Description:I started this mod for my own personal playthroughs because I was tired of my colonists getting sick for literally no reason.
I was also pretty sick of diseases
not making sense, as far as symptoms are concerned. (Example: Flu killing you, instead of complications of flu killing you)
I decided to post it on this public forum because I thought someone else might enjoy it as much as I do.
You will find the details of what I've done below :)
Current Features:
- Most diseases aren't a magical "incident" anymore; they have cause
- Insectoids and other animals are known vectors for deadly diseases
- Some mechanoid weapons are capable of "injecting" a colonist with mechanites
- Vaccines are available for production upon research of vaccination technology
- Complications of diseases are far more abundant, and constantly being expanded upon
Basics Status: meh~
Notes
- Being attacked/hit by an infected animal/pawn does not guarantee infection
- Infections aren't immediately noticed; they start asymptomatic and develop into noticeable symptomatic stages
- Most diseases are recoverable, if treated in time
- Some diseases are less deadly than the complications they potentially cause
Current Bugs
- None Known; Waiting for reports
Planned/Advanced Features:
- Respiratory Failure (Similar to Heart Attack): In Progress, Moderate [.dll]
- Stroke (Permanently Damages the Brain): In Progress, Moderate [.dll]
- Genetic Diseases (Born with; Not aqcuired): Suspended, Moderately Difficult [.dll]
- Food = Vector for Parasitic Infections: Suspended, Moderately Difficult [.dll]
- Other Infected People = Vector for Flu & Plague: Suspended, Difficult [.dll]
- Rotting Corpses = Vector for Plague: Suspended, Difficult [.dll]
Advanced Status: Suspended
I would have liked to make diseases communicable between people, but I'm afraid I just don't have the know-how as of right now :(
I'm a physiology major, not a software developer :P
I'm all for any advice/opinions on this, by the way. :)
Suspension Reason: Lack of C# knowledge. Will continue once I learn a bit more.
Current Build (v0.0.1b): Download (https://www.dropbox.com/s/rejrn41vml73e6w/Disease%20Realism.zip?dl=0)
Hey good idea.
Are animals giving Hediff by damage (like the cobra giving toxicBuildup?) or they are spreading the disease through air just by being there (in that case I don't know how it's done in XML only and I'm really curious about it ^^)
I can't help with C# coding but will try to help if you post question I can answer to.
"bon courage", hope you stay motivated on this because I like the idea
Why not make rats the vector for plague?
He can't make rats plague vectors because RimWorld doesn't have Rat Shadows yet. It should be implemented in 2-3 alphas.
Quote from: kaptain_kavern on October 16, 2016, 10:07:03 AM
Hey good idea.
Are animals giving Hediff by damage (like the cobra giving toxicBuildup?) or they are spreading the disease through air just by being there (in that case I don't know how it's done in XML only and I'm really curious about it ^^)
I can't help with C# coding but will try to help if you post question I can answer to.
"bon courage", hope you stay motivated on this because I like the idea
Yeah, as far as animal vectors go, it's going through bite damage.
After all, Malaria and Sleeping Sickness are both transmitted via bug bites ;)
The second part you're talking about, airborne disease, is what I had in mind for Flu and Plague.
I was thinking something along the lines of how grass seeds are emitted. Sick people would just randomly shoot "germs" at random locations, and if it happens to hit someone, they get sick too. So far, this is causing issues for me, because I just don't know enough about C# (I know hardly anything about it lol)
Quote from: res34 on October 16, 2016, 10:21:25 AM
Why not make rats the vector for plague?
Considering it, but I thought it might make domesticated rats OP. Don't you think so? :o
Quote from: Dingo on October 16, 2016, 10:47:29 AM
He can't make rats plague vectors because RimWorld doesn't have Rat Shadows yet. It should be implemented in 2-3 alphas.
Ah, yes. There is this issue. I'm trying to get a work-around going, but I might just have to wait for the update :(
Alright, guys... I need some advice.
Mechanites. What even are these things?
It doesn't feel right being shot full of what I imagine to be zillions of nanobots via charge lances.
When you imagine getting infected by mechanites, what do you imagine the possible reason(s) to be?
Any thoughts would be helpful. While I wait, I'll be working on making vanilla diseases feel more like actual illness instead of "Bed Rest Simulator 5500"
I, too, imagine them as classical S-F "nanobots".
They maybe could be given by mechanoids, simply?
I don't know if you could have ranged weapons that give Hediff though :-\
The antidote could be just to put your fingers in an electrical outlet or shoot yourself with a taser ? ^^
Quote from: kaptain_kavern on October 17, 2016, 02:54:51 PM
I, too, imagine them as classical S-F "nanobots".
