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V1.1 CA: https://steamcommunity.com/sharedfiles/filedetails/?id=2003149630
Reasons for why a separate mod can be found in announcements on my discord.
Testing V1.1 atm.
And as a rule of thumb if the mod hasn't shown support for V1.1, I wouldn't load it for use with it.
German translation - Erdnussbrot
I have also included mod options for you to control the behaviour or disable the more generic STD component of the mod at your discretion.
Whilst I have mentioned in other places the desire to remodel these mechanisms, including the other vanilla illnesses to use more sensible carrier mechanisms to make them more attributable to more realistic circumstances, be that animal, avian, bacterial, fungal, airborne etc. with additional game play to include mechanisms of control or management of them. I haven't found the time to invest in this project and remains currently as journal notes, but this would be a much more desirable solution to not only common ailments but the pseudo-random approach the game applies as vanilla behaviour.
And from a coding standpoint it works, it doesn't "screw things up". The question is more whether you are happy to accept this interpretation for the purposes of playing Rimworld (a game for example that doesn't even include the use of water as a vital commodity without modded elements).
STI's associated with bacterial infections are also STD's. And whilst the ultimate origins of a variety of different STI's/STD's can be more complex, the more "generic" model applied here was a more simplified interpretation based on a user request.
Since these are considered "Common ailments" it would also best not to interpret more serious STD's like HIV as being included in the set. If I wanted to model this I would single it out as a more serious ailment.
For the purposes of RW the game, whilst not wholly accurate from a medical standpoint, I like to think that the emulation of isolating these things more commonly to the act of lovemaking (which can involve the exchange of bodily fluids from various sources) a reasonable way of modelling them. This since without the more realistic carrier mechanisms in the game for diseases then there is a limited way in which to model them or find sensible triggers.
Your mod is good, I tried it out a few months ago, but are you serious about the STD thing? It doesn't work. It doesn't make logical sense in the game and screws up the coding. It should be assigned to a specific colonist, not a base chance for all lovemaking (unless you're associating it with UTIs or yeast infections... which are not STDs!). Maybe change the coding to reflect things such as the aforementioned sexually-caused ailments rather than sexually-transmitted.
It comes across as lazy coding wise, and while you do this for free, it makes your mod very unplayable with my colonys' playstyle.
STD's are only associated with the act of love making, so can only be contracted in that process. The random element here is associated with whether in the act of love making an initial contraction may occur, though the chance of contraction significantly increased if one of the partners already has an STD and are engaged in unprotected sex. (This then associated with the general conditions for contraction).