RimWorld

RimWorld

Simple Custom Gas Framework
131 Comments
lechkingofdead 8 Sep @ 11:38pm 
we all do i loved to use it sense it was a decent boost to stability
NachoToast is now playing RimWor  [author] 8 Sep @ 12:53pm 
@lechkingofdead we pray :aunope:
lechkingofdead 8 Sep @ 11:30am 
glad to see once performance fish gets updated this will follow near instantly. im just hoping it IS updating.
NachoToast is now playing RimWor  [author] 25 Jul @ 8:01pm 
@Interloper thank you for the kind words, 1.6 actually hasn't changed anything gas related from what I can see, the only thing blocking the update to 1.6 is Performance Fish - which does a lot of the heavy lifting related to GasDefs.
Interloper 25 Jul @ 10:02am 
@Jsin0 If you really want to change the dispersal radius, you can go to the shell/IED itself, that is. From there the GasDefs can be modified for a greater/lesser density of spawned gas via the dissipationRate and spread via diffuses, either true or false. Keep in mind that you rarely want a dissipationRate at 0, and at 255 it better be a very angry gas.

@NachoToast thanks for continuing this work! GasDefs are universally strange, and I imagine 1.6 made the whole thing even more complex. The current system is way more modular than before, I'll have to see about getting a persistent agent a try via some custom gas fun. Like before, I'll also test it with the 1.6 test build of CE whenever you get the time to update.
NachoToast is now playing RimWor  [author] 12 Jul @ 3:47am 
@Turu no
Turu D. Sleep 12 Jul @ 3:43am 
Is there a chance this mod will work without Performance Fish as a dependency?
NachoToast is now playing RimWor  [author] 11 Jul @ 2:02am 
@Jsin0 GasDefs have diffusion and dissipation rate properties, the radius of gas created by something like an IED/shell is defined in the IED/shell itself though, not the gas
Jsin0 10 Jul @ 11:46pm 
Is there an option to adjust the radius of the gas?
NachoToast is now playing RimWor  [author] 7 Jul @ 2:06am 
1.6 for this will be out once Performance Fish is updated to 1.6, it also won't require Biotech!
NachoToast is now playing RimWor  [author] 6 May @ 9:15am 
@Kaden Ha not really sorry, checking that a gas is "outside" every time it ticks would be very expensive, and wind doesn't really exist in rimworld (wind turbines are just glorified sine waves) afaik
Kaden Ha 6 May @ 6:42am 
Is there anyway to customize dissipation/diffusion behaviour? Like gas dissipates faster while outside and windy.
NachoToast is now playing RimWor  [author] 4 May @ 9:29am 
@DoodleKatMoon you are very welcome lol :)
DoodleKatMoon 4 May @ 6:36am 
yugwyfwhu IT HAS COME!! IM SO HYPED!! thank you!! thank you nachotoast. MWAH
mayonnaise 27 Mar @ 6:39pm 
very cool! can't wait. will have to see what i can do on my side for compatibility ;)
NachoToast is now playing RimWor  [author] 27 Mar @ 5:12pm 
Hey @mayonnaise thanks for the interest :)

1. You'd need compatibility on your side unfortunately, as the game references gases from a hardcoded GasType enum so it's a bit more than a simple switch. Namely the verb(s) in question should reference a custom DamageDef, and said DamageDef just needs a mod extension to say what type of gas it produces, a good example of this is the custom gas launcher example on the wiki [github.com], but let me know if there is anything unclear about it or if I can do anything to make this process easier!

2. Absolutely, I'll see what I can do! I will make the tick interval configurable as well since you probably don't want it applying every gas effects tick haha
mayonnaise 27 Mar @ 5:04pm 
hey! i've been looking forward to this mod being updated for a while now; glad to see it finally updated! to keep it short, i have a mod that lets you use the vanilla gas system with an Incinerator (from Anomaly) type weapon.

two questions for you:
1. if my custom verb is built to work to work with vanilla gas defs, would it work with your custom gasses by default, or would i need to code in compat on my side?
2. could you possibly add a gas action that lets the gas deal a certain DamageDef to pawns inside it? i have a corrosive acid gas that would work perfectly with this.