They maybe could be given by mechanoids, simply?
I don't know if you could have ranged weapons that give Hediff though :-\
The antidote could be just to put your fingers in an electrical outlet or shoot yourself with a taser ? ^^
Completely do-able with ranged weapons :D
Ah, if only there were forks in RimWorld :P lol
Quote from: O Negative on October 17, 2016, 03:06:26 PM
Completely do-able with ranged weapons :D
Non-related, but I'm gonna make a tranquillizer-rifle then ^^
I think keeping mechanites as a random airborne agent seems fine. Maybe they need to be tweaked in terms of values, though, or have their benefits/drawbacks more easily readable in the hediff.
Quote from: Dingo on October 17, 2016, 03:23:24 PM
I think keeping mechanites as a random airborne agent seems fine. Maybe they need to be tweaked in terms of values, though, or have their benefits/drawbacks more easily readable in the hediff.
Thinking I might just do this. Magic mechanites are more acceptable than magic malaria, at least in my book.
Maybe I'll have an "Ah-Ha!" moment some time in the near future, and figure something else out.
Another thought: have a chance to get "infected" by mechanites when handling mechanoids / mechanoid hives (not from their actual weapons).
Quote from: O Negative on October 16, 2016, 03:49:28 PM
Considering it, but I thought it might make domesticated rats OP. Don't you think so? :o
Wait, can't you own insectoids also?
Quote from: res34 on October 17, 2016, 06:25:49 PM
Wait, can't you own insectoids also?
Now that you mention it, I think you're right. Rats should probably be a vector, regardless. I've already got a simple system in place to make infectious bites a statistical chance, and not a guarantee. Maybe it wouldn't be as OP as I thought.
A lot of diseases can be picked up from interaction with filth, or from ingestion. Often from water, but pretty much all food preparation requires water, so if you can use food as a vector, that'd be close enough.
The thing about using food (which I highly considered) is the fact that it would then have the potential to induce food poisoning AND whatever illness received. I can't really remove food poisoning from the possibilities (at least not that I know of). I feel like that's just a bit overwhelming for a player, and makes the game flat-out not fun. Especially with how frequent food poisoning already is. I could definitely be wrong about that though, as I haven't actually tried playing with it.
Maybe you're right, though. Food as a vector for disease is a good one. It would most likely go to Gut Worms and Muscle Parasites. There's nothing wrong with diseases having multiple vectors, in my opinion. I would like to make it so that those parasitic infections are only caused by eating meats that aren't cooked well or something.
I've been taking a C# course online these past couple of days, and I'm hoping to use what I'm learning in it soon.
Until I get a decent assembly going, I'm going to stick to refactoring diseases and make this into more of a "Disease Realism" mod. I've already made the parasitic infections slow growing, which are hard to notice until they're fairly developed/established, moderately difficult to get rid of, and can become overwhelming if left untreated.
First Unfinished Version is up!
I've fixed all of the bugs I could find on my own. Incompatibilities posted on the main page. Im making an active effort to prevent popular mod incompatibilities :)
Feel free to report any bugs you find, or make suggestions.
damn gut worms are op tried vanilla with only your mod, last stage 1000% hunger rate isn't fun at all, wish you made a vaccine for them to be treated stabilizing the hunger rate or maybe curing them
It's a slow-growing parasite. I tried to make it slow enough to catch and treat. That last stage is meant to kill the infected person via starvation, and should only be occurring in neglected individuals.
I'll take a look at it :)
I might look into adding a drug which will inhibit the parasite's ability to steal nutrition from the body.
Update: There was a mathematical error on my part. I'll have a hotfix up in a moment. It'll be save compatible :)
Proper vaccines for diseases ? Everything in Rimworld not just trying to kill you but now also infectuous ? Strokes for old people and drug users? This pile of raider corpses not just sits there but spreads Black Plague ?
Hell yeah ! That must be in base game , even. IMHO .
Just some food for thought: right now colonists can eat raw human meat with only food poisoning and some bad thoughts as complications. While every Space Station 13 player knows , that if you eat human brain, or brainburger, you get kuru and guaranteed to die horribly.
Quote from: rioninnimo on November 13, 2016, 06:39:36 AM
Just some food for thought: right now colonists can eat raw human meat with only food poisoning and some bad thoughts as complications. While every Space Station 13 player knows , that if you eat human brain, or brainburger, you get kuru and guaranteed to die horribly.
Only if the person you're eating had kuru themselves. In that case, guaranteed to die horribly. Probably also applies for any other deadly infectious disease.
But eating humans who were clean of infectious diseases shouldn't cause infectious disease transmission.