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RimWorld => Mods => Releases => Topic started by: Chaia on July 15, 2016, 06:31:36 AM

Title: [1.0]Toxic Fallout Protection Suit[V1.9.3]
Post by: Chaia on July 15, 2016, 06:31:36 AM
Toxic Fallout Protection Suit™
or simply ABC-Suit now called Enviromental Protection set
(http://www.bilder-upload.eu/upload/ac0c7c-1468575296.png)
Description

This mod adds a few items to deal with toxic fallout events. Currently included is a suit, which protects from toxic buildup, a modifier for the vanilla power armor (Complete set adds 45% protection) and a drug, which reduces the effect of toxic fallouts (with some good and bad side effects)

You can modifier your own clothes to give protection against toxic buildup!

Quote
    <equippedStatOffsets>
     <ToxicSensitivity>-0.20</ToxicSensitivity>
    </equippedStatOffsets>

If your piece of apparel already has the tag <equippedStatOffsets>, 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.

You can obtain the suit with researching and crafting it (at the tailoring bench).

Also the suit is set up that way, that you can wear some clothes beneath it, useful for colder climates.

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


Expanded mods

- Enviromental Protection set protects from chemical weather (https://steamcommunity.com/sharedfiles/filedetails/?id=731878767)

- Enviromental Protection set protects from radiation from RimAtomics (http://steam://openurl/https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465). The whole set of my protection suit gives the same protection against radiation as the two-pieces-set already in RimAtomics.


Dependencies and Incompabilities

It requires Community Core Library - no longer needs CLL (as it isn't updated anymore anyway)

Since V1.3 this mod also detours the "Ingested"-method, which is called upon eating something. - Currently not included

Since V1.2 a xml-change to the power armor is included. This makes it incompatible to other mods, which modifies the power armor xml. 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 <equippedStatOffsets> of the power armor, everything should work fine!

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. For its function this mod detours and overrites the MapConditionTick() of the MapCondition_ToxicFallout. If you experience incompabilities, please tell! - Now uses vanilla method of protection


Download and Installing

-Delete any existing Installation of the Mod
-Download the Mod here (https://github.com/Chaia/ABC_Suit/releases)

or just use the steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=731878767)

I also recommend using the Clutter mod (https://ludeon.com/forums/index.php?topic=17610.0) 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. Thanks to mrofa for his awesome mod and drakulux for mentioning it!


Terms of Usage

You are free to use this mod as it is for modpacks, if you mention me as author.


Changelog

Quote
Version 1.0 - Release

Version 1.0a - Cleanup of Mod-Data

Version 1.1 - Updated for Rimworld Alpha 14, added Fallout-scenario and also moved to Github

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 1.3 - 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. That should make toxic buildup more steadily, without increasing the difficulty.

Version 1.4 - Updated for 0.16; Removed ToxAway for now; Toxic buildup ticks now again in vanilla-mode

Version 1.5- ToxAway is available again; Added in a Hediff, which reduces toxic sensitivity, but with some drawbacks
-> ToxAway currently reduces 0.25 toxic sensitivity per pill and each pill last 0.25 days. If you take more pills at once, the duration and effects will stack/rise.
-> Overdosing ToxAway will lead to kidney and liver damage
- 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)

V1.6 - Updated for RimWorld 0.17
- Power Armor AddOn now uses the vanilla def modification abilities
- ToxAway stages are corrected (one Pill of ToxAway should give only low dose of it)
- Removed the permanent Toxic Fallout scenario, as a lot defs were changed and broke everything, the scenario will come back soon

V1.7 - Updated for RimWorld 0.18
- Fixes

V1.8 - Updated for RimWorld B19
- Moved ToxAway production to the drug labor
- Reduced the cost of the ABC-Suit slightly
- Added compability to mods using StatDef "Radiation", for example the RimAtomics (https://ludeon.com/forums/index.php?topic=25124.0). The ABC-Suit gives the same protection against radiation as the RadSuit with the buff split up on the three parts of the ABC-Suit

V1.8.1
- Fixed an issue with raiders trying to spawn with an addiction to ToxAway

V1.9
- Updated for Rimworld 1.0

V1.9.1
- Fixed an issue with pawns wearing the suit being able to die of heatstroke and frostbite at the same time

V1.9.2
- Added russian language (thanks kr33man for making it!)
- Added german language
- Fixed an issue with RimAtomics radiation protection not added properly
- Renamed the ABC-Suit [Helmet/Jacket/Pants] to Enviromental Protection [Helmet/Suit/Pants]

V1.9.3
- Fixed issue with CE compability - resulting in an error (Thanks duanethebathtub for reporting it!)
Title: Re: [A13]Toxic Fallout Protection Suit
Post by: christianmc1101 on July 15, 2016, 06:45:15 AM
thanks!
Really good idea
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: skullywag on July 15, 2016, 06:58:32 AM
Where did you come from! Brilliant. Well implemented mod. You can stay. :P
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Chaia on July 15, 2016, 07:13:01 AM
Out of the deep sea of Java, C++ and Lua. Lurked for quite some time, now I'm ready to breach C#! :D
Report every bug or imbalance
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: BlackSmokeDMax on July 15, 2016, 08:07:32 AM
Nice!

Were you the one who said "Challenge accepted" on the Steam Forums (or was that youtube)? If so, that was damn fast work!
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Fluffy (l2032) on July 15, 2016, 08:21:38 AM
Nice work! :D

One small note, because I'm bored at work and have a pathological need to see other people's code; Detours.TryDetourFromTo() doesn't normally raise exceptions, it'll return false if the detour fails (usually because one or the other methodinfo is null).
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Chaia on July 15, 2016, 08:22:50 AM
Nice!

Were you the one who said "Challenge accepted" on the Steam Forums (or was that youtube)? If so, that was damn fast work!

Actually no, did someone got challenged to do a toxin protection suit?

edit: Can you link that were you read that?

Nice work! :D

One small note, because I'm bored at work and have a pathological need to see other people's code; Detours.TryDetourFromTo() doesn't normally raise exceptions, it'll return false if the detour fails (usually because one or the other methodinfo is null).

Good to know, stole that line from some other mod and used it for mine, had absolutly no idea how that detour-function worked :P
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: BlackSmokeDMax on July 15, 2016, 08:33:43 AM
Nice!

Were you the one who said "Challenge accepted" on the Steam Forums (or was that youtube)? If so, that was damn fast work!

Actually no, did someone got challenged to do a toxin protection suit?

Kind of, but named stillsuit after the Dune outfit. Same purpose.

Great job though! I'll link this thread to that discussion if I can find it again, so the other person doesn't go to the trouble of duplicating this for no reason. Especially with the nice artwork you have going on in this one!

Well done!!
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: isistoy on July 15, 2016, 08:35:08 AM
Hey, That's a great release you got here.

Quill18 (twitch and youtube streamer) is doing an A14 preview and his 1st scenario was with a permanent toxic fallout condition.
He was trying to color the story of his preview with some Fallout Vault ideas.
After failing to survive, he said someone would probably be well creating some protections against toxic fallout.
This is one of them, already :)
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Chaia on July 15, 2016, 08:37:32 AM
Hey, That's a great release you got here.

Quill18 (twitch and youtube streamer) is doing an A14 preview and his 1st scenario was with a permanent toxic fallout condition.
He was trying to color the story of his preview with some Fallout Vault ideas.
After failing to survive, he said someone would probably be well creating some protections against toxic fallout.
This is one of them, already :)

His struggle with the permament fallout was actually my reason to make this mod ;-)
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: isistoy on July 15, 2016, 10:19:52 AM
Ahaaa :D
You have enriching capabilities, then
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: katjezz on July 15, 2016, 10:34:43 AM
i hope you are going to update this to a14
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Jakub k. on July 15, 2016, 10:43:48 AM
perfect for non stop fallout in alpha 14 :D
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Chaia on July 15, 2016, 11:03:21 AM
Did someone actually try it out yet? There should be no heavy bugs, but I'm still unsure about how to balance it right :P
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: isistoy on July 15, 2016, 11:31:03 AM
Nope.
Quoting yourself: "its true use will come up in alpha 14 with permanent toxic fallout map condition!"

