RimWorld

RimWorld

Communicable Diseases [1.4]
493 Comments
Cantaloupe The Clown Jun 20, 2024 @ 11:23am 
ooh, lovely! thank you
nikos Jun 19, 2024 @ 12:41am 
@Cantaloupe The Clown

There is a system in place that makes apparell with toxin resistance give germ resistance (such as the gas mask)

Additionally, any headgear that covers the mouth and nose or the entire head, gives some germ resistance
Cantaloupe The Clown Jun 18, 2024 @ 4:40pm 
@nikos are there plans to integrate PPE into your mod, or does it already integrate with the ones in biotech?
nikos May 29, 2024 @ 6:32pm 
Me version of this mod is now included in my QoL mod, just released the update
the setting that enables the disease system is
"Rebalance Disease Germs And Spread"
i recommend also enabling "Rats Carry Plague" and "No Plague Event"
GwinnBleidd May 26, 2024 @ 12:00pm 
@nikos great to hear about your progress, keep us posted
nikos May 26, 2024 @ 9:32am 
Update about my version:

I got the def creator working.
I now have a rudimentary first version of the whole system working.

What i still need to do:
- Fix some errors
- benchmark performance
- balance disease drop rates and spread etc
- Possibly make it so sterile tiles kill germs
- Make it so carried germs are removed from pawns when washing with dubs hygiene stuff
- Dubs hygiene stat affects infection chance (previously implemented for the expansion i made for this mod)
- Traits affect infection chance (also already previously made for the expansion)

If you guys have ideas or requests for my version. post here, on my mod page, or my discord
nikos May 25, 2024 @ 3:16pm 
@GwinnBleidd

I got a good part of the work done today,
i did get a bit stuck on trying to make a def generator for germ filth.
i could just not have the defs auto generate, but its almost working so i think its worth it

But it might still be a while before i release this in an update. i cant really say how long it will take, i may get it done this week, or i could get distracted and work on other stuff
GwinnBleidd May 25, 2024 @ 1:39pm 
@nikos is there an ETA for your version?
I started working on upgrading this mod to a 1.5 version, for my own consumption mostly, but as usual, I was gonna publish it similar to my other mods (or mods that I took over/support).
Now, I saw your comment and started wondering whether it's gonna be a wasted effort lol
TracerFoxTEK May 25, 2024 @ 10:59am 
@Nikos Ooooh, I saw those options and wondered about them. Can't wait to see your version in action in the future!
nikos May 25, 2024 @ 10:17am 
To those interested:
im writing my own vision / version of this mod, it will be an option in my QoL mod, it already included some addons to this mod, but since this mod will not be updated, im adding my own implementation of disease spread, so look out for that.
Papito May 10, 2024 @ 8:57am 
Thanks for answering anyway!
GwinnBleidd May 2, 2024 @ 8:01pm 
@Stoic Saltine that's ok, thank you for answering anyway.
Sometimes I find myself lacking the stamina to keep updating my projects too.
Enjoy the "retirement"! :)
Stoic Saltine  [author] May 2, 2024 @ 6:18pm 
I am no longer active in the modding scene, and have no plans on updating this. I apologize for any disappointment.
GwinnBleidd May 2, 2024 @ 3:16pm 
I don't care about the new disease mechanic much, but are you planning on updating the mod?
Papito Apr 15, 2024 @ 10:03am 
Hey! Are you planning in incorperating the new disease mechanic from 1.5 into this mod?
byevisu Apr 12, 2024 @ 11:07am 
1.5? :)
Cantaloupe The Clown Feb 12, 2024 @ 5:03pm 
for myself and anyone else annoyed by this mod and VAE (and other mods) having different items all named "gloves", I made this patch https://steamcommunity.com/sharedfiles/filedetails/?id=3159668575
Lurmey Feb 3, 2024 @ 1:18pm 
Question, which Toxic resistance stat does this mod use to calculate the chance of catching a germ? There are two:
- Toxic resistance (How well this creature resists toxic buildup. Aka natural immunity to toxins INSIDE the body)
- Toxic environment resistance (How resistant this creature is to environmental toxins. Aka how well their breathing or other systems filter out dangerous substances from the air. Gas masks work here)

If it's the first one... it really ought to be the second, or calculated based on both. The first represents how well their internal organs (liver, kidneys) filter out toxins, or how well their immune system neutralises threats, while the second represents how well they prevent those toxins or threats getting inside in the first place.

