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If you're more worried about an in-game way of spending game resources (for balance purposes, and I'm right there with you) to eliminate random diseases, there's also penoxycyline. Taken every 5 days on every pawn (you can set it up on a schedule in your drug policies) eliminates at least three diseases -- malaria, plague, and sleeping sickness.
There isn't any way to prevent some diseases and treatment options for some are difficult. By design.
There are some neat mods that expand one's medical and treatment capabilities, though.
I think the intent in vanilla is to give the player some options, introduce some simple diseases that can be treated with various Medicines, with various effects, and then some that can be treated using more advanced play with other game mechanics. (Bionics,etc) Basically, it's one of the things the player is always going to have to deal with and can't eliminate as a threat. The threat can be significantly reduced for some, though.
But, mods are out there if you want more options in terms of Medical care. And, if you don't want diseases, you can turn off that option as Luriex suggested.
Take VGP for instance....it adds food like stirfry or porridge in all meal categories that, when eaten, boost blood filtration. Granted, your pawns still get sick...but on a daily ration of stew, porridge, stirfry, they're not even close at risk of dying ever again.....
Then there's mods like Rimworld of magic that adds classes that can instantly remove diseases (I swear; EVERY colony should have a druid...that class is OP AF)
well again its not me wanting to remove them entirely but more of a base wide penox kinda
also i kinda want to be able to design around spending resources for a base wide penox
It's why I gave my examples; neither VGP nor Rimworld of magic give you an "end all" type of solution; for VGP you still need the right ingredients to make porridge, stirfry and or stew and it doesn't heal afflicted pawns; it merely makes it a safer bet that they'll recover without incident (though plague can still be a race to the finish if you've been neglecting on stocking up on good medicine).
Likewise; Rimworld of magic has the OPTION of getting those spells but either you'd have to start off with a druid in your party (using EDB Prep carefully) and STILL need to level said druid up to have access to that ability and then level that ability up to boot. If you don't start with one in your group it can be up to the RNGods if you get one at all seeing as it relies heavily on what vendors will sell you OR luck in scroll creation on wether you even get the option to get a druid (and then you still need to level it xD)
So in fact both options are very viable for what you're searching for....neither of them are free, neither of them so OP you can simply wave any disease off but they DO make instances where you do get afflicted offer a broader spectrum of ways to deal with them without a hefty increased risk of having half your colony die simply because Randy decided to be a git....
There have been a few mods that added some form of "radiation," which is to say a health effect that is caused by prolonged proximity to an object, and those are likely using a variation on the toxic buildup mechanism, which could be repurposed to add beneficial effects. I don't see that anyone has done that for building materials like walls and floors yet, though.
If you just want to have a more or less painless way to eliminate disease of any kind without just taking them out of the game, you might consider adding Rimmunizations mod, which allows you to research immunizations for nearly every malady in the game, then combine all that knowledge into two pills that create effective immunity against everything (except probably food poisoning, which is the most stubbornly persistent little bug on the Rim, apparently) with two pills taken every 15 days.
Now, of course, this does costs resources: specifically neutroamine, which is a painful nut to crack in large, consistent quantities... So, there's mods for that problem as well. You might consider Rimefeller for that if you are already playing with bigger mods. It adds a lot of energy production capability and endless supplies of neutroamine, plasteel and other synthetics that are admittedly super OP if a player chooses to abuse them, but also a lot of extra research and capabilities if you can trust yourself to balance your own game.
There are other mods to make neutroamine less rare, some that even make it grow on trees (literally) or squirt out of modded boomalopes. Your call.
Damn, i became "that guy" i hate. There should be mods for that, sure, i had not dug enough to know if 100% sterilization is possible. But what i can suggest you is to use sterile tiles and janitors. It may take a while and several caravans so you get tons of silver for that purpose, but it is possible even without mods. Personally, I don't care about sterilization except on hospitals