To quickly test it out, it would mean using A13 + debug trigger the event.
Steam A14 is in the releasing, just now (1h 1/2 in EU)...
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: MarcTheMerc on July 15, 2016, 11:34:18 AM
This mod looks amazing but I must ask doe's Talon industries have anything to do with Talon Mercs? or is it just another company named Talon. ;)
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Chaia on July 15, 2016, 11:39:42 AM
Nope.
Quoting yourself: "its true use will come up in alpha 14 with permanent toxic fallout map condition!"

To quickly test it out, it would mean using A13 + debug trigger the event.
Steam A14 is in the releasing, just now (1h 1/2 in EU)...

True. Guess I have to wait, until we can test it under real conditions :P


This mod looks amazing but I must ask doe's Talon industries have anything to do with Talon Mercs? or is it just another company named Talon. ;)

Just another company Talon, but I could probably rename it. The ABC-Jacket got a symbol on its back which looks like a "T", thats why :P
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Jdalt40 on July 15, 2016, 11:50:01 AM
Wow this got popular fast!
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Chaia on July 15, 2016, 11:53:42 AM
Wow this got popular fast!

Yeah, super amazing for my first mod :-D
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: MarcTheMerc on July 15, 2016, 11:54:33 AM
Quote
Just another company Talon, but I could probably rename it. The ABC-Jacket got a symbol on its back which looks like a "T", thats why :P

No keep the name its a good one  ;D I named my mod as a homage to all the video game merc companies named Talon

Title: Re: [A13] Toxic Fallout Protection Suit
Post by: Chaia on July 15, 2016, 03:27:43 PM
The mod is fixed so far, but as CCL isn't updated yet, I can't test the toxin protection during toxic fallouts. Guess you guys have to wait a bit :-/
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: eatKenny on July 15, 2016, 04:32:35 PM
i have some textures for you from my early version of industrialisation, see attachment

[attachment deleted by admin - too old]
Title: Re: [A13] Toxic Fallout Protection Suit
Post by: isistoy on July 15, 2016, 05:21:18 PM
These are nice :)
Anti-toxin med may also be a good item addition to this...
Meds to be used pre and/or post exposition, maybe
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 15, 2016, 05:35:37 PM
Update 1.1 is out! Even added a toxic fallout scenario, so you can play right away. As always, post bugs and balancing issues

edit:

i have some textures for you from my early version of industrialisation, see attachment

Those look super awesome, but I won't use them, as they are. That protection suit is intented to be very bulky, but the "kit" on the back is a good idea.
Also the helmet has the nice little detail of a pipe going into the backpack.
If you don't mind, I would tear apart your textures, mix them up with mine and see what result we get. You would also get a mention somewhere in that post :-)


These are nice :)
Anti-toxin med may also be a good item addition to this...
Meds to be used pre and/or post exposition, maybe

You mean like going for Fallout and add something like RadAway and RadX?
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: isistoy on July 15, 2016, 06:02:22 PM
Quote
You mean like going for Fallout and add something like RadAway and RadX?
Sthg like that, name is just a detail.

Some med or treatment to take pre/post exposing to toxic fallout effects.
I suppose post exposing, due to the fact you did the suit to prevent toxic buildup for later on.

This would allow a temp. solution to be there (at a cost) before you got research done and some suits built, in case of a "normal" run.
It's just an idea...
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: IndustryStandard on July 15, 2016, 06:08:50 PM
I'm curious, why not simply add a hazmat suit?

I think it'd be cooler to see in my opinion, I also think it's weird to take a social hit, afterall everyone in the colony would be aware of the toxic fallout outside, so it shouldn't be that weird seeing the suits.

I agree with slightly slowing the colonists and such.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 15, 2016, 06:18:05 PM
I'm curious, why not simply add a hazmat suit?

I think it'd be cooler to see in my opinion, I also think it's weird to take a social hit, afterall everyone in the colony would be aware of the toxic fallout outside, so it shouldn't be that weird seeing the suits.

I agree with slightly slowing the colonists and such.

I made such big negative impact of the suit to discourage wearing it always, but just for going outside to do important jobs

You should check out the textures posted by eatKenny. Do you imagine a hazmat suit like that?
I could also make different versions. A heavy suit like the existing one for complete immunity and Armor against sharp, bullet and explosions; and a light suit just with the immunity.


Quote
You mean like going for Fallout and add something like RadAway and RadX?
Sthg like that, name is just a detail.

Some med or treatment to take pre/post exposing to toxic fallout effects.
I suppose post exposing, due to the fact you did the suit to prevent toxic buildup for later on.

This would allow a temp. solution to be there (at a cost) before you got research done and some suits built, in case of a "normal" run.
It's just an idea...

Doing some RadAways would be very possible, RadX too, but with more effort.

So current possibilites for expansion would be different suits and items which helps against toxin buildup. Any other opinions and ideas community?
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Veyda on July 15, 2016, 08:27:08 PM
I made such big negative impact of the suit to discourage wearing it always, but just for going outside to do important jobs.

Actually, reducing the Maximum Comfortable Temperature by 25-30 degrees (when all 3 parts equipped) — in addition to reducing Global Work Speed and Move Speed — should about do it. ;) You'll know what I mean if you ever wore a CBRN suit IRL.

EDIT: Maybe 20 degrees. A tweaking/testing/balancing pass is required to find a sweet spot.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 15, 2016, 08:35:46 PM
I made such big negative impact of the suit to discourage wearing it always, but just for going outside to do important jobs.

Actually, reducing the Maximum Comfortable Temperature by 25-30 degrees (when all 3 parts equipped) — in addition to reducing Global Work Speed and Move Speed — should about do it. ;) You'll know what I mean if you ever wore a CBRN suit IRL.

EDIT: Maybe 20 degrees. A tweaking/testing/balancing pass is required to find a sweet spot.

As already mentioned on YouTube: That is a good suggestion, if the body temperature limits the time wearing it, I could delete the social impact and increase working and moving speed a bit. But I will wait for other suggestions before I decide
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 16, 2016, 04:10:15 PM
I'm currently working on some kind of ToxAway (like fallouts RadAway) which will be an ingestible form of medication to decrease toxic buildup.
Option one:
ToxAway will come in 3 different variants: makeshift (weaker variant with side effects but craftable from the beginning), normal (normal strength with lesser side effects, researchable and then craftable) and the glitterworld variant (best strength, no side effects and only buy-able)
Option two:
ToxAway can be made out of medicine and additional stuff. Also 3 variants: makeshift (made out of herbal medicine, same effects as in option 1), normal variant (made out of normal medicine) and glitterworld variant (made out of glitterworld medicine)

Any opinions on that guys?
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Veyda on July 16, 2016, 04:53:28 PM
Any opinions on that guys?

How about combining both and making ToxAway craftable from Xerigium.. err.. Healroot now.. and/or medicine? Plus the glitterworld variant, of course.
Given the direction Tynan is heading right now, everything should be researcheable, but certain advanced cultures (default start being one of them) begin with some (most?) of the research already unlocked..

EDIT: (there is always an edit with me :C ) Toxic Fallout was probably envisioned as an extremely restrictive event.. so whatever you want to come up with should not be so OP that it completely negates it through only a minor loss of resources. I personally think that permanent toxic fallout games should still be very.. very challenging.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: BlackSmokeDMax on July 16, 2016, 05:50:15 PM
Any opinions on that guys?

How about combining both and making ToxAway craftable from Xerigium.. err.. Healroot now.. and/or medicine? Plus the glitterworld variant, of course.
Given the direction Tynan is heading right now, everything should be researcheable, but certain advanced cultures (default start being one of them) begin with some (most?) of the research already unlocked..

EDIT: (there is always an edit with me :C ) Toxic Fallout was probably envisioned as an extremely restrictive event.. so whatever you want to come up with should not be so OP that it completely negates it through only a minor loss of resources. I personally think that permanent toxic fallout games should still be very.. very challenging.

