RimWorld
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Mechanite Diseases
   
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Mod, 1.4, 1.5, 1.6
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1.227 MB
10 Αυγ 2023, 11:17
12 Ιουν, 11:48
7 σημειώσεις αλλαγών ( προβολή )

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Mechanite Diseases

ΠΕΡΙΓΡΑΦΗ
Adds difficult operations, requiring Glitterworld medicine, that turn their respective mechanite diseases into a permanent versions that don't cause pain or increased rest rate, as well as three new wild mechanite diseases.

Medical mechanites that increase heal rate, blood filtration and slow down bleeding.
Berserker mechanites that reduce incoming damage and increase melee damage dealt.
Trainer mechanites that boost consciousness and learning rate.
18 σχόλια
enderpalatine 9 Νοε, 10:37 
are the diseases added by this also permanent?
Karma 18 Σεπ, 17:36 
Thanks a lot for your work! The best one out of all the other mechanite mods :Big_Heart:
PureRejection 9 Αυγ, 1:21 
For some reason when the doctor does the stabilisation it eats the glitterworld meds and doesn't stabilise it. He just repeatedly does it
5ColouredWalker 8 Ιουλ, 16:36 
Any chance for a way to deliberately infect colonists? Possibly requiring a already affected colonist or research.
Philadelphus 16 Ιαν, 20:15 
Finally got a chance to try this in a game (I very rarely seem to get mechanite infestations), and it's a blast! Haven't seen the new mechanite diseases yet, but I'm keeping an eye out.
Xeonzs 11 Οκτ 2024, 20:46 
Figured I'd just test it, yes it is, went as I expected in my previous comment.
Xeonzs 11 Οκτ 2024, 20:18 
Is this safe to delete mid-game?
I assume I'd get thrown some errors at first load of the save cause of missing defs, but it should automatically resolve it I guess by just removing those defs (the custom diseases) and be fine the next load?

The reason I ask is because the mod also seems to increase the rate at which pawns get "sick" with these diseases, I'm in a cold biome, but I'm getting them at the rate as if I were in a swamp/jungle, I have pawns with 2 of the diseases even, sometimes it fires days after the last one.

Whereas in vanilla you'd maybe get pawns get sick with mechanites once a year or 2.
biriyle1171 17 Σεπ 2024, 5:48 
Ah lucifarium! thx
LTS  [Δημιουργός] 12 Σεπ 2024, 3:06 
Huh. An unexpected interaction, but not one I particularly intend to change.
There would be no easy way to alter that, as it works the same way as lucifarium withdrawal's berserk breaks, and it would make sense lore wise, as the mechanites are changing the function of the body.
biriyle1171 12 Σεπ 2024, 1:09 
I'm enjoying using your mod. I've noticed that a pawn with the 'Deadcalm' trait experiences violent mental breaks while suffering from the Berserk Mechanite disease. Do you have any plans to change this behavior?