Boompuff Agriculture


You are a few researches away from being able to safely extract the Boompuff gas without it exploding in your face! Use the gas in flamethrowers, or explosives production

Content
9 months ago
2.0
1.20K
Combat Manufacturing

b Forces interacting weirdly with research

4 months ago

Hi, I discovered while playing with castra (and a bunch of other mods but castra was the reason I discovered it) that it looks like the boompuff's level of "explosivness" seems to not be unique per force(ie, if I have the full immunity, someone on another force will also no longer get explosions)
On its own, not a huge issue, but it also seems to be interacting weirdly with other players researching the explosion research - I'm not exactly sure when or how it happened since I didn't notice it till after, but when the castra enemies got to at least the gleba level of research, boompuffs started to explode again. Not really sure if its a fixable issue, and I can just un-research and re-research the boompuff stuff to fix it for myself for now, but figured I'd mention it since I didn't see any other reports of this issue (and it'd be nice to have a cleaner solution since I was thinking of doing a multiplayer playthrough soon where each one of us is on a different force)

4 months ago

Ah I see, yes the explosiveness is designed for the whole game, not per force.. and each research sets the level of explosiveness, so quite right, if someone researches the earlier tech itll set it to 40% or whatever again. Not ideal I agree, but also I only did single player testing haha. I will add this to the list of things to fix, but youre quite right, just use commands to unresearch, and research it again at 100% and itll work. I will have to do some research on how to make it per force (if that is even possible! haha)

4 months ago

No worries, I figured it was something tied to that - like I said, not the end of the world and fixable haha - with regard to making it work per force, could you maybe make the wild ones always explode and then for planted ones check the force of the agriculture tower, assign that force to the boompuffs it plants, and then either make boompuffs' explosiveness based on that or make the boompuffs do less damage to units on the same force?

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