I like the idea of needing to use Healroot. Perhaps making some concentrated Healroot (let it take say 5-10, and once it is concentrated call it Xerigium Tonic) at the brewery and then combining it with a med pack to create the ToxAway or whatever it would be called. This would probably fit in even better while used with the Cave Flora mod, where you could combine Healroot plants with a Mushroom to make the concentrated tonic.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: drakulux on July 16, 2016, 06:57:11 PM
I modified this mod for my own use.  I added a heat penalty to each apparel, helmet (-4), jacket (-5), pants (-4).i always play desert biome so I didn't want to succumb to heatstroke so fast.  I think it would be good if the full suit gave u constricting clothing debuff if worn for more than half a day, also it could potentially give an offset to comfort while worn. I prefer the constricting clothing trait idea more though.
I will also be adding synthread or such to its recipe. I would suggest making a mark I and Mark 2 variants with improved heat insulation and improved protection by adding plasteel and synthread.

For the anti toxins I suggest u keep it simple with the 3 variants of varying degrees, so u need more treatments for the lowest one and only 1 treatment for the glitter world variant. The mid one wud need possibly 2 treatments to clear toxin.

For prevention u can also do similar where it protects for x amount of time y% of toxins. Just some ideas, hope it helps. 

Edit thanks for a great mod
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: hector212121 on July 16, 2016, 08:39:29 PM
I have a suggestion! Could you make "Rad. Shields" which act exactly as shields but slowly deplete during toxic fallout while outside?
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: IndustryStandard on July 17, 2016, 12:19:34 AM
Well heck, I think giving a negative effect like "Uncomfortable -10" would be enough too.

Can someone post an in game screenshot btw.

I like the idea of making power armor resist radiation, I may have to make a mod for that. (Or does PA already do this?)
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: TheCanadianRaven on July 17, 2016, 12:23:12 AM
I like the idea of making power armor resist radiation, I may have to make a mod for that. (Or does PA already do this?)

I'd install that mod if you made it.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: IndustryStandard on July 17, 2016, 12:38:11 AM
I like the idea of making power armor resist radiation, I may have to make a mod for that. (Or does PA already do this?)

I'd install that mod if you made it.

I would love to, but I feel like it might be out of my skill level, it doesn't sound like simple xml edits. I will take a gander and see if I can though.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Raccoon on July 17, 2016, 02:20:49 AM
I'm currently working on some kind of ToxAway (like fallouts RadAway) which will be an ingestible form of medication to decrease toxic buildup.
Option one:
ToxAway will come in 3 different variants: makeshift (weaker variant with side effects but craftable from the beginning), normal (normal strength with lesser side effects, researchable and then craftable) and the glitterworld variant (best strength, no side effects and only buy-able)
Option two:
ToxAway can be made out of medicine and additional stuff. Also 3 variants: makeshift (made out of herbal medicine, same effects as in option 1), normal variant (made out of normal medicine) and glitterworld variant (made out of glitterworld medicine)


Any opinions on that guys?

I woud like to make something like "Fallout" with maybe new Animals or maybe a Biome with only ToxicFallout and new Animals? I think the hardest Problem will be the Sprites
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 17, 2016, 11:06:17 AM
I'm currently working on some kind of ToxAway (like fallouts RadAway) which will be an ingestible form of medication to decrease toxic buildup.
Option one:
ToxAway will come in 3 different variants: makeshift (weaker variant with side effects but craftable from the beginning), normal (normal strength with lesser side effects, researchable and then craftable) and the glitterworld variant (best strength, no side effects and only buy-able)
Option two:
ToxAway can be made out of medicine and additional stuff. Also 3 variants: makeshift (made out of herbal medicine, same effects as in option 1), normal variant (made out of normal medicine) and glitterworld variant (made out of glitterworld medicine)


Any opinions on that guys?

I woud like to make something like "Fallout" with maybe new Animals or maybe a Biome with only ToxicFallout and new Animals? I think the hardest Problem will be the Sprites


You should totally do that, you may use my toxic protection suit in your pack :-D


I have a suggestion! Could you make "Rad. Shields" which act exactly as shields but slowly deplete during toxic fallout while outside?

So like the basic shield which gives a rechargeable but temporary protection against toxic buildup?



Well heck, I think giving a negative effect like "Uncomfortable -10" would be enough too.

Can someone post an in game screenshot btw.

I like the idea of making power armor resist radiation, I may have to make a mod for that. (Or does PA already do this?)

Whats PA? I could add toxin protection do power armor if you mean and want that. Also I would also like some screenshots of you guys using my suit :-)

Any opinions on that guys?

How about combining both and making ToxAway craftable from Xerigium.. err.. Healroot now.. and/or medicine? Plus the glitterworld variant, of course.
Given the direction Tynan is heading right now, everything should be researcheable, but certain advanced cultures (default start being one of them) begin with some (most?) of the research already unlocked..

EDIT: (there is always an edit with me :C ) Toxic Fallout was probably envisioned as an extremely restrictive event.. so whatever you want to come up with should not be so OP that it completely negates it through only a minor loss of resources. I personally think that permanent toxic fallout games should still be very.. very challenging.

How to make it very challenging without breaking game fun? I will have to think about that
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Veyda on July 17, 2016, 12:24:24 PM
How to make it very challenging without breaking game fun? I will have to think about that

Fun or 'fun' (in dwarf terms ;) )? I would say anyone playing a permanent toxic fallout game is looking for the latter.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 17, 2016, 12:58:26 PM
How to make it very challenging without breaking game fun? I will have to think about that

Fun or 'fun' (in dwarf terms ;) )? I would say anyone playing a permanent toxic fallout game is looking for the latter.

I would go for the real dwarven way, but then I should make toxic fallout harder to work with, instead of going for less boni.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: hector212121 on July 17, 2016, 01:13:02 PM
Yep, pretty much!

Hell, maybe even have standing shield generators that basically act as roofs without actually having roofs so you can grow plants without sunlamps or anything like that?
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: IndustryStandard on July 18, 2016, 12:00:35 AM
PA = Power Armor

And yeah if you make a separate mod that makes Power Armor resist radiation I'd snag it.
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 18, 2016, 06:54:42 AM
PA = Power Armor

And yeah if you make a separate mod that makes Power Armor resist radiation I'd snag it.

I could include that as an option for my mod, as CCL allows me to do that
Title: Re: [A14] Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 18, 2016, 03:31:28 PM
PA = Power Armor

And yeah if you make a separate mod that makes Power Armor resist radiation I'd snag it.

Version 1.2 is out guys!
This will mod the existing vanilla power armor and power armor helmet to give (with a complete set) 55% toxin protection, while not changing any other values so far. Tell me if this is how you wanted it and how I could balance it further. About half immunity against toxic buildup will help a lot, without making the ABC-Suit obsolete.


edit: If anyone wonders why the new version is so much smaller in data size now: I missed an option in visual studio and all the .dlls I used as source were added. This is now fixed ;-)
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: g8406119 on July 18, 2016, 04:29:38 PM
Might as well pitch in.
Aside from full hazmat suit and, hopefully, toxin meds, why not add a filter and/or gas masks, along with making dusters and parkas give some degree of protection? I mean, it covers you like some plague doctor.
So it kinda goes like this:
Worn under the helmet or cowboy hat for added badassery. Maybe a modicum of protection too.
Finally, dusters, parkas, power armor and everything that covers you but doesn't directly touch your skin can provide some protection.
A !!fun!! thing to do would be changing the flow of toxin buildup: as opposed to simply slowing down the whole thing, just let it reach certain point like "initial" or "minor", then slow down the progression.

This way suits become more valuable as they prevent the toxin buildup altogether.
Last logical step would be either introduction of military suits with less movement penalty and better protection, or changing power armor to give that sweet protection against the everpresent toxic environment.

