<equippedStatOffsets>
<ToxicSensitivity>-0.20</ToxicSensitivity>
</equippedStatOffsets>
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!)
Nice!
Were you the one who said "Challenge accepted" on the Steam Forums (or was that youtube)? If so, that was damn fast work!
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).
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?
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 :)
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)...
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. ;)
Wow this got popular fast!
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
i have some textures for you from my early version of industrialisation, see attachment
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?Sthg like that, name is just a detail.
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.
QuoteYou 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...
I made such big negative impact of the suit to discourage wearing it always, but just for going outside to do important jobs.
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.
Any opinions on that guys?
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 making power armor resist radiation, I may have to make a mod for that. (Or does PA already do this?)
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'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'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
I have a suggestion! Could you make "Rad. Shields" which act exactly as shields but slowly deplete during toxic fallout while outside?
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?)
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
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.
PA = Power Armor
And yeah if you make a separate mod that makes Power Armor resist radiation I'd snag it.
PA = Power Armor
And yeah if you make a separate mod that makes Power Armor resist radiation I'd snag it.
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.
- 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
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.
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
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%.
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. :DHow 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%.
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 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.
hey, i assume the power armor, although it has toxic protection ,isnt as good as the suit?
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 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
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.
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.
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. :)
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.
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.
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.
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 ^_^
<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 & 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>
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 & 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>
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
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 :)
Ah I see, kinda odd that it's clear down there but it works I suppose.
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.
Unable to find B18 on Github. Got a direct link?
the suit protects me from radiation but not toxic fallout?!