RimWorld

RimWorld

Toxic Plants Expanded
74 Comments
Flockerkill 24 Sep @ 2:54pm 
hello, i like this toxic implementation of the pants/features
but could you consider adding a toxic version of a food mushroom?
Kaedys 14 Jul @ 12:56pm 
0.9 blunt modifier is still almost twice as good as the next best textile in the game, Hyperweave. Given the relative ease of growing the stuff, this should have a blunt modifier of 0.36 (equivalent to Thrumbofur and Devilstrand).
Lekoda 14 Jul @ 6:46am 
Oh okay thank you
InertialMage  [author] 13 Jul @ 7:56pm 
@Lekoda it works on 1.4, i can add it back in as compatible though
Lekoda 13 Jul @ 5:42pm 
Can I get 1.4 version?
InertialMage  [author] 12 Jul @ 8:03pm 
updated to 1.5, and modified some values, lowered toxicstrand min skill to 10, and reduced its blunt armor.
DodoMans 12 Jul @ 6:54pm 
when ce compat
InertialMage  [author] 2 Jun @ 9:26am 
yeah this mod shouldnt have any issues with 1.5, i can update it, but a while back i lost the original files which sort of killed my enthusiasm, might get back into it though and add some real stuff
pinkmawile 28 May @ 10:56am 
Going off of what flesh forge said, rather than providing hemogen, perhaps the blood rose can provide kibble (it's meaty enough for the carnivores of the wastes, since a lot of toxic animals are carmivorous), or reduce the harvest and swap the skill requirement with Toxistrand. Or perhaps make them require rotstink, letting you convert rotting flesh into hemogen)
Marty in the multyvers 5 May @ 3:32pm 
1.5?
Kusko25 5 May @ 5:24am 
I've been running it on 1.5 for a while now, seems to work perfectly fine
广东天命人 12 Apr @ 10:07am 
1.5plz
Angel Soulstar 11 Apr @ 1:57pm 
Hello,

By any luck, is it updatable to 1.5 please ?
Emilie Sackenball 15 Dec, 2023 @ 4:19am 
This is great exepto for the 12 skill plant, playing at Waster solo mechanitor
Ranensol 15 Jun, 2023 @ 3:35pm 
Love this mod, thanks, currently on a mech waster playthrough and it fits brilliantly.

Only minor gripe for my situation is Agrihands are capped at 10 skill making the Toxistrand un-plantable.

Not the end of the world as I'll manually edit the XML, but it *might* be worth dropping it to 10 to put it inline with Devilstrand and mech capable.

Just a suggestion is all!
Vidna 5 Jun, 2023 @ 1:44am 
ty for this <3
Flesh Forge 18 Apr, 2023 @ 10:18am 
I like this mod a lot, a little feedback though: the hemogen harvested from Blood Rose is way too generous for the work invested, it makes keeping prisoners totally obsolete. Yield should be lower and growth time should be longer, it is just immensely OP in the current form.

Suggestion: some kind of toxic animal fodder like haygrass to feed my tamed toxalopes would be great :)
Master Cat 30 Mar, 2023 @ 8:31am 
Does it work with hydroponics and planter boxes?
Also, it would be cool to have toxic decorative flowers.

Love the mod, btw.
MeikongTH 19 Feb, 2023 @ 1:56pm 
nice!
Kaedys 1 Feb, 2023 @ 1:21pm 
The plants are flagged as requiring toxic ground to grow in (and are only sowable in ground, not in hydroponics or planter boxes). I'm not sure if the game filters that grow list by eligible terrain (I know it shows cave plants even if the grow zone is currently outside, for example), but they *definitely* wouldn't show up if you're trying to select them in a plant-growth building like hydroponics. If it's a ground grow zone, it may also require the grow zone (and possibly all of it, I'm not sure) to already be polluted for them to show up.
GreedBC 1 Feb, 2023 @ 10:12am 
@InertialMage any idea why I'm having that problem in my previous comment?
MrXarous 30 Jan, 2023 @ 6:24am 
@inertialmage just a stand alone version of the blood rose sans any assemblies that has highly modified xml and slight alteration of your art, with credit of course.
InertialMage  [author] 29 Jan, 2023 @ 11:00pm 
@MrXarous would you be able to elaborate?
MrXarous 28 Jan, 2023 @ 12:33pm 
@inertialMage Would you be okay with a distributed derivative work of the Blood Rose using modified art/xml?
GreedBC 21 Jan, 2023 @ 6:30pm 
Can't seem to find the toxiroot nor the blood rose when browsing which plant I want to select. Are they behind a tech like Toxistrand?
InertialMage  [author] 9 Jan, 2023 @ 2:32pm 
@Siva I've been taking a break due to school for a bit, but already am making a psychic mod with special animals
InertialMage  [author] 9 Jan, 2023 @ 2:31pm 
@kaedys i didnt realize it was at 300% it should be lower. I'll take a look at it
Siva 9 Jan, 2023 @ 8:59am 
Are you gonna make a similar mod with animals? Having a toxic-resistant pack animal would be very useful!
Kaedys 7 Jan, 2023 @ 5:17pm 
Could you look at re-tuning the toxistrand textile? It has a blunt multiplier of 300%. The highest in the base game, Hyperweave, has a multiplier of only 54%. ie. clothing made out of this stuff has nearly 6 times the blunt armor of stuff made out of *Hyperweave* (whilst still having 70% as much Sharp armor as Hyperweave).
Flesh Forge 22 Dec, 2022 @ 12:08am 
some toxic variants of decorative plants would be great, nothing can grow in flowerpots in toxic tiles under vanilla
MercuryDoll 15 Dec, 2022 @ 7:36am 
From what i heard, hydroponics are not isolated and polluted ground will affect hydroponics plants. i have not tried building a basin ontop of polluted ground to see if that works for these types of plants. Ideally they'd be fixed to not be affected by ground so you could make a special basin built with toxic wastepacks but that would probably require extensive witchcraft with mostlikely hardcoded spaghetti ala ludeon.
InertialMage  [author] 14 Dec, 2022 @ 7:06pm 
Not at the moment, but I might change it so they can @Ickura
Ickura 10 Dec, 2022 @ 12:37pm 
Are these plants grow-able in hydroponics with 100% growth rate despite not being in polluted soil?
InertialMage  [author] 10 Dec, 2022 @ 1:05am 
@Lumi MercuryDoll, oh i had forgotten to assign it a fertility sensitivity, so it was auto assigned 100%, ill patch that
MercuryDoll 9 Dec, 2022 @ 3:21pm 
Toxistrand has a fertility sensitivity of 100%, considering polluted soil has always a fertility of 50%, this means it always grows at 50% speed max. The other plants dont have this sensitivity. Is this intentional? Because that means they actually take 45 days to grow, this without nightrest/lightcycling, with which would result in a realistic growth time of about 90-100 days. :lunar2019deadpanpig:
l_m_warrior 1 Dec, 2022 @ 11:49pm 
@InertialMage