Lastly, meds are hard enough to come by as it is.
It's only fair to make cheap anti-toxin from the healplant, or whatever it's called.
Regular would then be made from plant(s)+meds.
Naturally, with a purchase-only glitterworld-tier to top it off.
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 19, 2016, 01:19:51 AM
Might as well pitch in.
Aside from full hazmat suit and, hopefully, toxin meds, why not add a filter and/or gas masks, along with making dusters and parkas give some degree of protection? I mean, it covers you like some plague doctor.
So it kinda goes like this:
  • makeshift mask - cheap and craftable with some researching
  • military gas mask - military helmet of filters: heavy, you can't see much from it, breathing suddenly became much harder, but rather sturdy and has good filtering
  • filter mask - kevlar helmet of filters: covers the face, light, no vision or breathing penalty and can still help you survive a bullet or two, but the filtering is bit worse
Worn under the helmet or cowboy hat for added badassery. Maybe a modicum of protection too.
Finally, dusters, parkas, power armor and everything that covers you but doesn't directly touch your skin can provide some protection.
A !!fun!! thing to do would be changing the flow of toxin buildup: as opposed to simply slowing down the whole thing, just let it reach certain point like "initial" or "minor", then slow down the progression.

This way suits become more valuable as they prevent the toxin buildup altogether.
Last logical step would be either introduction of military suits with less movement penalty and better protection, or changing power armor to give that sweet protection against the everpresent toxic environment.

Lastly, meds are hard enough to come by as it is.
It's only fair to make cheap anti-toxin from the healplant, or whatever it's called.
Regular would then be made from plant(s)+meds.
Naturally, with a purchase-only glitterworld-tier to top it off.

If you take a sneak peek into the source, you can see I'm currently working out some toxin reducing medicine ;-)

Adding toxin protection with varying factor to all the vanilla stuff would be easy and fast, but breaking compability with anything that mods the vanilla clothing. I could merge that with the Power Armor AddOn to allow people easily regain compability.

About allowing the different apparel pieces to get the toxin to a certain level: Would be possible like a function for max toxin = toxin buildup. !BUT! that will mean as long as you are wearing some parka or duster, toxic buildup will never kill you, as it only kills you when toxic buildup reachs 100%. That no 'fun' ;-)


edit: I'm stoopid, if the buildup just slows down, it will reach 100% sooner or later. But still I don't think I'll add that, it will probably very 'fun', but not intuitive nor straight-forward. If your suit allows you to build up toxins at all, it won't stop them at a certain level. It's more like a leaking water tank, if there is a hole, the tank will eventually run dry.
Your option for toxic buildup is more set up like temperature, where a parka stops you from going 'very cold', so your body stays at 'cold'. But that ain't how it works. :D

Also other wearable protection stuff is in planning, the time-consuming part will be the artwork
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: g8406119 on July 19, 2016, 05:09:01 AM
that will mean as long as you are wearing some parka or duster, toxic buildup will never kill you, as it only kills you when toxic buildup reachs 100%. That no 'fun' ;-)

Your option for toxic buildup is more set up like temperature, where a parka stops you from going 'very cold', so your body stays at 'cold'. But that ain't how it works. :D
How to read something and completely miss the point. Vol.29
The system I propose lets the toxin buildup reach certain level at full speed, then, after that threshold is passed, progression slows down, but not significantly. Not without filter mask at least.
Translation: you still get sick, but getting even sicker will be much slower.

If your suit allows you to build up toxins at all, it won't stop them at a certain level. It's more like a leaking water tank, if there is a hole, the tank will eventually run dry.
That's the whole point. You need the hazmat suit to stay outside indefinitely. That's what make it so valuable, especially for farmers or repairmen who are constantly exposed to poisonous environment and will succumb to it if the protection isn't 100%.
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: drakulux on July 19, 2016, 06:21:21 AM
Hey guys, I added a small aim penalty to the hazmat helmet to represent the glass distorting your view abit. I also dont want my colonists to be wear it all the time so giving small but balanced drawbacks to prolonged use of the suit. I would also really have loved a storage dedicated to the suit where you can R-click and deposit the full set. I know there was a mod that used clutter furniture as a storage for more than 1 item at a time but I would need to look around to see try and find it. Storage were dedicated to different kinds of apparel, it was part of the mod variety pack.
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 19, 2016, 06:28:31 AM
that will mean as long as you are wearing some parka or duster, toxic buildup will never kill you, as it only kills you when toxic buildup reachs 100%. That no 'fun' ;-)

Your option for toxic buildup is more set up like temperature, where a parka stops you from going 'very cold', so your body stays at 'cold'. But that ain't how it works. :D
How to read something and completely miss the point. Vol.29
The system I propose lets the toxin buildup reach certain level at full speed, then, after that threshold is passed, progression slows down, but not significantly. Not without filter mask at least.
Translation: you still get sick, but getting even sicker will be much slower.

If your suit allows you to build up toxins at all, it won't stop them at a certain level. It's more like a leaking water tank, if there is a hole, the tank will eventually run dry.
That's the whole point. You need the hazmat suit to stay outside indefinitely. That's what make it so valuable, especially for farmers or repairmen who are constantly exposed to poisonous environment and will succumb to it if the protection isn't 100%.

I get your point. Making the toxin suit absolutly needed, at least if you are outside for longer time. But how would you explain ingame that the toxic builds up normal until a certain amount is reached (which depends on your protection ratio) and then slows down. It would make more sense to just allow parts of the toxin particels go through your clothings.
But I agree with you so far that making the toxin suit mandatory for outside trips, that would increase the difficulty quite a bit, without making toxic fallout game breaking, at least with the suit.
To achieve that I would rather increase the amount of toxic buildup and decrease the time between the ticks. So you get sick faster and more steadily.
The harder, the more 'fun' you get out of it. I will probably add a mod option (you can only make option for dll-mods :-/), which allows you to choose the difficulty of toxic fallout. Because not everyone playing rimworld is a real dwarf.


Hey guys, I added a small aim penalty to the hazmat helmet to represent the glass distorting your view abit. I also dont want my colonists to be wear it all the time so giving small but balanced drawbacks to prolonged use of the suit. I would also really have loved a storage dedicated to the suit where you can R-click and deposit the full set. I know there was a mod that used clutter furniture as a storage for more than 1 item at a time but I would need to look around to see try and find it. Storage were dedicated to different kinds of apparel, it was part of the mod variety pack.

Making a suit storage sounds like an awesome idea, but as that is a completly different thing to mod, I would like some help or advice for that. How high did you set the aim penalty? I'm also thinking about giving a mood penalty for wearing the suit. If you wear it too long, it gets worse.



@everyone:
Please fill out the Poll! That will help me finding out the sweet spot for balancing

edit: The next version of the suit will get rebalanced stats:

helmet: no social impact anymore, but aiming penalty.
jacket: less impact on movespeed and work speed
pants: less impact on movespeed

all three parts: wearing it will reduce the pawns max. temperature by 5°C each piece.
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: 123nick on July 19, 2016, 06:58:26 AM
hey, i assume the power armor, although it has toxic protection ,isnt as good as the suit?
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: drakulux on July 19, 2016, 07:04:16 AM

Making a suit storage sounds like an awesome idea, but as that is a completely different thing to mod, I would like some help or advice for that. How high did you set the aim penalty? I'm also thinking about giving a mood penalty for wearing the suit. If you wear it too long, it gets worse.
 

helmet: no social impact anymore, but aiming penalty.
jacket: less impact on movespeed and work speed
pants: less impact on movespeed

all three parts: wearing it will reduce the pawns max. temperature by 5°C each piece.

I would suggest you look at the Clutter mod by mrofa here https://ludeon.com/forums/index.php?topic=17610.0

He is the one who has the storage that even allows color change. You may find how he creates his storage and simply make one for the suit, I will also be looking into this as well,so will update u if I find anything too.
I gave a aimpenalty offset of -0.05, its not much but can always go to -0.1 if I feel it needs more balance
So far I have  balanced my suit as such, all have heat penalties -5, helmet has shooting penalty , jacket has work speed penalty , pants has move penalty. 

