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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
the setting that enables the disease system is
"Rebalance Disease Germs And Spread"
i recommend also enabling "Rats Carry Plague" and "No Plague Event"
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
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
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
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.
Sometimes I find myself lacking the stamina to keep updating my projects too.
Enjoy the "retirement"! :)
- 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.
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!
It would make isolation much more convenient
but can you make guestsand traders immune?
every time i get visited with the flue going round all the traders fall ill
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.
<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>
<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>
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 ...
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.
Before life took a swing, that was on my to do list. But to answer your question: no
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.
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.