Ignore my comment. I was thinking of a different mod while typing, earlier, and didn't catch what I had commented on. Toxistrand works just fine; yellowish-gray in color, as promised.
InertialMage  [author] 1 Dec, 2022 @ 11:04pm 
@l_m_warrior i hadnt seen that, ill look into it, but also the color is a yellowish gray? im not sure why you're getting purple
l_m_warrior 1 Dec, 2022 @ 10:44am 
Unsure if it's been mentioned:

Furniture items made from darkstrand are colored the standard devilstrand red.

Clothing items show up as the lovely purple color it is, though!
Ads 30 Nov, 2022 @ 5:11pm 
:steamhappy:
InertialMage  [author] 30 Nov, 2022 @ 2:34pm 
@Ads The descriptions should be fixed, ill be adding more plants and other features once my other mod releases
Ads 29 Nov, 2022 @ 11:38pm 
Not sure if it's just on my end, but the description you get upon mousing over Toxiroot is just: Plant

The bloodrose shows their description fine, but the Toxiroot doesn't.
Faconator™ 29 Nov, 2022 @ 10:08pm 
@SpaceDorf

I really like the idea of a plant which produces a fruit that functions like a toxpack but a bit more stable (maybe the multi month shelf life of some veg?). It would a cool reflection of actual plants/fungi that function as bio-accumulators and are used irl to clean soils on Superfund sites.
SpaceDorf 28 Nov, 2022 @ 9:25am 
maaaayyybeee ....
due to lack of time playing I have not encountered them yet ..
nimmygreen 28 Nov, 2022 @ 6:27am 
ist 5 blood packs in 10 days a bit op
Krazyfan1 28 Nov, 2022 @ 1:25am 
" I would love a plant that reduces pollution as well." you mean the already existing pollux tree?
SpaceDorf 27 Nov, 2022 @ 11:42am 
@Azazells @InertialMage

3.) I would love a plant that reduces pollution as well.
They should drop no ressources at all or something useless that is a bit more stable than tox-packs .. or even randomly tox-packs.

1.) I was wondering why the tox-gas weapons don't use tox-packs as an ingredient.
( well except that you could cheaply dispose of tox packs while making money )
Draegon1993 26 Nov, 2022 @ 9:22am 
Greetings InertialMage, love this mod. I've added you as a friend on here because I have an offer I want to give :D
turkler 26 Nov, 2022 @ 9:19am 
great mod
The Ducktor 26 Nov, 2022 @ 5:04am 
The art for these is phenomenal.
Azazellz 26 Nov, 2022 @ 4:18am 
Just a couple of ideas:
1. Slight adjustment to current explosives based on tox-gases.
Make a special plant that will produce "concentrated" tox-gas so you can create explosives from it instead of chemfuel (because it's a bit silly). Like how the chem root was made in VE: Settlers.
2. A plant that pollutes the soil around it when harvested, or while it grows. So that the player has the opportunity to create a pollution zone without using mechanoids for this. You can combine this feature with part from above. Or attach some other resource as product.
3. As opposite, a plant that grows slowly and removes pollution from an area when harvested, while producing a cheap resource (wood, for example). So that tribal colonies have the opportunity to clean up pollution without producing wastepack.

I have a feeling that the developers do not specifically finishing some aspects of the game, leaving room for modders =)