RimWorld

RimWorld

Common Ailments
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).
Galahael Jan 6, 2020 @ 8:39pm 
Ok, thanks! It was just a little strange that my two newlyweds both got STD from the other, even though they've been well at it for the past year.

T'was truly a tie in matrimony...

Maybe STD's should be transmitted from pawn to pawn and not randomly--if that's how this works? Like as an indicator visible in the health tab, and if anyone fornicates with that pawn, the infection is transmitted.
Pelador  [author] Jan 6, 2020 @ 7:49pm 
@Kormack

In principal a large proportion of common ailments can be cured by drugs that offer an immunity to them.
Pelador  [author] Jan 6, 2020 @ 7:42pm 
@Kormack

STDs can be prevented using Condoms from Medical Supplements.

Can be cured using:

Vanilla: Penoxy, Luciferium (not recommended).
Medical supplements: Rimoxicillin, Rimedicrem, RimBurnEaze, Metasis, BattleStim
Apothecary: Yarrow cream, Aloe Cream
Diseases Overhauled: Tritoxylon
RC2: Floxacine
VGM: Antibiotics
Galahael Jan 6, 2020 @ 6:50pm 
So how do I cure my STD's?
Pelador  [author] Jan 6, 2020 @ 11:22am 
A knick, alternative spelling nick: a minor cut or scratch.
Shadmark Jan 6, 2020 @ 9:37am 
what is a knick? as far as i notice it's coming from this mod
Butifarro Jan 2, 2020 @ 6:05am 
Thank you very much!, i am definitely giving this a try!
Pelador  [author] Jan 1, 2020 @ 7:57pm 
@yagiou

It's more associated with momentary incidents (it doesn't perform any long term sampling, though was considered) and as mentioned in the notes the contraction calculations are spread out independently per pawn, rather than calculating them altogether. And this occurs based on the frequencies in the options which are long term anyhow.

I haven't noticed or had anyone report a loss in fps as a result.
Butifarro Jan 1, 2020 @ 7:48pm 
Thank you for taking your time to make a discussion about it, I usually go there before reading all the comments, and saw nothing, and there were 12 pages of comments and got lazy sry.
And luckily i asked, since it seems even more complex than i had anticipated.

There are a lot of calculations and tracking involved, wouldn't this be too hard on fps? I am already struggling with a lot of mods, so i want to know if this would finally push me straight to fps death.
Pelador  [author] Jan 1, 2020 @ 7:20pm 
@yagiou

This question keeps popping up. So please see the new pinned discussion topic relating to this.
Butifarro Jan 1, 2020 @ 3:58pm 
How do pawns get these diseases? Randomly through a normal event? or is it some new mechanics you implemented.
Thank you very much.
Pelador  [author] Dec 25, 2019 @ 9:08am 
@Dreeny

Frostbite is a vanilla ailment, it isnt introduced by CA.
Lovecraft Dec 25, 2019 @ 9:02am 
@Pelador

I wasted 30 industrial medicine on one frostbite, can't there be an option added to disable and enable this feature since it doesn't really seem that fun.
Pelador  [author] Dec 25, 2019 @ 8:47am 
@Dreeny

Some of the ailments require tends. It is part of the considered balancing factors.
Lovecraft Dec 25, 2019 @ 8:29am 
Why do my pawns keep wasting medicine on nothing, I don't like this feature. Can it be disabled?
NutsAndBees Dec 20, 2019 @ 4:46am 
Been using this mod for a while now and I can safely say I really love it. One time on a rainy day one of my pawns caught a cold. The next day her hubby caught a cold too. 10/10 grossly adorable realism
Pelador  [author] Dec 18, 2019 @ 5:45pm 
@123nick

Both will be valid and use separate Hediffs (for immersion purposes you can view them as different strains which can happen IRL, the term here for multiple infections is "Coinfection").