Edit: For the mood penalty I suggest looking at the nudity trait that gives u constricting clothing feeling, I also  think a mood penalty is necessary. You get hot feeling from the suit, constricting clothing would be good as well, not sure which other, clostophobia?smelly?
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 19, 2016, 07:51:06 AM
hey, i assume the power armor, although it has toxic protection ,isnt as good as the suit?

Depends on how you define "good". The suit gives you 100% toxin protection, kinda big debuff and almost no combat defences.
The PA gives you 55% toxin protection, just a little debuff, and good combat defences



Making a suit storage sounds like an awesome idea, but as that is a completely different thing to mod, I would like some help or advice for that. How high did you set the aim penalty? I'm also thinking about giving a mood penalty for wearing the suit. If you wear it too long, it gets worse.
 

helmet: no social impact anymore, but aiming penalty.
jacket: less impact on movespeed and work speed
pants: less impact on movespeed

all three parts: wearing it will reduce the pawns max. temperature by 5°C each piece.

I would suggest you look at the Clutter mod by mrofa here https://ludeon.com/forums/index.php?topic=17610.0

He is the one who has the storage that even allows color change. You may find how he creates his storage and simply make one for the suit, I will also be looking into this as well,so will update u if I find anything too.
I gave a aimpenalty offset of -0.05, its not much but can always go to -0.1 if I feel it needs more balance
So far I have  balanced my suit as such, all have heat penalties -5, helmet has shooting penalty , jacket has work speed penalty , pants has move penalty. 

Edit: For the mood penalty I suggest looking at the nudity trait that gives u constricting clothing feeling, I also  think a mood penalty is necessary. You get hot feeling from the suit, constricting clothing would be good as well, not sure which other, clostophobia?smelly?


I will put that suit storage on my list. Also my suit debuffs are changed as mentioned in the last edit :P
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: drakulux on July 19, 2016, 08:19:10 AM
I downloaded the update but havent looked at the values yet. I left a tiny social debuf to social to simulate not seeing the vace and not being able to conversate properly with the suit but i dont mind it without. I will try running the game with clutter and see if the furniture works.

I am thinking up to write a mod request for gear storage that has a nice rclick menu where u can drop individual items from ur gear but also u can drop all apparel too. Right now we can only drop weapons in storage on rclick.
This mod could even go as far as simulating traits when wearing for too long e. G.  Abrasive. 

I look forward to the update of the mod with medications and possibly an improved suit. I would also like abit of a nicer texture and will try to do something and will share it.

Edit: I have tried to run clutter on A14 but it crashes the game and doesnt load up, so will either need to test on A13 or wait for update
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 21, 2016, 02:25:55 PM
I downloaded the update but havent looked at the values yet. I left a tiny social debuf to social to simulate not seeing the vace and not being able to conversate properly with the suit but i dont mind it without. I will try running the game with clutter and see if the furniture works.

I am thinking up to write a mod request for gear storage that has a nice rclick menu where u can drop individual items from ur gear but also u can drop all apparel too. Right now we can only drop weapons in storage on rclick.
This mod could even go as far as simulating traits when wearing for too long e. G.  Abrasive. 

I look forward to the update of the mod with medications and possibly an improved suit. I would also like abit of a nicer texture and will try to do something and will share it.

Edit: I have tried to run clutter on A14 but it crashes the game and doesnt load up, so will either need to test on A13 or wait for update

Do you know if the author of clutter-mod is still active?

I just want to let you guys know, that ToxAway is going along well and release will be ready a few days after the poll is completed, so I know which way to balance all the stuff!

Did anyone encounter any serious bugs or has more ideas for balancing? (This includes the fallout event too)
The Suit itself got a change for its stats for the next release already

current plans:
-ToxAway
-Two difficulties for toxic fallout, toggleable per mod option in the main menue
-probably making all vanilla apparel pieces toxin resistant (to a little certain degree)
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: drakulux on July 21, 2016, 07:05:12 PM
The author mod has updated the mod, i believe he also shares his source files on his github as well. I have tested and used his storage locker, it allows u to switch between 2 sets of apparel, e. G.  U can wear the suit and when u come to use it it switches to ur previous clothing set, so its nice. U can incorporate the mechanics and make a special suit holder that works only for the suit. If you want u can invorporate a battery simmulation on the suit where when power =0 then u get reduced prorection/move speed/workspeed etc. This is just me floating ideas. But right now it is nice that i can switch right into the full suit with clutter furniture.
Title: Re: [A14] V1.2 - Toxic Fallout Protection Suit + Fallout Scenario
Post by: Chaia on July 22, 2016, 05:54:33 AM
The author mod has updated the mod, i believe he also shares his source files on his github as well. I have tested and used his storage locker, it allows u to switch between 2 sets of apparel, e. G.  U can wear the suit and when u come to use it it switches to ur previous clothing set, so its nice. U can incorporate the mechanics and make a special suit holder that works only for the suit. If you want u can invorporate a battery simmulation on the suit where when power =0 then u get reduced prorection/move speed/workspeed etc. This is just me floating ideas. But right now it is nice that i can switch right into the full suit with clutter furniture.

If storing and equipping the suit is possible with so little effort, I guess I don't need to add that into my mod. But I will try that on my own and add a link into this thread, so people know about it!
Thanks so far for your work :-)
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on July 26, 2016, 10:16:39 AM
Okay boys, 1.3 it out!

Added makeshift ToxAway: You can "cook" it with herbal medicine and silver. Reduces the toxic buildup by 25% (of maximum value), but gives food poisoning as side effect. Use that, if you really need to go outside. The texture is also very makeshift and I would like it if somebody could make me a better one :-)

Also changed toxic fallout to tick 10x faster but only with 10% power, that should make it more steadily.

Added a difficulty modifier for toxic buildup, check the first post for a description how to do it.

And you should check out the clutter mod (https://ludeon.com/forums/index.php?topic=17610.0), that one gives a locker which can store a complete outfit and allows you to switch with only two clicks!


As always, leave comments for balancing, bugs and anything else!

Since 1.3 I will also put this on steam workshop!
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: skullywag on July 26, 2016, 10:22:46 AM
Chaia you should join me and the other modders on the modders slack. You do good work. Throw me a pm with your email if you want in.
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on July 26, 2016, 10:25:22 AM
Chaia you should join me and the other modders on the modders slack. You do good work. Throw me a pm with your email if you want in.

Modders what?

Sure, count me in :P
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: moumix on August 01, 2016, 08:16:40 AM
So, there seems to be an incompatibility issue with this mod (Toxic Fallout Protection) and the mod "ED - Shields" (https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264), but only if ED - Shields is loaded after Toxic Fallout Protection (not 100% sure of that, but I know I managed to load both mods without crashing without changing anything in them, and I'm crashing 100% if I put TFP before ED - Shields with no other mods except CCL).

I'm sorry I can't provide much more details than that, and I don't even know if the issue comes from you or the other mod, but wanted to share that information nevertheless. :)
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on August 02, 2016, 10:02:13 AM
So, there seems to be an incompatibility issue with this mod (Toxic Fallout Protection) and the mod "ED - Shields" (https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264), but only if ED - Shields is loaded after Toxic Fallout Protection (not 100% sure of that, but I know I managed to load both mods without crashing without changing anything in them, and I'm crashing 100% if I put TFP before ED - Shields with no other mods except CCL).

I'm sorry I can't provide much more details than that, and I don't even know if the issue comes from you or the other mod, but wanted to share that information nevertheless. :)

Thank you for that information, I will check that next week. Do you hace any issues in gameplay if you load ED-shields before this mod?
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: 1000101 on August 05, 2016, 06:36:00 AM
The issue is that this mod has multiple DLLs.  RW loads all DLLs in the mod directory, not just those in /Assemblies.

Go into the "source" directory and delete the "bin" and "obj" directories.  This resolves the issue.
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on August 05, 2016, 02:58:30 PM
The issue is that this mod has multiple DLLs.  RW loads all DLLs in the mod directory, not just those in /Assemblies.

