RimWorld

RimWorld

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Common Ailments
   
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Mod, 1.0
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Jul 9, 2019 @ 8:23pm
Jan 31, 2020 @ 1:11pm
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Common Ailments

Description
Overview

Adds various common illnesses and conditions.

Details

Common Ailments adds a number of non-lethal and less significant ailments to Rimworld, these include:

Common cold
Conjunctivitis (Eye infection)
Earache
Hay fever
Headache
Indigestion
Knicks (Minor cuts)
Migraine
Minor Sexually Transmitted Disease
Restless
Sinusitis (Nasal condition)
Skin rash
Sore throat
Sprains

The intention is to increase difficulty slightly as well as additional realism.

There is a random chance for a minor ailment to be contracted which is modified by the pawns characteristics, current health and needs, as well as environmental and activity factors.

Certain drugs, in addition to medicines, both vanilla and supported modded versions will allow for these ailments to be cured (over a short time span) or simply not contracted if taken as preventative regular drug taking practices. Though of course, "all" drugs will still allow for their effects to apply some response to the ailment factors as relevant.

It is suggested/recommended to utilise the mod with a view to the use of drug scheduling and the inclusion of mods that provide these additional options, though the mod can be used without them as a standalone addition.

It is also worth noting that the ailments are not just afforded as potential conditions for the player colonists but will also be equally contracted by all applicable "humanlike" races including NPC factions.


Mod Notes

Races considered as able to contract Common Ailments must be Human like and contain the standard organic hediffgiver set i.e. (HediffGiverSetDef of "OrganicStandard").

Mod options are included to toggle the ailments on and off, set the start day for ailments to begin and determine the frequency and base chance for ailments to be calculated for a potential contraction. This allows some control for the preferred level of difficulty or scale of the effects to game play.

Additionally there is a mod option to determine if the ailments can be used as part of game scenarios (excludes Knicks and Sprains). (Note that changes to this setting will only be applied after restarting Rimworld).

Other options to control whether notifications are used and the associated sound/message type applied.

Can be added to new saves and can be readily removed but would suggest doing so after a respite period with the mod option toggled off so as to allow for any ailments to dissipate.


Compatibility

The following mods in addition to vanilla have had their drugs patched to allow for best use with this mod:

Apothecary
Diseases Overhauled
Medical Supplements
Multiplayer Support
Orassons & Orrasons Lite (catnip).
RimCuisine 1.0
RimCuisine 2.0
Social Supplements
VGP Garden Medicine

(And I will be happy to discuss with other mod authors how to add compatibility for the various ailments by associating their relevant drugs using "xpath" patching. I regularly use Rimworld discord).

Dubs hygiene - Increases synergy with illnesses and hygiene.

Credits

Chinese (Simplified) translation - Maxwell.J
German translation - Erdnussbrot

Github

https://github.com/PeladorRW/CommonAilments


Future Considerations

1) Add common ailments as potential outcomes/additions to illness/condition hediffs where more serious illnesses and conditions are in effect and/or review current offsetting process for the chance to contract Common Ailments when having additional illnesses and conditions.

2) Contagious illnesses potentially transferring.


Pelador's Discord

https://discord.gg/CFNP26C


(CC BY-NC-SA 4.0)
Popular Discussions View All (4)
9
Jan 1, 2020 @ 7:59pm
STI balancing
Pelador
6
Dec 8, 2019 @ 10:39am
Contagions
Pelador
135 Comments
SonoFelice Mar 13, 2020 @ 10:25pm 
Thank you for making a new mod page for 1.1.
Pelador  [author] Feb 21, 2020 @ 12:13am 
@Sir Duncan

V1.1 CA: https://steamcommunity.com/sharedfiles/filedetails/?id=2003149630

Reasons for why a separate mod can be found in announcements on my discord.
Pelador  [author] Feb 20, 2020 @ 11:47pm 
@Sir Duncan

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.
Sir Duncan Idaho Feb 20, 2020 @ 11:24pm 
Please update for 1.1! I get the 'recovered from incompatible or corrupted mod' error with just HugsLib and this loaded.
Pelador  [author] Jan 31, 2020 @ 1:13pm 
@Update

German translation - Erdnussbrot
Pelador  [author] Jan 12, 2020 @ 9:00pm 
@Cherub [cont]

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.
Pelador  [author] Jan 12, 2020 @ 8:59pm 
@Cherub [cont]

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).
Pelador  [author] Jan 12, 2020 @ 8:49pm 
@Cherub

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.
*༺.❤ Cherub ❤.༻* Jan 12, 2020 @ 6:56pm 
@Pelador

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.
Pelador  [author] Jan 6, 2020 @ 9:24pm 
@Kormak

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).