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Custom Gas Types - Bloat

Custom Gas Types - Bloat mod preview for RimWorld

Custom Gas Types - Bloat An expansion pack for Custom Gas Types that adds four heavier, nastier chemical agents.

Custom Gas Types - Bloat

An expansion pack for Custom Gas Types that adds four heavier, nastier chemical agents. It's a pure content add-on - it reuses the base mod's gas framework and ships no code of its own. Everything slots straight into the base mod's Gas Warfare research tab, the drug lab, the Security menu, and the mortar shell line-up. Requires the base Custom Gas Types mod - load this after it.

The Gases

AgentColourLethal?Notable White PhosphorusWhite-greyYesAlso starts fires Phosgene OximeBright greenYes (very fast)Necrotizes flesh on contact Hostile NanobotsRedMachines onlyDestroys bionics & mechs ChloropicrinDark orangeYes (high dose)Choking & vomiting agent White Phosphorus - A blazing white-grey cloud of burning particulate. It sears skin and lungs, starves the air of oxygen, and scatters incendiary fragments that set the battlefield alight. Deep burns take weeks to heal. A mask only reduces the harm - it burns exposed skin too. Phosgene Oxime - A bright green haze and one of the fastest-acting agents there is. A corrosive urticant that necrotizes flesh almost the instant it touches, spiking agonizing pain and crippling movement before it destroys the lungs. Masks only partially protect. Hostile Nanobots - A shimmering red swarm that ignores flesh entirely and attacks only machinery. Harmless to biological pawns, but it cripples mechanoids and slowly grinds installed bionics and prosthetics to scrap - a bionic heart or brain destroyed this way is fatal. Crude peg legs and alien archotech implants are immune. The answer to a mech cluster, or to an enemy leaning on bionic super-soldiers. Chloropicrin - A murky orange cloud of a brutal choking and vomiting agent. It floods the eyes, triggers uncontrollable retching, and chokes the lungs. Rarely as fast to kill as phosgene oxime, but utterly incapacitating. Fully blocked by a proper gas mask.

How It Works

Same flow as the base mod:
  1. Research each agent's synthesis node in the Gas Warfare tab. White phosphorus, phosgene oxime and chloropicrin are Industrial; hostile nanobots are Spacer-tier and need a multi-analyzer.
  2. Craft canisters in batches of five at the drug lab. The chemical agents use Intellectual; the nanobot swarm is assembled with Crafting (skill 8+).
  3. Deploy - with the base mod's Weaponized Gas IEDs researched, build the new traps from the Security menu; or with Weaponized Gas Shells researched, craft gas mortar shells at the machining table (native 81mm ammo under Combat Extended).

Notes

  • The white phosphorus IED is an incendiary - it also starts fires.
  • The nanobot IED uses a component trigger instead of a bursting charge, to crack the shell without frying the swarm.
  • Hostile Nanobots detail: mechanoids take a whole-body system-failure hediff, while any pawn - colonist, raider or animal - has its installed industrial-to-spacer bionics and prosthetics ground down and destroyed part by part. Peg legs (too crude) and archotech implants (too advanced) are immune, and no apparel stops them.

Protection

These agents use the base mod's two-layer protection: a respirator blocks what you breathe, and a sealed suit blocks skin-contact burns. Phosgene oxime and white phosphorus attack skin as well, so full protection needs a mask and a sealed suit (or a one-piece hazmat suit). Chloropicrin is fully stopped by any proper respirator. Nanobots ignore apparel entirely.

Settings

These gases follow the base mod's Realistic gas colours setting (off by default): white phosphorus and phosgene oxime become white, chloropicrin a pale yellow, and the fictional nanobots a metallic-grey haze.

Compatibility

Requirements
  • Custom Gas Types (the base mod) - required. Load this after it.
  • Harmony
  • RimWorld 1.6
Prosthetics mods - nanobot targeting (auto-detected by tech level, no hard dependency, neither is required):
  • Expanded Prosthetics and Organ Engineering - Forked (EPOE Forked) - its bionics and synthetic organs are detected and destroyed; its basic/wooden prosthetics are spared.
  • A Dog Said... Animal Prosthetics 2 - animal bionics are destroyed the same way.
Apparel gas protection (inherited from the base mod - none required):
  • Combat Extended gas masks, Dubs Rimatomics MOPP/radiation gear, The Dead Man's Switch hazard suit, the vanilla/Biotech gas mask, and any tox-immune apparel or gene.
Other mod interactions
  • Combat Extended - the chemical gas IEDs and shells automatically use FSX, and the gas mortar shells become native CE 81mm ammo, selectable in the mortar's ammo menu. Without CE, they're vanilla mortar shells.
Saves
  • Safe to add to an existing save.
  • Ships no assembly of its own - it's pure content built on the base mod's framework.

For Modders

Bloat is built entirely on the Custom Gas Types framework and ships no code of its own. To make your own gases, IEDs or protective gear, see the framework's modding wiki: ➡ Modding Wiki: https://rentry.co/bk4x7c6u

FAQ

Do I need the base mod? Yes. This is an add-on and does nothing on its own. Will nanobots wreck my own colonists' bionics? Yes, if they stand in the cloud - it doesn't pick sides. Keep your cyborgs clear. Do I need EPOE or A Dog Said? No. They're supported if present, but nothing here requires them.