RimWorld

RimWorld

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Sustainable Toxic Environment
   
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Mod, 1.4, 1.5
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767.179 KB
26 May @ 6:39am
11 Sep @ 10:44pm
20 Change Notes ( view )
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Sustainable Toxic Environment

In 1 collection by emitbreaker
MIM WH40k Mod Collection
47 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

Recent Update
09/07/2024: XML update
- Fixed error for Tox Booster when Royalty DLC is not enabled.
- Fixed Hyperlink error for Tox Booster.
24 Comments
crawlers 19 Sep @ 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.
crawlers 12 Sep @ 5:24am 
One other thing, I noticed toxbeer seems to require a lot of materials to make (80 toxpotatoes and 20 toxwater for 4 toxbeer), have you considered rebalancing the recipe to be less costly? I know there is another mod that gives another option which does work but I advise making this one get better efficiency.
emitbreaker  [author] 11 Sep @ 10:46pm 
@crawlers Fixed Toxic tinctura fertility issue. Also, tried to fix the toxpump as well but in case if the immunity won't work properly, just kindly let me know. I slightly updated the way how toxpump remove the existing buildup so it may works, I think.
emitbreaker  [author] 11 Sep @ 10:27pm 
@crawlers Sorry, I was away from my internet connection during biz trip. WIll check it and push the hotfix asap. Thanks for the heads-up!
crawlers 8 Sep @ 8:37pm 
Toxpump applies the immunity to the brain but it seems the "whole body" is the thing that gets the toxic buildup, so it doesn't seem to work for me somehow as a prisoner is still getting buildup even while being unable to escape the range of the toxpump (which has power, no solar flare).
crawlers 5 Sep @ 5:54am 
Toxic tinctura has a fertility requirement of 70%, thus it can't grow on polluted land (max 50% fertility) nor does it grow in hydroponics, thus it is actually impossible to grow in polluted areas.
rex6564 7 Aug @ 8:48pm 
thank you for this , my pawns can not breathe lol
emitbreaker  [author] 1 Jun @ 4:15am 
@Hartkorcraft I don't think I need to do because it will reduce overall game performance significantly. Current action is just one shot so once the hediff has removed, system will not call the code until new pawn comes into the radius. But if I implement it in the way you mentioned, each pump need to calculate continuously, so that it will consume unnecessary ticks. In comparison between upside and downside, I think current implementation is the best balanced version - or I may need to add few more distance from the door. Anyway, this pump is not designed to detoxify all the pawns, but only let the prisoners in a small place and has no gas mask and clothes to cover them alive. Originally I have planned to let them attached to the bed and only works for the designated one, but I recognize that also consumes huge resources of the game, so here we are.
Hartkorcraft 1 Jun @ 3:30am 
@emitbraker I think that giving it slighly bigger radius to fill 5x5 room and pretty slow -% hedriff would make players put their highly poisoned pawns in isolation rooms to detox. Also making the buff gradually increasing when in range and going away when leaving it would make the players decide if they want to put detoxifiers around in their whole base or make specialized rooms for detoxing which they couldn't leave untile the treatment is done
emitbreaker  [author] 31 May @ 2:44am 
@D3K43 I'm not so sure what's "toxplant adaptation" (maybe More Toxplant?), but I just realized that there was an existing mod that has similar concept XD

Still, my mod does not makes any modification to the vanilla game, so if you don't care about some redundant items, it is fair to say it's compatible.