RimWorld

RimWorld

86 ratings
Sustainable Toxic Environment
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.006 MB
26 May, 2024 @ 6:39am
20 Sep @ 9:05pm
23 Change Notes ( view )
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Sustainable Toxic Environment

In 2 collections by emitbreaker
MIM WH40k Mod Collection
50 items
MIM WH40k Mod Collection 1.6 Migration Completed
45 items
Description
What's this mod?

A pollution environmental expansion that gives more variety to living in toxic land. The idea came out of my local testing colony in polluted biome where I have only two to three choice at maximum for the plant.

So, this mod add four additional, ground only, environmental toxifier plants to the game.

1. tox tinctoria: Toxic variant of dye plant.
2. toxiberry bush: A berry that expand pollution. You can eat the fruits if you don't care about the toxic buildup it gives you.
3. toxicstrand: Mutated devilstrand in polluted biome. It won't give you good heat and insulation, but can be used for special tribalwear, parka, duster, pants and t-shrits that provides toxic resistance and toxic environment resistance.
4. toxic herbal heal root: Takes longer than normal, spread pollution, but works as normal herbal medicine.

May adds additional plants or animals if I want to add any more of them :D

Buy me a coffee if you wish[buymeacoffee.com]
33 Comments
Dibolic 20 Sep @ 11:07pm 
Thank you! I just add it again in my mod list and it works perfectly!
emitbreaker  [author] 20 Sep @ 9:06pm 
@Dibolic Fixed for 1.6. So far, it works without issue at my local end.
Dibolic 15 Sep @ 10:20am 
@emitbreaker No hurrry up, I have deactivated your mod, I got better value from WikiRim so I prioritize keeping it. My actual game does not depend on toxic environment, I can wait without issue. Completly understand the RL take priority :) Take care
emitbreaker  [author] 14 Sep @ 6:37pm 
@Dibolic Sorry for being away for so long. I was in crunch mode in my RL project and didn’t have time to check Steam. That... may need special hard-coded treatment. My mod adding some ingredients that is not allowed by the base game. Let me check the Wiki Rim and try to add some workaround, but I can't promise the ETD atm.
Dibolic 10 Sep @ 1:39am 
Hello, I encounter an issue with WikiRim, it seems a RecipeDef from your mod cannot be correctly casted. Can reproduce with only the two mods enabled.

I test to remove files to see when the error disappear, and it seems Recipe_Meals.xml may be the culprit but I was not able to tell which part in it cause issue.

Logs: https://pastebin.com/R3udhZNB
emitbreaker  [author] 4 Jan @ 3:15am 
@Amentus @crawlers Updated. Please check above update history.
emitbreaker  [author] 2 Jan @ 4:33am 
@Amentus It may requires hard coding so I can't assure ETD because of my reallife job, but let me think about the solution. I think I'd better to add some sort of mod option to adjust the range at your end.
emitbreaker  [author] 2 Jan @ 4:32am 
@crawlers Sorry for the very delayed response - fair point for the cost. Let me reconsider about it. And about the toxpump... I think I need to rewrite entire code to fix the issue properly... but for a dirty solution, just simply unpack and reinstall the pump may remove your toxic buildup once again.
Amentus 24 Dec, 2024 @ 6:51am 
Any chance of upping the reach of the toxpump by 1 so it can reach entities on holding platforms?
Or, if you don't want to mess with its balance, maybe something based on the electric inhibitor that instead of increasing containment it increases the toxic resistance of entities?
crawlers 19 Sep, 2024 @ 10:58am 
Toxic buildup generated by toxgas will cause the toxpump to fail to remove it. Even when the toxgas is gone it continues to build up from terrain. Toxgas can even create new toxic buildup while the pawn is under the influence of the toxpump.

This might be a problem for say, hypothetically speaking, prisoners who had their legs removed and cant exit and re-enter the toxpump zone who have to deal with jailors who generate toxgas passively.