otherwise, very good mod! look forward to your responses!
NachoToast is now playing RimWor  [author] 25 Mar @ 8:30pm 
Yep that is intentional, I'll update this workshop page to be a bit more clear about that
toradrow777 25 Mar @ 7:59pm 
Rimpy is saying your mod has bs.performance as a dependency.
sho 24 Mar @ 7:30am 
YESSSSSS
Kimo' 22 Mar @ 8:19am 
I never expected this mod to return, thanks you so much!
NachoToast is now playing RimWor  [author] 22 Mar @ 6:54am 
IED bug fixed.
_♣Caligula♣_ 22 Mar @ 3:54am 
Awesome! :3
Thanks alot.
NachoToast is now playing RimWor  [author] 22 Mar @ 3:48am 
Hey @everyone, framework is updated to 1.5 alongside knockout gas, tear gas, mustard gas, and gas vents. I'm currently fixing a small bug with gas IEDs at the moment, but otherwise the framework should be entirely working! The workshop page and wiki will be updated shortly as well. Hope you enjoy :)

@deadmanreaper13 @dinhkhiem199833 that was fast haha
deadmanreaper13 22 Mar @ 3:36am 
HOLY SHIT, THE WAR CRIMES HAVE RETERNED
Kaden Ha 22 Mar @ 3:36am 
The GOAT returns
Hotaninja05 11 Jan @ 5:34am 
Soo has this mod been abandoned or?
Interloper 6 Dec, 2024 @ 1:28pm 
o7
I'll see if a fork and update is possible. Let the man rest, he's been busy; if you want to use the code, I'll put my word in for you.
Kaden Ha 4 Dec, 2024 @ 4:44pm 
playing with only a handful of "real" gas is a pain. pls come back.
KΞNTΛR 2 Dec, 2024 @ 12:41pm 
:steamsad:
Thanatomorphose 9 Sep, 2024 @ 3:11pm 
I miss this mod...
Hotaninja05 30 Aug, 2024 @ 9:24am 
Please update to 1.5
RAT 21 Aug, 2024 @ 5:06pm 
@sho, thank you for this treasure
TurtleShroom 10 Aug, 2024 @ 10:45am 
I am looking forward to the V1.5 version of this Mod.
Kimo' 9 Aug, 2024 @ 5:47pm 
Hey man, hope you're doing well. Can't wait for the update!
cliffdraco 28 Jul, 2024 @ 10:29am 
Love your work man... I hope updating its going fine! :'(
CalamityCats 1 Jul, 2024 @ 2:47am 
Hope the updating is still going well
StormFather 30 Apr, 2024 @ 1:33am 
Hyped for 1.5, although take your time i know as a modder it takes ages
SuperTechDragon 25 Apr, 2024 @ 7:38am 
Excited for this to get updated to 1.5 so I can start gassing anomalies.
ano0bis 20 Apr, 2024 @ 2:07pm 
I need the 1.5 version im trying to make the funny weed mod right now.
dysaster 19 Apr, 2024 @ 7:20am 
cant wait for 1.5 version :)
mayonnaise 16 Apr, 2024 @ 7:24am 
i actually solved that issue myself! i made a mod called InCIN Plus which you can now find on the workshop. it includes an assembly which allows you to make gas spewing weapons in the style of the Incinerator.
NachoToast is now playing RimWor  [author] 15 Apr, 2024 @ 10:45pm 
@mayonnaise currently no, they could only fire projectiles that explode into gas. haven't played with Anomaly yet so unsure of the limitations of "shooting" a gas, but could be a possibility in the future.
mayonnaise 15 Apr, 2024 @ 7:50am 
is it possible for me to create a weapon which "shoots" a gas with this framework? like the new Anomaly incinerator, but instead of flames it shoots a certain type of gas
NachoToast is now playing RimWor  [author] 12 Apr, 2024 @ 8:55pm 
Hey everyone, an update to 1.5 will take a while due to the changes 1.5 made to how gases a rendered, thanks for your patience and support :)
Piter Müller 11 Apr, 2024 @ 11:26pm 
could update to 1.5
Tory 25 Feb, 2024 @ 11:25pm 
oo yeah gas to prevent blight for plants. Maybe a stinky gas that repels bug spawns. Lol archotech nanomachine swarm gas that repairs buildings.
NachoToast is now playing RimWor  [author] 25 Feb, 2024 @ 6:54pm 
@dinhkhiem199833 No, but that is a good idea!
Kaden Ha 25 Feb, 2024 @ 6:40am 
Also, is it possible to make gases that affect other "things" instead of pawns? Like just apparel, plants, buildings, etc...