Reduced the cost of the ABC-Suit slightly Moved ToxAway production to the drug labor Removed the permanent Toxic Fallout scenario, as a lot defs were changed and broke everything, the scenario will come back soon ToxAway stages are corrected (one Pill of ToxAway should give only low dose of it) Power Armor AddOn now uses the vanilla def modification abilities ToxAway can be crafted after some mid-game research, but is kinda cheap to craft right now compared to the other good drugs (probably going to nerf that) > Overdosing ToxAway will lead to kidney and liver damage If you take more pills at once, the duration and effects will stack/rise. > ToxAway currently reduces 0.25 toxic sensitivity per pill and each pill last 0.25 days. Version 1.5- ToxAway is available again Added in a Hediff, which reduces toxic sensitivity, but with some drawbacks Version 1.4 - Updated for 0.16 Removed ToxAway for now Toxic buildup ticks now again in vanilla-mode That should make toxic buildup more steadily, without increasing the difficulty. Version 1.3 - Added makeshift ToxAway for removing already built up toxins Added a XML-entry to modify difficulty of toxic fallout events Toxic Buildup ticks now 10x more, but with only 10% power. Version 1.2 - Added AddOn for Power Armor, so a complete Power Armor gives you 45% toxin protection - if you don't like that, go to RimWorld/Mods/ABC-Suit/Defs/ThingDefs and delete Power_Armor_AddOn.xml Version 1.1 - Updated for Rimworld Alpha 14, added Fallout-scenario and also moved to Github
#RIMWORLD TOXIC FALLOUT MOD#
You are free to use this mod as it is for modpacks, if you mention me as author. Thanks to mrofa for his awesome mod and drakulux for mentioning it!
I also recommend using the Clutter mod as this offers a storage locker for storing your complete outfit with one click! Awesome for fast switching between in-base outfit and toxic protection suit. Delete any existing Installation of the Mod If you experience incompabilities, please tell! - Now uses vanilla method of protection For its function this mod detours and overrites the MapConditionTick() of the MapCondition_ToxicFallout.
#RIMWORLD TOXIC FALLOUT MODS#
There could be also incompabilites with mods that change how the toxic fallout works, but there are no out there, as far as I know. If you don't like my change, simply remove it as mentioned in the changelog Since V1.6 compatibility is given by the new vanilla def modification abilities, unless a mod replaces the whole of the power armor, everything should work fine! This makes it incompatible to other mods, which modifies the power armor xml. Since V1.2 a xml-change to the power armor is included. Since V1.3 this mod also detours the "Ingested"-method, which is called upon eating something. It requires Community Core Library - no longer needs CLL (as it isn't updated anymore anyway) The whole set of my protection suit gives the same protection against radiation as the two-pieces-set already in RimAtomics.
Enviromental Protection set protects from radiation from RimAtomics. Enviromental Protection set protects from chemical weather This is my first release of that suit (and my very first mod release at all), there could be some balancing issues or other stuff coming You can obtain the suit with researching and crafting it (at the tailoring bench).Īlso the suit is set up that way, that you can wear some clothes beneath it, useful for colder climates.
#RIMWORLD TOXIC FALLOUT CODE#
If your piece of apparel already has the tag, just add the ToxicSensitivity to it, if not, you can copy this little piece of code and put it into your apparel xml! An offset of -1 means 100% protection against toxic fallout.