The patch work for DO here is to allow DO drugs to be capable as curatives for some of the ailments.
123nick Dec 18, 2019 @ 3:18pm 
when you use this with diseases overhauled, do you get 2 types of common cold? it says it is patched for use with diseases overhauled- do you end up with some duplicate hediffs? should i disable overlapping diseases when using both or do they work together somehow?
whats up Nov 27, 2019 @ 10:40am 
I've been looking for a mod like this for a while..... Now I have 563 mods!
NutsAndBees Nov 18, 2019 @ 4:26pm 
A brand of added realism to Rimworld I never knew I wanted til now. Nice.
XXX_420_Bad_Boy Nov 12, 2019 @ 11:47am 
@krunjar It's the Rim, baby!
Pelador  [author] Nov 12, 2019 @ 3:15am 
@Krunjar

There are mod options to tailor STD's more to your liking.
krunjar Nov 12, 2019 @ 2:34am 
Some of the ailments make no sense. As soon as you get couples they will be almost perma STD. I like the idea but the implementation is garbage.
XXX_420_Bad_Boy Oct 24, 2019 @ 3:38pm 
interesting. thank you. not sure what's going on there.
Pelador  [author] Oct 24, 2019 @ 1:37pm 
@XXX_420_Bad_Boy [JIZZ_WIZARDS]

This mod introduces ailments, it does nothing to effect the AI response to these elements.
XXX_420_Bad_Boy Oct 24, 2019 @ 1:04pm 
um... is this the mod that's causing my medical staff to automatically force feed go-juice to colonists with "minor STD" until they die?
Pelador  [author] Oct 7, 2019 @ 5:31am 
@Update

Migraines have been changed to be recognised as a little more painful than what they were, with other changes to recognise them as a bit more significant as an illness than I had initially implemented.

As a result the regularity for contraction has been reduced.
YunoAloe Sep 30, 2019 @ 6:34pm 
@Pelador

Perfect. Except that this other sound is not what I meant, perhaps the one I meant is modded. Doesn't matter anyway, I'll just disable it. Thanks.
Pelador  [author] Sep 29, 2019 @ 2:20pm 
@Update @我妻由乃

Additional mod options to choose whether to receive notification messages and also to select if the negative health event sound is played, the alternative being a neutral event beep.
YunoAloe Sep 29, 2019 @ 2:12pm 
@Pelador

I mean, if it could be something like changing the xml, I could do it myself, but an option would be more appreciated too. :) Didn't find this in xmls.
Currently the sound of alarm is the same as of a miscarriage or a failed surgery. A miscarriage is more serious, especially if it is a human, a megasloth or an elephant, like in my case. A failed surgery usually leads to death if not treated. So, there's a simpler sound, of 1 note. Maybe just turning it off would be good too.
Pelador  [author] Sep 29, 2019 @ 12:54pm 
我妻由乃

There currently aren't mod options for such, but I can readily add them. Soonish TM.
YunoAloe Sep 29, 2019 @ 8:36am 
How do I disable or change the alarm sound?
Pelador  [author] Sep 19, 2019 @ 7:51am 
@Update @lilwhitemouse

Exclusion condition added: Pawns in crypto-sleep caskets will not contract common ailments.

(ty LWM for feedback).

lilwhitemouse Sep 19, 2019 @ 6:40am 
I cracked open a pair of ancient caskets and the occupants each had 4 or 5 of them ;D
Pelador  [author] Sep 19, 2019 @ 1:37am 
@lilwhitemouse

It isn't something I've specifically tested but thinking about the conditions how pawns can get ailments, they very probably could. It is probably something I need to update to treat as a potential exception case.

Reassurances however, that there is a check that common ailments are only contracted if the resulting hediff applied would not create a "fatal" situation for the pawn.
lilwhitemouse Sep 18, 2019 @ 8:12pm 
Do, um, people in cryptosleep caskets happen to get ailments too?
Pelador  [author] Sep 16, 2019 @ 1:42pm 
@Bishop

I doubt it will be compatible and no immediate plans to invest energies here.

No objections to the author(s) at RJW patching the condom to apply to their health concerns as needed.
Bishop Sep 16, 2019 @ 12:08pm 
I really like this mod. I enjoy mods that increase game difficulty in manners other than combat and weather.
In regards to the sexually transmitted disease (and condoms from supplements mod), are these compatible with RJW mod? I toggle RJW infections off because they make me unhappy, but the ailments in your mod are much more palatable. Thanks! :)
Pelador  [author] Sep 7, 2019 @ 5:20am 
@Update

Compatibility: Orassons (Catnip).
Pelador  [author] Aug 26, 2019 @ 1:29pm 
@Update

Mod options extended slightly to allow for a greater range of values.

Antihistamine use applied for Apothecary and Medical Supplements.