It seems to currently work off only the first value... especially as that's what the apparel is set up to buff.
Lurmey Feb 3, 2024 @ 1:12pm 
@instawkward; I had this problem too. The "More Filters for Animals' Pen" mod helps tremendously. Using that I set one pen with one marker to have "Allow without tendable condition" and "Allow with all injuries tended" disabled, while my other pen has 2 markers - 1 with "Allow with tendable condition" disabled and the other with "Allow without all injuries tended" disabled.

Essentially this makes your animal handlers move all animals with a disease or injuries into the 2nd pen, but does not allow them to stay there after they've been healed, so your handlers move them back out.

Works pretty well so far!
dseszu Oct 30, 2023 @ 5:59pm 
Might be a substantial change, but Dubs Bad Hygiene could play very nicely with this. Using it's cleanliness and washing methods of prevention could be nice.
(^0v0^)OriginalOwl Oct 23, 2023 @ 3:40pm 
Do the dust mask & vanilla face mask do the same thing i.e. help protect against catching germs? Aside from the social impact. Also does anyone have strategies for isolating pen animals - I know there's a way to assign certain species to a separate pen but this assigns all genders. I can't figure out how to isolate one specific animal
Alex_ Oct 15, 2023 @ 4:53pm 
germs aren't real foot
BloodyWolf1213 Oct 11, 2023 @ 3:21pm 
Would be nice If someone could make a patch for "Diseases+" Other than that, This mod is really awesome.. I don't see enough positive comments under these mods that makes the play through more dynamic, Remember to upvote your fav mods yall!
Darecker Aug 28, 2023 @ 12:30pm 
one of my favourite mods, could do with performance optimising patches though :(
Eclipse Jul 20, 2023 @ 7:10am 
Could please make an option to automatically assign a zone for ill pawns?
It would make isolation much more convenient
Lurmey Jun 11, 2023 @ 12:42pm 
Ah I see others have had issues with the common cold too. Though I don't see anyone mentioning that medicines that should block it don't work. I'll use that def patch to help.
Lurmey Jun 11, 2023 @ 12:39pm 
It seems there's some issue with medicines that should block diseases not working with this mod... my colony has the common cold going around, and everyone is taking vegetable broth from diseases overhauled. They're still catching the cold from the germs despite having taken vegetable broth which should prevent it.
Narlindir Jun 1, 2023 @ 8:10am 
this is awesome
but can you make guestsand traders immune?
every time i get visited with the flue going round all the traders fall ill
Alex_ May 21, 2023 @ 6:19am 
Germ theory is unproven.
Leaguenet May 3, 2023 @ 11:26pm 
This basically gives the (non-existent before) immunity to common cold immediately after a person has caught it - which does nothing for its course, but prevents immediately catching it again once you're healthy.

Also I would consider removing the airborne infectiousness from Hansen-Kampff; it is heavily based on real-world leprosy, and while a person technically can catch it from another, it isn't really an airborne infection. Also, given how it's not curable in the original mod (which is a separate issue, but that's beyond something that CD mod should address), it being contagious basically just results in everyone getting it forever once someone got it.
Leaguenet May 3, 2023 @ 11:25pm 
<HediffDef>
<defName>OgImmunityCommonCold</defName>
<hediffClass>Hediff_High</hediffClass>
<label>Immunity: Common Cold</label>
<description>Immunity to the common cold, lasting 40-80 days. Does nothing for those who are already infected.</description>
<defaultLabelColor>(0,1,0.5)</defaultLabelColor>
<scenarioCanAdd>true</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>2400000~4800000</disappearsAfterTicks> <!-- 40 ! 80 days -->
<showRemainingTime>true</showRemainingTime>
</li>
</comps>
<stages>
<li>
<makeImmuneTo>
<li>CommonCold</li>
</makeImmuneTo>
</li>
</stages>
</HediffDef>
</Defs>
Leaguenet May 3, 2023 @ 11:25pm 
Here's how I solved the Common Cold issue on my side; feel free to incorporate this into the patch that ships with CD:

<Operation Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName="CommonCold"]/stages/li[1]</xpath>
<value>
<hediffGivers>
<li Class="HediffGiver_AddSeverity">
<hediff>OgImmunityCommonCold</hediff>
<severityAmount>1</severityAmount>
<mtbHours>1</mtbHours>
</li>
</hediffGivers>
</value>
</Operation>
Stoic Saltine  [author] Apr 20, 2023 @ 3:52pm 
I'm not sure if or when I'll be able to get to that bug, since I'll have to re-download Visual Studio and learn how to check for Biotech in my logic. That's a huge pain in the ass and subtracts from immersion. I'm sorry that it's behaving that way. If that's even possible. But I imagine the logic would just be something like

pawn.genetics.contains("Perfect Immunity"), stop trying to infect

But with that in mind, I wouldn't be able to write that code with other modded genes in mind which might grant immunity. What a headache ...
brisingr1941 Apr 20, 2023 @ 10:17am 
FYI this mod does not seem fully Biotech compatible. Perfect Immunity pawns (The Archite Gene that Sanguophages have) start catching common colds, malaria etc repeatedly. Admittedly, I also have Diseases Overhauled, but I've seen that this is specifically the communicable variant as I get the spread notification rather than outbreak.

