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RimKnights - Oripathy
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Mod, 1.5, 1.6
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7.042 MB
Apr 14 @ 1:45am
Jun 30 @ 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)
16
Jul 9 @ 11:18pm
PINNED: Suggestions
Jsin0
6
Jun 25 @ 3:31am
PINNED: Bug Reports
Jsin0
82 Comments
lechkingofdead Sep 12 @ 12:42pm 
gravship or the vehicle map mod. and i say nomad works well enough with rimworld. tbh im really considering it as a playthough because im such a turtle. (and consider gravships lighty cheesy so im sticking my but on the ground)
Microsoft Word Sep 12 @ 12:18pm 
yeah, but from a gameplay perspective it isn't quite as satisfying, especially since rimworld is about base/colony building. Might work better for a gravship run, but the nomad life doesnt really work well in rimworld otherwise
Pifilix.SVK Sep 12 @ 12:23am 
yeeh the entire plot of the first chapters are about the shitshow happening...so guess in a sense makes sense
lechkingofdead Sep 8 @ 11:32am 
well in the ark knights lore shit happens and folks HAVE to leave so that rain being so distructive maybe indeed one such event. their world is nomadic after all. if ya dont move ya got a high chance of falling to cataraphy.
Noquack Aug 25 @ 1:50pm 
I gotta say, once originium rain hits a large map its pretty much gg.
I have about 5 slaves & 4 Colonist, on duty to mine it. They all are now in the Sick bay, didnt even clear 40% of the map.
The colony started as a tribe. So i am still far away from any androids or safty gear.
I honstly dont know if that is intended, since that would mean to leave the map, once this event come up.
Pifilix.SVK Aug 9 @ 12:35am 
@Mr Big especially since theres alot of psycast mods already which adapt operator skills/Arts into psycasts, so could have this like where the more psycasts they use, the more oripathy they gain but psychic sensitivity increases ie, more powerful psycasts and causes a feedpack loop
Mr Big Jul 15 @ 10:31am 
"Im just going to hook into psycasting or a rimworld of magic. A whole magic system sounds like something outside my skills and resources and there's plenty already around"

A whole Arknights inspired magic system might be a bit much for now, but having a Pawn's psychic sensitivity scale with their infection severity seems like a good compromise to me.
Asher The Ranger Jul 3 @ 8:51pm 
Holy moly, this will fit that Reunion mod!
Your Mom Jun 29 @ 11:39am 
fyi, originium rain somehow lasts forever
Everfire Jun 29 @ 3:55am 
I'm happy to see this mod is still getting attention. It's a very cool one, and I'm looking forward to seeing it expanded.