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Blight Popper

[b]Check out the new and upgraded mod:[/b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3125277188][b]Anti-Blight and Firefoam Dispensers[/b][/url] Hey all, This mod adds a building similar to the firefoam popper, but it's for blights instead of fires. In the blue corner, presenting... [b]Blight Popper![/b] It requires [b]25 Steel[/b], [b]1 Herbal Medicine[/b], [b]1 Neutroamine[/b] and [b]1 Industrial component[/b] to build. It detects the blight in 5 radius away, creates a fume explosion with radius of 7.5 and clears every blight in it. Pawns with breathing capacity in the blast radius get affected with a [b]mild hediff[/b], which shown in the picture at it's highest stage. This hediff clears itself within a few hours. Compatibility * Can be added to saves, can be removed in the middle. [i]If you uninstall with a popper on the map, it will throw one time error. After another save, 'sall should be good.[/i] * This but a firefoam poper with different means, I wouldn't expect complications. Still make a save just to be sure. * If there is a mod (or devMode) forcefully puts a blight [i](directly as EtherealThingDef)[/i] in somewhere without the plants' proper blight event and progression, this mod may not destroy that particular blight. [Optional] * I used Harmony for Drug Binge behavior patches. If you choose to play with binge behavior patches it might be uncompatible with mods changing the same methods, if there are any. - Patches will skip and won't change anything if you don't use the experimental settings. I aimed them to skip when there's no accessible and needed popper on the map also. So I expect little to none incompatibility on my end but, I didn't do much experiment on this part. - [i](For Modders) Patched methods: JobGiver_BingeDrug:IngestJob, AddictionUtility:CanBingeOnNow[/i] Mod Settings [b][u]By default, pops cure newly blighted plants and have mild effect on pawns.[/u][/b] [b]Effect on plants:[/b] - Fungicide effect: Cures the plant above the chosen blight level. (Blights usually start at %20 and increases with time) - Fungostatic effect: Stops the spread in the area, but doesn't save the plant. (*Turns blighted plant into a dead plant) - Gradual effect: Fungicide effect below the chosen blight level, fungostatic effect above it. - Toxic effect: An independent setting which applies to all plants in the area, blighted or not. (*Kills the plant) *: Settings for fungostatic and toxic effects: Destroy the plant, Turn it into a dead plant(mod), turn it into a chokevine [b]Effect on pawns:[/b] - Hediff to breathing pawns: No hediff, Mild hediff (mod), Anesthetic effect - Toxic effect (with toxic sensitivity): Base game mechanic. Kills the pawn at %100, use with caution! - Drug behavior: No effect, Pops satisfy, Pawns actively search and pop the poppers on drug binges (experimental) Default settings should be like the picture above. (Minus the drug binge behavior, i think.) I tried to explain all on the settings page with sliders and changing texts. You can do experiments for further info. Don't Pop Hard, Pop Smart Poppers can be directly activated with (single tap) shooting, punching, headbutting etc. So you can use them as lethal/non-lethal traps, recreational drug dispensers, crowd control providers or anything you want with proper settings. [b]My other mods:[/b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2322956181] [b]Short Circuit Blues[/b] [/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3128037954][b]Spike Trap Blues[/b][/url]