This is especially aggravating because Perfect Immunity gives no immunity gain bonus, so they're not only infected but also more vulnerable than most of my pawns to severe illness.
Drewhue Mar 12, 2023 @ 7:44pm 
Ah I see. I lucky got through it, now the plague is spreading and I'm seeing how the immunity prevents it. Now just gotta dev tools the common cold as soon as I see it lol. Thanks
Stoic Saltine  [author] Mar 12, 2023 @ 11:15am 
The modder who wrote common cold did it weird. It starts at 100% and drops down to 0% with no immunity buildup. Immunity buildup prevents pawns from re-catching diseases they've already recovered from in this mod. It's an unfortunate mod incompatibility that I haven't had any lucks solving.
Drewhue Mar 11, 2023 @ 12:41pm 
I can't get rid of the common cold. It keeps circling around my pawns. As soon as they get healthy, BOOM, disease spreads right back to them. Any ideas?
Stoic Saltine  [author] Mar 4, 2023 @ 8:47am 
Are you writing a mod that adds a disease or something? Need more details.
young_engineer_brown Mar 4, 2023 @ 6:20am 
how do i patch this for my own created mod
Stoic Saltine  [author] Feb 24, 2023 @ 3:36pm 
I wish I had the time to code something like that :(

Before life took a swing, that was on my to do list. But to answer your question: no
cornviola Feb 23, 2023 @ 10:11pm 
To ask a horrific question, can these be used for biological warfare; e.g sending a pod with an infected prisoner/colonist to an enemy colony?
why? Nov 26, 2022 @ 4:36pm 
idk did someone ask u, but if u can, pls make comp with disease+
Hoddrock Nov 26, 2022 @ 8:39am 
Does this work with the mutergenic disease?
Nex Addo Oct 31, 2022 @ 12:23pm 
@O Negative
I know this is asking a lot, but would you be willing to add me on steam or Discord (Nex#5992). I promise to not bug you too often, but I'd like to share with you my ideas for an extension of CD that incorporates a few other mods and would appreciate getting feedback when I'm done with the planning phase. It might be a while before I can get it done, my thesis isn't exactly going to code itself, but I'm confident I have the skills and drive to do it. I'm currently drawing up a document on the vanilla and Diseases Overhauled mods that would work with A) expanding CE methods as they are, and B) adding waterborn/zoonotic transmission and would love to share that when it's finished.
Nex Addo Oct 30, 2022 @ 5:17pm 
Good to know, thanks. If I did that, I might lower some base disease rates a twinge. But honestly I LOVE how realistic it feels :) You did an awesome job.
Stoic Saltine  [author] Oct 30, 2022 @ 5:01pm 
I haven't touched the code to this mod in some time except to make some updates, but I think I currently have it set to check the filth description for race props or something, which means zoonotic diseases aren't a thing yet. I do recall that being something I wanted to introduce, but people were already complaining about how hard it is to deal with diseases that I decided to not make it a thing.

I think you'd need to override some part of that mods objects and give it a property that you can work off of. I did something similar with pawn stats in the early days of this mod, where I added a stat to pawns that determined their resistance to germs which was completely separate from toxic resistance, but that became cumbersome and I made the switch.
Nex Addo Oct 30, 2022 @ 4:27pm 
Also, is it possible to allow some diseases to jump from animal to humans? Like is that a tweak I could add pretty easily?
Nex Addo Oct 30, 2022 @ 4:19pm 
Thank you. I'm comfortable with C#, but am curious if you think it's something I could introduce simply using Dub's existing untreated water code and some new XML. I imagine it would be possible to have some sort of disease specific contamination attached to the faeces and transferred to nearby water that adds a chance to get that disease.
Stoic Saltine  [author] Oct 30, 2022 @ 4:10pm 
I don't currently have any code for waterborne things. I only kept the base game in mind when I made this mod, so it uses the filth system and I made my own map conditions for mosquitos but that's about it. I commend you for taking on a project of that scale, please come back here and post when you complete it because I'd be interested in checking it out