Go into the "source" directory and delete the "bin" and "obj" directories.  This resolves the issue.

Did I include those dlls by accident in my mod or are those in the shield mods?
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: moumix on August 05, 2016, 06:34:46 PM
The issue is that this mod has multiple DLLs.  RW loads all DLLs in the mod directory, not just those in /Assemblies.

Go into the "source" directory and delete the "bin" and "obj" directories.  This resolves the issue.

Hey, thanks for that info, this fixed the issue indeed. I usually check the mods folder and delete any "source" folder, but it seems I forgot this time... :)

@Chaia: The file "ABC_Suit_1.1.rar" available on Github has a folder named "source" in it, which is the one I had to delete to solve that issue.
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on August 06, 2016, 03:14:59 AM
The issue is that this mod has multiple DLLs.  RW loads all DLLs in the mod directory, not just those in /Assemblies.

Go into the "source" directory and delete the "bin" and "obj" directories.  This resolves the issue.

Hey, thanks for that info, this fixed the issue indeed. I usually check the mods folder and delete any "source" folder, but it seems I forgot this time... :)

@Chaia: The file "ABC_Suit_1.1.rar" available on Github has a folder named "source" in it, which is the one I had to delete to solve that issue.

Ah yeah, I forgot to exclude source ddls in that version, that was fixed in 1.2 ;-) (That is also the reason why that version is so big in datasize)

Why do people play with old versions anyway? Don't you like the new stuff? :-o
If yes, I could split it up
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: moumix on August 06, 2016, 11:43:10 AM
So, I didn't even know it was an old version. After checking Github again, for the file at the top of the page, it is described as: "Added Power Armor AddOn". The word "Addon" made me think it was just an addon to the main mod (the one I downloaded, version 1.1), that's why I took the second file. :)

Now that I know that the newest version is the top file, I'll update to it ^_^
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on August 06, 2016, 02:26:31 PM
So, I didn't even know it was an old version. After checking Github again, for the file at the top of the page, it is described as: "Added Power Armor AddOn". The word "Addon" made me think it was just an addon to the main mod (the one I downloaded, version 1.1), that's why I took the second file. :)

Now that I know that the newest version is the top file, I'll update to it ^_^

Ohh okay, I will modify that to clarify it :-)
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on August 07, 2016, 03:19:55 PM
Okay guys, tried to clean up my Github.
It should be easier to see, which version to download. Don't care about the "latest release", just use the topmost version. Have fun with my mod, and always: report bugs and new ideas :-)

Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Seikikai on August 17, 2016, 02:37:10 AM
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
Code: [Select]
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Fluffy - Relations 0.14.0.0</li>
<li>Fluffy - Colony Manager 0.14.0.2</li>
<li>Fluffy - Enhanced Tabs 0.14.0.0</li>
<li>Fluffy - Medical Info 0.14.0.0</li>
<li>Numbers 0.5.1</li>
<li>LT - No Cleaning Please</li>
<li>Storage Search</li>
<li>Fluffy - Breakdowns</li>
<li>Fluffy - Animal Incest</li>
<li>Balancing Act Lite</li>
<li>Darkness Revamp - Core</li>
<li>Darkness Revamp</li>
<li>Fluffy - FollowMe 0.14.0.0</li>
<li>Fluffy - Area Unlocker 0.14.0.0</li>
<li>P-Music</li>
<li>Stay!</li>
<li>Storybook</li>
<li>Backstory Defs</li>
<li>Name Defs</li>
<li>Trait Pack 1.3.1.1</li>
<li>Mood Balance</li>
<li>Meltdown</li>
<li>Skilled Builder Off</li>
<li>Build Productive 0.30</li>
<li>EdB - Prepare Carefully</li>
<li>ESM - Do Not Disturb</li>
<li>ESM - Mine Vein</li>
<li>Black Money</li>
<li>Allow Tool</li>
<li>Hospitality</li>
<li>Mad Skills 1.1.6</li>
<li>Less Rebuff 1.0</li>
<li>Lets Share Bedroom</li>
<li>Haul Priority Lite</li>
<li>Haul IT</li>
<li>More Resources</li>
<li>Reclaim Fabric 1.3</li>
<li>Nackblad Inc Rimhair</li>
<li>ArmourRepair 1.0</li>
<li>Steel Extraction</li>
<li>Expanded Prosthetics &amp; Organ Engineering</li>
<li>A Dog Said</li>
<li>A Dog Said - EPOE Patch</li>
<li>DE Surgeries</li>
<li>Emergency Treat</li>
<li>Extended Surgery 1.2</li>
<li>Mechanite Augmentation</li>
<li>Vegetable Garden v4.0</li>
<li>Plant Saver</li>
<li>Plant Saver - Vegetable Garden Patch</li>
<li>Zombie Apocalypse</li>
<li>Glitter Tech</li>
<li>Remote Explosives</li>
<li>Heavy Defences</li>
<li>JaffaKree! Reborn</li>
<li>JaffaKree! Reborn - EPOE Patch</li>
<li>More Vanilla Turrets</li>
<li>T - More Beds Cloth</li>
<li>T - More Floors</li>
<li>Izzyssentials - Core 1.04</li>
<li>Izzyssentials - Furniture 1.03</li>
<li>Izzyssentials - Hydro 1.03</li>
<li>Izzyssentials - Lights 1.03</li>
<li>Izzyssentials - Switch 1.03</li>
<li>Miscellaneous - Core</li>
<li>Miscellaneous - Incidents</li>
<li>Miscellaneous - MAI</li>
<li>Miscellaneous - Map Generator</li>
<li>Miscellaneous - Objects</li>
<li>Miscellaneous - Robots</li>
<li>Miscellaneous - Robots Xtension</li>
<li>Miscellaneous - Training Facility</li>
<li>Miscellaneous Patch - EdB Prepare Carefully</li>
<li>Apocalypse</li>
<li>Panda - Core</li>
<li>Additional Joy Objects 14.00</li>
<li>Panda - Ancient Amulets</li>
<li>Panda - Cupros Drinks</li>
<li>Panda - Expanded Power</li>
<li>Panda - Extra Floors</li>
<li>Panda - Quarry</li>
<li>Panda - ZenGarden</li>
<li>Rimsenal</li>
<li>Rimsenal - Federation</li>
<li>Rimsenal - Feral</li>
<li>Rimsenal - Hair</li>
<li>Rimsenal - Security</li>
<li>Xeva Hair</li>
<li>ED - Auto Loader</li>
<li>ED - Closable Vent</li>
<li>ED - Embrasures</li>
<li>ED - Laser Drill</li>
<li>ED - Moat</li>
<li>ED - More Vanilla Turrets</li>
<li>ED - Omni Gel</li>
<li>ED - Reinforced Stuff</li>
<li>ED - Reverse Cycle Cooler</li>
<li>ED - Safe Traps</li>
<li>ED - Shields Basic</li>
<li>ED - Subspace Transponder</li>
<li>ED - Turret Control</li>
<li>Batteries Stuffed 1.4</li>
<li>Conduits Stuffed 1.3</li>
<li>Dermal Regenerator 1.6</li>
<li>Extended Storage 1.9</li>
<li>Natural Floors 1.3</li>
<li>Personal Shield MKII 1.5</li>
<li>Power Armour MKII 1.5</li>
<li>Power Cell 1.4</li>
<li>Roof Bomb 1.4</li>
<li>Small Solars Stuffed 1.5</li>
<li>Solars Stuffed 1.4</li>
<li>Thermals Stuffed 1.4</li>
<li>Turbines Stuffed 1.4</li>
<li>Firefoam Mortar v1.0</li>
<li>ABC Suit</li>
<li>Capsule Reactor</li>
<li>LT - Door Mat</li>
<li>Medical Training</li>
<li>Mind Altering Device 1.13</li>
<li>Modular Tables</li>
<li>Orassan</li>
<li>Power Switch</li>
<li>Right Tool For The Right Job</li>
<li>TargetPractise</li>
<li>RT - Quantum Storage 1.0.4</li>
<li>RT - Solar Flare Shield 1.0.4</li>
<li>Clutter - Furniture</li>
<li>Clutter - Structure</li>
<li>Clutter - Misc</li>
<li>Clutter - Misc Hands</li>
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on August 20, 2016, 08:36:53 AM
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
Code: [Select]
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Fluffy - Relations 0.14.0.0</li>
<li>Fluffy - Colony Manager 0.14.0.2</li>
<li>Fluffy - Enhanced Tabs 0.14.0.0</li>
<li>Fluffy - Medical Info 0.14.0.0</li>
<li>Numbers 0.5.1</li>
<li>LT - No Cleaning Please</li>
<li>Storage Search</li>
<li>Fluffy - Breakdowns</li>
<li>Fluffy - Animal Incest</li>
<li>Balancing Act Lite</li>
<li>Darkness Revamp - Core</li>
<li>Darkness Revamp</li>
<li>Fluffy - FollowMe 0.14.0.0</li>
<li>Fluffy - Area Unlocker 0.14.0.0</li>
<li>P-Music</li>
<li>Stay!</li>
<li>Storybook</li>
<li>Backstory Defs</li>
<li>Name Defs</li>
<li>Trait Pack 1.3.1.1</li>
<li>Mood Balance</li>
<li>Meltdown</li>
<li>Skilled Builder Off</li>
<li>Build Productive 0.30</li>
<li>EdB - Prepare Carefully</li>
<li>ESM - Do Not Disturb</li>
<li>ESM - Mine Vein</li>
<li>Black Money</li>
<li>Allow Tool</li>
<li>Hospitality</li>
<li>Mad Skills 1.1.6</li>
<li>Less Rebuff 1.0</li>
<li>Lets Share Bedroom</li>
<li>Haul Priority Lite</li>
<li>Haul IT</li>
<li>More Resources</li>
<li>Reclaim Fabric 1.3</li>
<li>Nackblad Inc Rimhair</li>
<li>ArmourRepair 1.0</li>
<li>Steel Extraction</li>
<li>Expanded Prosthetics &amp; Organ Engineering</li>
<li>A Dog Said</li>
<li>A Dog Said - EPOE Patch</li>
<li>DE Surgeries</li>
<li>Emergency Treat</li>
<li>Extended Surgery 1.2</li>
<li>Mechanite Augmentation</li>
<li>Vegetable Garden v4.0</li>
<li>Plant Saver</li>
<li>Plant Saver - Vegetable Garden Patch</li>
<li>Zombie Apocalypse</li>
<li>Glitter Tech</li>
<li>Remote Explosives</li>
<li>Heavy Defences</li>
<li>JaffaKree! Reborn</li>
<li>JaffaKree! Reborn - EPOE Patch</li>
<li>More Vanilla Turrets</li>
<li>T - More Beds Cloth</li>
<li>T - More Floors</li>
<li>Izzyssentials - Core 1.04</li>
<li>Izzyssentials - Furniture 1.03</li>
<li>Izzyssentials - Hydro 1.03</li>
<li>Izzyssentials - Lights 1.03</li>
<li>Izzyssentials - Switch 1.03</li>
<li>Miscellaneous - Core</li>
<li>Miscellaneous - Incidents</li>
<li>Miscellaneous - MAI</li>
<li>Miscellaneous - Map Generator</li>
<li>Miscellaneous - Objects</li>
<li>Miscellaneous - Robots</li>
<li>Miscellaneous - Robots Xtension</li>
<li>Miscellaneous - Training Facility</li>
<li>Miscellaneous Patch - EdB Prepare Carefully</li>
<li>Apocalypse</li>
<li>Panda - Core</li>
<li>Additional Joy Objects 14.00</li>
<li>Panda - Ancient Amulets</li>
<li>Panda - Cupros Drinks</li>
<li>Panda - Expanded Power</li>
<li>Panda - Extra Floors</li>
<li>Panda - Quarry</li>
<li>Panda - ZenGarden</li>
<li>Rimsenal</li>
<li>Rimsenal - Federation</li>
<li>Rimsenal - Feral</li>
<li>Rimsenal - Hair</li>
<li>Rimsenal - Security</li>
<li>Xeva Hair</li>
<li>ED - Auto Loader</li>
<li>ED - Closable Vent</li>
<li>ED - Embrasures</li>
<li>ED - Laser Drill</li>
<li>ED - Moat</li>
<li>ED - More Vanilla Turrets</li>
<li>ED - Omni Gel</li>
<li>ED - Reinforced Stuff</li>
<li>ED - Reverse Cycle Cooler</li>
<li>ED - Safe Traps</li>
<li>ED - Shields Basic</li>
<li>ED - Subspace Transponder</li>
<li>ED - Turret Control</li>
<li>Batteries Stuffed 1.4</li>
<li>Conduits Stuffed 1.3</li>
<li>Dermal Regenerator 1.6</li>
<li>Extended Storage 1.9</li>
<li>Natural Floors 1.3</li>
<li>Personal Shield MKII 1.5</li>
<li>Power Armour MKII 1.5</li>
<li>Power Cell 1.4</li>
<li>Roof Bomb 1.4</li>
<li>Small Solars Stuffed 1.5</li>
<li>Solars Stuffed 1.4</li>
<li>Thermals Stuffed 1.4</li>
<li>Turbines Stuffed 1.4</li>
<li>Firefoam Mortar v1.0</li>
<li>ABC Suit</li>
<li>Capsule Reactor</li>
<li>LT - Door Mat</li>
<li>Medical Training</li>
<li>Mind Altering Device 1.13</li>
<li>Modular Tables</li>
<li>Orassan</li>
<li>Power Switch</li>
<li>Right Tool For The Right Job</li>
<li>TargetPractise</li>
<li>RT - Quantum Storage 1.0.4</li>
<li>RT - Solar Flare Shield 1.0.4</li>
<li>Clutter - Furniture</li>
<li>Clutter - Structure</li>
<li>Clutter - Misc</li>
<li>Clutter - Misc Hands</li>



Thank you for your hint, I have to check if you missed a mod which changes toxic buildup
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Seikikai on August 21, 2016, 02:57:28 AM
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
Code: [Select]
...

Thank you for your hint, I have to check if you missed a mod which changes toxic buildup

Been Doing Tests For Many Hours To Find Which Mod Was Causing The Bug. Seems That There Are 3 Mods That Can Cause This Bug And Bugs With Other Mods (No Clean Please, Turret Control, Minimap And Storage Search), The Mods Are Fluffy Breakdowns, Spotlight And Zombie Apocalipse. I Really Dunno Why Are These Mods Causing Problems But Maybe Is Something Of The .Dll

Problem Is Already Solved, At Least With This Mod So Don't Worry About It. Also Thanks For Your Help Bro :)
Title: Re: [A14]Toxic Fallout Protection Suit + Fallout Scenario [V1.3]
Post by: Chaia on August 21, 2016, 02:56:02 PM
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
Code: [Select]
...

Thank you for your hint, I have to check if you missed a mod which changes toxic buildup

Been Doing Tests For Many Hours To Find Which Mod Was Causing The Bug. Seems That There Are 3 Mods That Can Cause This Bug And Bugs With Other Mods (No Clean Please, Turret Control, Minimap And Storage Search), The Mods Are Fluffy Breakdowns, Spotlight And Zombie Apocalipse. I Really Dunno Why Are These Mods Causing Problems But Maybe Is Something Of The .Dll

Problem Is Already Solved, At Least With This Mod So Don't Worry About It. Also Thanks For Your Help Bro :)


Alright, I've tested zombie apocalypse and ABC-Suit together and had no issues at all, but someone reported a lot of bugs, if zombie apocalypse is not the last mod in the mod list order (link here (https://ludeon.com/forums/index.php?topic=3635.msg252311#msg252311))

Title: Re: [A16]Toxic Fallout Protection Suit + Fallout Scenario [V1.4]
Post by: Chaia on March 02, 2017, 03:08:01 AM
Okay Boys and girls!

