RimWorld

RimWorld

Infections Make Sense Now
20 Comments
David Jun 7 @ 11:50pm 
I think we do need sepsis or some kind of thing that will end up killing the pawn. It seems like infections never kill?
Jdalt40  [author] May 18 @ 10:31pm 
Yeah, it should be
Monkey Magic May 18 @ 12:36pm 
Is this save compatible, BTW? I've yet to see an infection on an older save reach the threshold to spread
Jdalt40  [author] May 8 @ 12:37pm 
Glad you enjoyed!
Monkey Magic May 7 @ 6:37am 
NGL, after seeing this mod in action, I dunno why it isn't base game.

I gave a test subject an infection in their big toe, it was fun to see at around 60% the body part take damage leading to mobility loss (however minor) before spreading to the next adjacent toe on reaching 100% infection, rather than instant death (vanilla)

On treatment, the pawn eventually obtained immunity. The secondary infection recovered first leaving no trace, then the primary infection recovered leaving only the damage. Incidentally, even this damage was recoverable with the mod Scar Removal Plus albeit at the cost of Glitter Meds.

One potential issue I noticed was after recovered, if the pawn is immediately given another infection, it will gain immunity without treatment. Be aware this was dev mode testing, and it is unlikely a pawn will gain a new infection so soon after a recover in actual gameplay.
Darth Ceveo Apr 28 @ 7:35pm 
"decided to die" has had me cracking up for a minute now.
NihilRetnar Apr 21 @ 11:07am 
We need sepsis.
hardbrocklife Feb 13 @ 2:00pm 
Going to give this mod a try. At higher difficulties the game just likes to kill your pawns with RNG super infections. Even personally IRL, no infection I have gotten would have killed me without antibiotics. The antibiotics just helped restore my health faster. In this game an infection is more like a metastatic cancer.
Jdalt40  [author] Jan 8 @ 4:14am 
I've checked both the base game and 2 other mods so far, all instances I could find would be able to both find my hediff and either cure it, or reduce the severity of it.

Again, have you even tried to see if it actually heals?
Jdalt40  [author] Jan 8 @ 3:32am 
... Also, have you even tried to heal it? It literally is just another injury hediff that is permanent.

If a mod genuinely has an issue with it, it would have an issue with the base game, because a "scar system" does not exist, it's literally just, there is an injury, does it have the permanent comp?
Please see Data/Core/HediffDefs/Hediff_LocalInjuries.xml
Jdalt40  [author] Jan 5 @ 10:46pm 
I’m unlikely to change this, as it’s a flaw with how those genes/hediffs are designed, not with my mod.

It just doesn’t make sense for a bacterial infection damage hediff to be a scar
Silver Jan 5 @ 12:17pm 
Could you use the scar system instead of a random custom hediff? This is functionally incompatible with biotech and every healing or wound mod, considering there are systems in place to heal permanent damage in all of them that seemingly can't affect this
Джоли Роджер Nov 19, 2024 @ 6:22pm 
I always pictured that the infection system was already insinuating that the percentage was the infection's progress of spreading throughout the body, but this is a much more in-depth system
Hoki Nov 19, 2024 @ 5:49am 
finally got to testing it a bit - infections have become a lot more managble with this.

it behaves like blood rot in addition to immunity meaning it can have a negative growth (had the infection go from 32% at about 40% immunty down to 26% at full immunity.

the only "problem" i noticed lies with the buffed tend quality. medicine still has a quality limit meaning you lose out of it most of the time. its easier to reach tend limit though making this not really a problem per se.
Jdalt40  [author] Nov 18, 2024 @ 6:23am 
Even further, the max damage an infection can do to a part is 50%/day, as this scales based on the distance to 100%, an infection at 60% will only do 10%/day, or a 30 hp part, 3hp/day, or 0.125hp/hour.
Jdalt40  [author] Nov 18, 2024 @ 6:13am 
In my tests, if you left it untreated completely, the damage over time is only enough to barely destroy the part by the time the infection goes away on its own.

Additionally, damage over time is reduced based on the tend quality (damage / (1 + tend quality))

30% tend quality = 23% reduction
100% tend quality = 50% reduction (if you even have the infection at this quality)
Hoki Nov 18, 2024 @ 2:05am 
@zinkoner: given we're talking that the effect tend quality is doubled the permanent dmg would only apply in cases the pawn would have died anyway or you ignored it too long.
Zinkoner Nov 18, 2024 @ 12:50am 
Interesting idea, but I feel the damage over time punishes people who don't have a good medical setup and can't easily head off infections.

That being said, I have no idea how you'd remove it without making infections "too easy", so.
TeH_Dav Nov 18, 2024 @ 12:45am 
Might be a cool idea to patch this with Diseases Overhauled so that when an infection reaches 100% it causes Sepsis, and eventually Necrosis!
Reel Nov 17, 2024 @ 9:00pm 
<3