Dynamic Effects Forge
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О материале
«Dynamic Effects Forge» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
A high-performance particle engine featuring custom physics, volumetric light effects, dynamic shadows, and much more.
📜 Core Features
★ Overrides vanilla explosions with multi-stage, volumetric particle sequences. ★ Smoke dynamically reacts to the sun's position, casting rich, ambient color palettes. ★ Particles can have advanced physics features like vortex paths, collision and bouncing off walls. ★ Fires spawn glowing embers and flickering lights. ★ Highly optimized framework. Mod settings allow full modularity, letting you customize everything from maximum performance to the highest visual quality. ★ A cozy Air Humidifier with mild beauty, cleanliness, meditation focus, and an in-game mod debugging tool. ★ All effects can be built purely with XML, allowing for easy expansions.
📦 Performance and Compatibility
⚙ Safe to add or remove mid-game. Removing it will cause a one-time error for existing modded buildings (like humidifiers), which resolves after your next save.
⚙ Harmony patches only affect visuals and can be toggled off in the mod settings.
⚙ Incompatible with Blast Forge. This mod serves as its optimized, expanded replacement.
⚙ Using this alongside other explosion-effect mods (e.g. Extra Explosion Effects) likely won't cause crashes or errors, but it's reported to cause lag and graphical glitches. Either disable the explosions from this mod, or remove other explosion mods, or enjoy the broken graphics.
⚙ Due to the sheer volume of mods out there, I cannot and won't answer "Is it compatible with X?" questions (it's compatible with CE). I have done my best to ensure general compatibility by default. Please test it yourself; if you find a genuine bug, report it in detail and I'll look into it when I have time.
By default, this mod auto-patches every building that uses the vanilla fire overlay comp. If a modded fire building avoids or misuses that comp, it is inherently not built for compatibility, and I do not have the bandwidth to patch around those design choices. I will not add compatibility patches for mods outside of my personal playlist.
Example patches are included in the mod files for reference if you want to write your own. I am open to answering modding questions, but I will only consider framework-level requests if they support an active, publicly released mod.
🚧 Debugging, Modding & Known Issues
🔨 Everything is fully moddable via XML, complete with tips, examples and existing patches in the files for easy expansion.
🔨 You can use the "Reload Forge Defs" button on the humidifier to instantly hot-reload all effects from your XML and observe the change without closing the game.
🔨 The Air Humidifier's "Test Effect" debug tool cannot preview building-attached effects (Flamme and Mist). To experiment with these, simply observe the mist on the humidifier itself or the flames on a campfire.
🔨 It's very easy to add any visual effect to any building you'd like. You can check how i made it for the air humidifier. What you need is to add the comp to the building like:
<li Class="Blues.CompProperties_ForgedEmitter">
<effectDef>Mist</effectDef>
<rotateWithParent>false</rotateWithParent>
</li>
And define the effect like:
<Blues.SingleTakeDef>
<defName>Mist</defName>
<fleckInstructions>
...
✒️ My other mods:
Anti-Blight and Firefoam Dispensers Circuit Breaker Shared Joys Throw Him to the Floor
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.