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RimKnights - Oripathy
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Mod, 1.5, 1.6
File Size
Posted
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7.042 MB
Apr 14, 2025 @ 1:45am
Jun 30, 2025 @ 1:33am
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RimKnights - Oripathy

Description
Updated 6/30/25

Rimknights - Oripathy has been split between Oripathy and Core for better modularity.

Rimknights - Oripathy brings the dreaded disease from the world of Arknights to Rimworld. Currently, this mod only has the disease oripathy and a few sources of infection.

Current features:
  • Oripathy - As this condition progresses, more and more crystals will grow on your colonist's body. Careful management of these symptoms will be critical for your colonists' quality of life. There is no cure for oripathy.
  • Complex hediff mechanics - Oripathy and blood originium buildup are entertwined. As BOB goes up, oripathy and lesion severity gain goes up. As oripathy severity goes up, BOB minimum severity goes up.
  • Shattering - When an infected individual dies, their corpse becomes a new source of transmission. If left alone, the corpse will eventually explode in a cloud of originium dust, potentially infecting those nearby. Destroy the body quickly or keep it away from your healthy colonists. Caravans aren't safe either, dump the body or risk infecting everyone in the caravan.
  • Originium in the environment - certain weather conditions can expose your colonists to originium, increasing the chance of contracting oripathy and speeding up its progression. Watch out for originium clusters, even the smallest cut will guarantee an infection.
  • Symptom management - you now have more options for managing your pawns' symptoms:
    • Frostnova - a weak analgesic but easy to make with wild herbs
    • Suppressant - an advanced drug that can slow the progression of oripathy and help manage the pain.
    • Blood transfusion - hemogen packs can be used as emergency treatment to reduce blood originium buildup but is not meant to be a long term solution
    • Lesion removal - excise a lesion to prevent it from damaging the organ
    • Lesion harvest - obtain originium shards without removing the whole lesion, allowing it to regrow.
  • Precepts - With Ideology, people's opinions towards your infected colonists can range from bigotry to worship. Perhaps they see each crystal lesion as an affront to nature or perhaps your colonists want to be adorned with crystals like a jeweled fowlbeast. Perhaps they want to be one of the crystalblessed, there's a ritual to indoctrinate them now.
  • Pandemic - Scenarios are patched to include a 5% base chance for any humanoids to be Infected
  • Infection monitoring - An optional mechanic that hides oripathy progression unless your pawn wears an infection monitor or has an infection monitor implant

Compatibilities:

Future plans:
See RimKnights - Core

This is my first C# based mod and I'm very excited to share this with everyone. This mod has not been playtested extensively so any suggestions in regards to it is welcome.
Many thanks to the people in the RimWorld Discord server for taking the time to answer my questions and offering suggestions.

GitHub[github.com]
Popular Discussions View All (2)
20
Mar 23 @ 9:05pm
PINNED: Suggestions
Jsin0
9
May 14 @ 3:37pm
PINNED: Bug Reports
Jsin0
93 Comments
Jul 1 @ 4:13am 
What Hazmat suits resist it?
Jun 6 @ 4:43am 
Why does the pawn get infected with toxins when mining Originium, and can this be disabled? I know about disabling soil contamination; that’s not what I’m talking about.
Jsin0  [author]
Mar 21 @ 9:51pm 
Definitely the source. I the mining damage applies the hediff directly without checking immunities. One way around this is making sure the flesh type for the mechanoids is inorganic. Please post this in the suggestions so I can include it in the next update
Mar 21 @ 7:51pm 
hi, was just hoping to get a touch of assistance here. i tried adding the BoB and oripathy to the immunity list of the Persona Mechanoid Pawns 2 hediff for their mechanical pawns in the xml file, but they still seem to be getting the BoB. the hediff ingame shows that the BoB and oripathy should be prevented, so i'm not sure whats going on there. is it to do with the buildup being caused by mining the crystal? appologies for the bother.
Jsin0  [author]
Jan 25 @ 8:29am 
@我划水贼 I'd like to do that eventually but I can only play the ones with EN translations or I'd have to first make machine translations for those mods
Jan 19 @ 7:09am 
Nice mod, I wrote a Chinese translation pack for it, and there are also many people in China who like Arknights, but I wonder if there any content that interacts with other mods, and if there are any plans for updates recently.
Jan 11 @ 11:37am 
@Jsin0 You work on your own pace mate, You've defo peaked my interest in this mod and would love to see more from it.
Dec 2, 2025 @ 9:48pm 
found an interesting potential issue, my colony is going through a originum dust storm so they're all in the bunker, they're still getting orapthy. while underground behind sealed blast doors. slight problem
Nov 19, 2025 @ 5:42pm 
hope things get better soon man :melon:
Jsin0  [author]
Nov 13, 2025 @ 8:27am 
@Raider Ace, I do not. This mod is effectively in hiatus because of life stuff but I'll get back on it when I can.

I can say that I do plan on adding difficulty sliders for the people who want to base build and for the people who want a forced nomadic lifestyle.