RimWorld

RimWorld

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Diseases Overhauled
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Mod, 1.2, 1.3, 1.4, 1.5
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2.157 MB
Jul 22, 2020 @ 5:44am
Apr 16 @ 3:27am
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Diseases Overhauled

In 1 collection by Ogliss
Og's Caretakership
17 items
Description
Reupload of Mythos' Diseases Overhauled
General information
This is an unofficial update of PhileasFogg's mod which can be found on the Ludeon Forums[ludeon.com]

New drugs

Detoxamin, a drug that reduces toxic sensitivity by isolating and incorporating toxins. Take one every two days. (No known sideeffects.)

Methylanphenamid, which increases awareness and learning ability. One use lasts three days. (Strongest effect on third day; may have strong sideeffects.)

Tranquiazepin. Immediatly releaves all stress after ingestion. Take one per day. (Highly addictive.)

Mortracain, a relatively strong painkiller. Used to treat moderate to serious pain. Take every two days. (May be addictive.)

Tritoxylon, which drastically boosts the metabolic system and therefore heavily increases the immune response - among other body functions. Take one every two days. (May have severe sideeffects.)

Good old vegetable broth. Eating one per day helps shaking of some diseases.

Overhaul of existing and addition of new diseases
This section is by far the biggest part of this mod. I changed every single disease in the game. Not in their fundamental principles. But they all now have some randomness factor. This way it depends not only on your pawns ability to shake a disease off. It is more ... how to say this? ... natural. One pawn gets a heavy case of flu, the other only a light infection.

Diseases now also aren't only a case of "sh*t or bust". For example: even if your pawns survived an infection with the plague, they may have encapsulated pathogens in their femur, spine or pelvis, which, at a later time, will cause a new outbreak of the dormant disease.
Also diseases can now cause secondary diseases or long-term conditions. Some, like the plague, may cause a benign growth as secondary disease. Sleeping sickness, on the other hand, now has a chance to cause a long-term condition: a damage to essential brainparts which has no immidient effect, but inevitably leads to a case of coma in the foreseeable future. From that your pawn may awake - maybe twenty days later. Maybe six or fifteen years later. Maybe never.

Full details are available in the Readme at Github[github.com]

How to get those diseases?
Many of them are "birthday events". This means (AFAIK), once in a year your pawn has a chance to get a disease. In the basegame this could be: alzheimer's, dementia, bad back, cataract, hearing loss, frail, carcinoma, asthma or heart artery blockage (correct me, if I'm wrong or forget some disease).
Now this can also be: toothache, acute appendicitis, inflammation, Epstein-Barr virus, Hepatitis K, Hansen-Kampff disease, hyperthyroidism, hypothyroidism, psoriasis, blood cancer, peripheral pathway obstruction, multiple sclerosis, Campbells disease, Bardel syndrome, stomach ulcer, benign growth, necrosis, Chawbaeck's, osteoporosis, parkinson's, migraine or cerebral artery stenosis.
Additionally some disease are cause by others - for example, Epstein-Barr virus can and will cause blood cancer, extreme blood loss can cause PTSD.
Other disease are biome events, like the plague, flu, malaria, etc. New biome diseases are: common cold, lymphatic mechanites, brain worm, heart worm, lung worms, Kindred-♥♥♥♥ virus, New Reschian fever, Tuberculosis and Voight-Bernstein disease. Have a look at there description above to see in which biomes they appear.

Additional basegame changes
Penoxycilin: is also effectiv in preventing infections with tuberculosis, Kindred-♥♥♥♥ virus and Voight-Bernstein disease.
diseaseVictimFractionRange: all biome diseases now only infect between 10% and 30% of your population. In basegame this would be 20% to 50% of your pawns.
withdrawal: some drug withdrawals (GoJuice, Yayo, Flake, WakeUp) now may cause a stupor.
alcohol tolerance: now has a low chance to cause dementia.
life expectancy: as this game plays 3.000 years in the future, there should (at least in my imagination) have happend some increase in life expectancy. So I increased it from 80 to 95 years.

Mod list order
Expanded Prosthetics and Organ Engineering
Extended Human Body Simulation
Diseases Overhauled
Crafted Mutants

Credits and Thanks to...
- Mythos for looking after the mod up untill now
- PhileasFogg for the original mod!
- Mystikvm for the update to B19
- Jabbamonkey, for his/her textures packs, which I used in some small parts as starting point for my drug textures.
- Marnador, for the RimWor(l)d font.
- Tynan, for this great game!
- Kopp, patches for Advanced Biomes, Alpha Biomes, Biome Expansion Redwood, Biomes! - Islands, More Vanilla Biomes and Regrowth - Wasteland.
Popular Discussions View All (1)
1
Dec 1, 2023 @ 5:13pm
Spreading Tuberculosis
Just_Julius
308 Comments
FailPail May 18 @ 12:46pm 
so is this mod the reason i tend to have colonists die at the start of an infection for some reason? also, is there any way to remove it?
Empress Fordola May 10 @ 8:12pm 
I really like this mod, but I feel like now I require a more simulated surgery/doctor mod to accompany this, maybe more treatments, to turn this game into a medical simulation of sorts.
Either way, good job on creating this, I love this.
Eddard_Ti4 May 7 @ 12:58pm 
Thats not a problem i talk about. I just cant heal it. As i try to hela pawn it says (does not need heal) and Flu itself doesnt have, like, circle, or percent like of needed heal (like worms do). So i just cant heal it, and its does not progress nad creates a bunch of other stuff
Ogliss  [author] May 7 @ 9:50am 
@Eddard_Ti4
its Kinda like the vanilla infection, takes time and alot of tending to deal with

@Vincenator
not a clue im afraid, though this is fairly simple in terms of what it does, so it Should be

@PetLoverSpy
looking at the def for the hediff, it looks like thats the intended result, theres 4-5 entries that have a chance of giving the trauma savant hediff, as to the Why *shrugs* im afraid only the original author could answer
Eddard_Ti4 May 7 @ 9:09am 
IDK is it my mods or what, but i cant heal flu. Just cant. And its creating another things.
Vincenator May 5 @ 7:30pm 
do you know if this is compatible with the biowarfare mod?
PetLoverSpy May 2 @ 5:55am 
I see, thank you for maintaining it! It seems to have disappeared, probably not quite working as intended with getting 3/4 trauma savants but perhaps I'll just roll a dice and dev mode out two of them
Ogliss  [author] May 1 @ 1:33pm 
@PetLoverSpy
im not the original author of the mod, and as such im not Really sure of the How/What/Why of the mods workings, from what i can tell it Should disappear on its own, might take awhile though, dropping by 0.01 severity per day

@林司令员命令往下传
not sure, im afraid ive never actually used this mod, or biotech
PetLoverSpy May 1 @ 3:56am 
Is there anything I can do about brain restructuring? It has no description and I can't find it on the Github. My colonist is just getting every kind of trauma savant from it but is staying unconscious.
林司令员命令往下传 Apr 24 @ 3:26am 
can biosculptor cure these diseases?