Toxic Fallout Suit is back!
Updated for 0.16
Title: Re: [A16]Toxic Fallout Protection Suit + Fallout Scenario [V1.4]
Post by: skullywag on March 02, 2017, 08:32:16 AM
woop, ill move this back into releases.
Title: Re: [A16]Toxic Fallout Protection Suit + Fallout Scenario [V1.5]
Post by: Chaia on April 24, 2017, 06:21:18 PM
Here comes 1.5!

Changelog:

- ToxAway is available again
- Added in a Hediff, which reduces toxic sensitivity, but with some drawbacks
-> ToxAway currently reduces 0.25 toxic sensitivity per pill and each pill last 0.25 days. If you take more pills at once, the duration and effects will stack/rise.
-> Overdosing ToxAway will lead to kidney and liver damage
- 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)
Title: Re: [A17]Toxic Fallout Protection Suit + Fallout Scenario [V1.6]
Post by: Chaia on May 28, 2017, 03:40:56 PM
RimWorld Version 0.17 is out, here comes the updated Toxic Fallout Protection Suit!

Check out the changelog for changes,  GitHub (https://github.com/Chaia/ABC_Suit/releases/tag/V1.6) for the download or the steam workshop  (http://steamcommunity.com/sharedfiles/filedetails/?id=731878767) for simple download and upkeep of the mod!
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: Sixdd on May 30, 2017, 04:54:34 AM
Just thought you should know that the github release still shows as being for alpha 16. Steam workshop version is good though.
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: Knorkie on May 30, 2017, 06:43:31 AM
You can see it when you scroll down on github
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: Sixdd on May 30, 2017, 07:06:00 AM
Ah I see, kinda odd that it's clear down there but it works I suppose.
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: Chaia on May 31, 2017, 02:17:30 PM
Ah I see, kinda odd that it's clear down there but it works I suppose.

GitHub is kinda borked for me, it puts the new releases at the bottom. Any idea why?
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: Sixdd on May 31, 2017, 03:03:08 PM
Afraid not, I just started using GitHub yesterday for my own stuff. I looked in the settings and didn't see anything about release order or anything. I would just change the link on here to the direct link to the file that way you can avoid this sort of thing altogether.
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: Chaia on May 31, 2017, 03:54:36 PM
Afraid not, I just started using GitHub yesterday for my own stuff. I looked in the settings and didn't see anything about release order or anything. I would just change the link on here to the direct link to the file that way you can avoid this sort of thing altogether.

Thats a good idea, I will change it that way

€dit: changed, thanks.
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: Sixdd on May 31, 2017, 09:48:08 PM
No problem, glad I could help :D
Title: Re: [A17]Toxic Fallout Protection Suit[V1.6]
Post by: DarthNihilus on June 10, 2017, 07:15:12 AM
why the heck the suit doesn't want to go into other zones/storages? wtf? oO
Title: Re: [B18]Toxic Fallout Protection Suit[V1.7]
Post by: Chaia on November 21, 2017, 12:32:48 PM
Updated to B18!
Title: Re: [B18]Toxic Fallout Protection Suit[V1.7]
Post by: Mr_Man on November 21, 2017, 03:13:38 PM
Unable to find B18 on Github. Got a direct link?
Title: Re: [B18]Toxic Fallout Protection Suit[V1.7]
Post by: Chaia on November 21, 2017, 09:41:57 PM
Unable to find B18 on Github. Got a direct link?

The link in the first post was directly going to V1.6. Now it is going to the release folder, where you can find V1.7.
Also here is a direct link (https://github.com/Chaia/ABC_Suit/releases/tag/V1%2C7) to V1.7
Title: Re: [B18]Toxic Fallout Protection Suit[V1.7]
Post by: Harry_Dicks on January 07, 2018, 10:52:43 AM
Thanks for making this great, practical mod! ;)
Title: Re: [B18]Toxic Fallout Protection Suit[V1.7]
Post by: alexo on April 24, 2018, 07:04:16 PM
ty for this mod!
Title: Re: [B19]Toxic Fallout Protection Suit[V1.8]
Post by: Chaia on August 30, 2018, 02:50:47 PM
Updated for B19

Added a few changes:

- Moved ToxAway production to the drug labor
- Reduced the cost of the ABC-Suit slightly
- Added compability to mods using StatDef "Radiation", for example the RimAtomics (https://ludeon.com/forums/index.php?topic=25124.0). The ABC-Suit gives the same protection against radiation as the RadSuit with the buff split up on the three parts of the ABC-Suit

As always, grab it on github (https://github.com/Chaia/ABC_Suit/releases/tag/V1.8) or on the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=731878767)!
Title: Re: [B19]Toxic Fallout Protection Suit[V1.8]
Post by: Chaia on October 03, 2018, 03:33:00 PM
Quickfix: V1.8.1 is out:

- Fixed an issue with raiders trying to spawn with an addiction to ToxAway

Download the update on github (https://github.com/Chaia/ABC_Suit/releases/tag/V1.8.1) or on the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=731878767)
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9]
Post by: Chaia on October 18, 2018, 12:32:04 PM
Updated for 1.0

As always, grab it on github (https://github.com/Chaia/ABC_Suit/releases/tag/V1.9) or the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=731878767)
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9.1]
Post by: Chaia on October 19, 2018, 02:12:33 AM
Quick update to V1.9.1:

- Fixed an issue with pawns wearing the suit being able to die of heatstroke and frostbite at the same time

As always, grab it on github (https://github.com/Chaia/ABC_Suit/releases/tag/V1.9.1) or the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=731878767)
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9.2]
Post by: Chaia on October 28, 2018, 03:54:39 PM
Update to V1.9.2:

- Added russian language (thanks kr33man for making it)
- Added german language

- Fixed issue with radiation protection from RimAtomics not being added properly

- Renamed ABC-Suit [Helmet/Jacket/Pants] to Enviromental Protection [Helmet/Suit/Pants]

As always, grab it on github (https://github.com/Chaia/ABC_Suit/releases/tag/V1.9.2) or the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=731878767)
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9.2]
Post by: Kayrah on January 23, 2019, 02:06:14 PM
the suit protects me from radiation but not toxic fallout?!
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9.2]
Post by: Chaia on February 02, 2019, 03:11:13 PM
the suit protects me from radiation but not toxic fallout?!

Could you clarify further what the issue is? The enviromental protection suit is working fine for me.



Also Update time!

V1.9.3 is released

- Fixed compability issue with CE - which resulted in an error

As always, grab it on github (https://github.com/Chaia/ABC_Suit/releases/tag/V1.9.3) or the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=731878767)
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9.3]
Post by: Mosart on March 08, 2019, 01:03:47 PM
These suits saved my colonies about 10 times. Thx
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9.3]
Post by: ismystyle0852 on April 22, 2019, 12:53:50 PM
Special function clothing MOD request
Radiation protective clothing:
Can completely resist radiation dust
Low material and low price

Spacesuit:
Completely resistant to flames and completely resistant to absolute zero
Low material and low price

Space engineering suit:
Can completely resist radiation dust
Completely resistant to flames and completely resistant to absolute zero
Can wear general clothing at the same time, while wearing power armor
Skin hydrogen propulsion, hydrogen propulsion sound

Fully protected, full body power armor:
100% all types of damage defense,
100% accelerated work and mobility
20% cold and heat adaptation
Can be used with space engineering suits
Need high material and construction costs, the transaction price is equivalent to two pieces of power armor

Additional requirements:
Please don't let these three clothes appear on the faction figures.
The way these three garments are obtained should be more difficult.
Material requirements are very simple, but the processing time is very long.
There is a special production table, and the production time is shortened.
Research techniques are at the space level.
Cheap materials make the transaction price low and worthless, and the value of the asset is almost zero, which is not affected by asset inspection.
Title: Re: [1.0]Toxic Fallout Protection Suit[V1.9.3]
Post by: alexo on April 29, 2020, 02:02:26 PM
we need a update ?? can i do it?