again you probably won't have enemies just chilling in it.
RBDR  [author] 11 Oct, 2022 @ 5:07pm 
Unless the enemy stands in it (like some of them do prior to a raid) they won't die from it. In other words, if they just run through a tainted area, they'll be affected somewhat, but do just fine. If you want exact numbers I'll have to crack the code back open and take a lil peek.
Daisuke 11 Oct, 2022 @ 6:43am 
how quickly does this apply toxic buildup? I want to make a anti-biological android faction using gasses to kill anything living
RBDR  [author] 21 Aug, 2021 @ 5:52pm 
@Thundercraft I have no idea if this is compatible with CE or not, I can’t think of why it wouldn’t be, but please try it out and tell me.
Thundercraft 21 Aug, 2021 @ 12:28pm 
Q: Does anybody know if this is compatible with Combat Extended?

I'd like to assume that it is because this is a patch for Vanilla Weapons Expanded and I know that VWE mod is Combat Extended compatible. Am I wrong? (Would using this patch break the usual CE compatibility of VWE?) Either way, I could not find a mention of "CE" or "Combat Extended" in the description or comments.
Thundercraft 21 Aug, 2021 @ 12:23pm 
I'm always in favor of locking new mod items - especially new, potentially powerful weapons - behind research whenever possible. I'm all for creating a new 'Toxic gas' or similar research and patching it in as a prerequisite for Tactical Grenades.
svlla 15 Aug, 2021 @ 8:37am 
It does feel a little OP
RBDR  [author] 1 Aug, 2021 @ 9:21pm 
@ec#2718 on Discord
If this turns out to be a popular opinion, then I’ll consider it. Personally, I am currently satisfied with its implementation.