RimWorld

RimWorld

190 ratings
BoomMod Expanded
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
319.538 KB
12 Jan, 2021 @ 2:26pm
16 Jul @ 5:05am
17 Change Notes ( view )

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BoomMod Expanded

In 1 collection by Mlie
My Current ModList
263 items
Description


Creatures will only explode on death when the killing blow is a gunshot, burn, another explosion or they are otherwise on fire at the time. This is a fork of BoomMod by Jaxe

The main difference is that this version works on all pawns that explode on death, for example the BoomBat from Vanilla Animals Expanded — Australia

- Added options for selecting exploding conditions
- Works well with Predators Hunt Boom Critters by velcroboy333
- Added support for the explosion hediffs added by Vanilla Expanded and Alpha Genes

Requested by Malminas

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: explosion, death
78 Comments
VitaKaninen 18 Sep @ 2:19pm 
I removed all the mods that did NOT add new animals to the game, and the time went from 20 secs down to 5 secs. I am not using that many animal mods to begin with - Vanilla animals expanded, Regrowth 2, More songbirds, Erin's fluffy fauna, and Opossum Friends. It probably just scales with the number of mods in my list.

20 secs is not the end of the world, so if there is nothing wrong with the mod, then don't worry about it.
Mlie  [author] 18 Sep @ 1:58pm 
@VitaKaninen I have no idea, my guess it has to do with the mods you have that adds animals. Perhaps you can test to see if anyone of them triggers this delay as this mod iterates over animals to find those that may explode.
VitaKaninen 18 Sep @ 1:54pm 
I have a relatively long mod list, but this mods adds about 20 secs to my startup time. Here is what it looks like in Startup Impact: https://imgur.com/a/8RJBu1a

What do you think causes this, and how can I reduce this time?
PGMP 18 Jul @ 11:09am 
Awesome !
Its one of those mods you never knew you needed.
Thank you !
Mlie  [author] 16 Jul @ 5:06am 
Fixed compatibility with the changes in Vanilla Expanded Framework
Mlie  [author] 15 Jul @ 10:30pm 
@polat.cal Please see the Reporting Issues section described above
polat.cal 15 Jul @ 3:32pm 
I'm getting red error with this mod. Here is log, thank you for your all precious efforts @Mlie.

https://gist.github.com/HugsLibRecordKeeper/ad0ab3c0b8c96836e385c2105c81377d
Smiley Face Killer 14 Jul @ 10:36pm 
Oh my bad
This is the entirely wrong mod lol
I thought this was that mod that entirely removes them. I was so sure it was this one I didn't even bother reading it, which would explain a lot. So that's my bad, sorry about that.
Mlie  [author] 14 Jul @ 10:32pm 
@Smiley Face Killer Not sure what you mean, how should the biome affect the explosion chance?
Smiley Face Killer 14 Jul @ 8:01pm 
Pretty sure the new grasslands biome (where it's like always hot and there's dry grass everywhere) in Odyssey needs patching