RimWorld

RimWorld

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Allergies
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Mod, 1.5, 1.6
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1.701 MB
Oct 28, 2024 @ 11:12am
Nov 26 @ 2:53pm
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Allergies

Description

This mod adds a new health module - Allergies!

Allergies come in many shapes and forms, with different effects and gameplay implications. Be aware that this mod adds a whole new system of allergy types, triggers, exposure mechanics, allergic reactions, and treatment options, not just a simple "allergy disease".


Here's a short summary of what this mod adds:
  • A new mechanic where pawns can develop allergies, impacting their health and behaviour
  • 100s of possible allergies
  • 18 allergy types, each with their own exposure mechanics
  • 4 allergy severities
  • 7 new health conditions related to allergic reactions
  • 1 new research project
  • 1 new drug that helps to deal with and - over time - cures allergies
  • 1 new usable item for emergency situations
  • 2 new backstories
  • 2 new traits
  • 1 new stat that affects how pawns develop and react to allergies
  • Several patches that integrate vanilla items with the new allergy mechanics
  • Some story pieces that can appear on art pieces



Allergies act as a kind of chronic disease that can affect pawns at any age. They can be present from the start or develop, improve, worsen or go away naturally during the life of pawns.

An allergy in itself isn't harmful - you might not even know about your colonists allergies until they have their first allergic reaction from it.

Allergic reactions are mildly unpleasant at first, but can lead to permanent and severe damage in later stages. On a base level allergic reactions cause general issues such as increased pain and rest fall rate, and reduced mood, breathing and working speed. But the higher the stage of allergic reactions, the higher chance of developing additional health conditions:
  • Sneezing fits that interrupt any work someone is doing
  • Skin rashes that are ugly, painful, and might get infected if left untended
  • Pink eye, a temporary condition in the eye that is mildly painful and reduces vision
  • Throat tightness, a temporary, but serious condition that further reduces breathing
  • Nausea and vomiting
  • Asthma
  • Chroncic sinusitis, a chronic condition affecting the nose that will also reduce the pawns cooking skill
  • Anaphylactic shock, an extremely serious allergic reaction that can be fatal if left untreated

Allergies come in varying severities, from mild to extreme. Mild allergies will increase allergic reactions way slower and never lead to extreme health conditions, but more severe allergies can lead to severe problems very quick if pawns are exposed to them.

The exposure rate is also further modified by the allergic sensitivity of a pawn, a new stat that can be affected by apparel, toxic environmental resistance, traits, genes, implants, and temporarily by drugs.








Option 1 - Avoidance
The easiest way to deal with allergies is to just avoid triggering them - and pawns will generally do exactly that. Once they know about their allergy, they will avoid doing work, eating food or wearing apparel that would leave them exposed to their allergies. So for example a pawn with a cotton plant allergy will never go harvest cotton plants by themselves, even if they are assigned to do harvest work. You can still force them to do it anyway if necessary.

Just as a heads-up: This avoidance isn't perfect. The cotton-allergic pawn might still walk through a cotton field when doing another job, so if you have someone in your colony with a severe x allergy, it might be best to avoid doing anything with x completely, whatever x might be here.

Option 2 - Protection
If avoidance isn't feasible, there is also the possibility to protect your pawns. Many vanilla items will reduce the allergic sensitivity of pawns, meaning that allergic reactions will increase slower when wearing them.

Basically every vanilla clothing item that covers the nose will be helpful. The best protection is offered by gas masks, face masks or completely closed off helmets, like the prestige cataphract helmet. But any kind of mask will help with allergies. For more advanced colonies, the immunoenhancer and skin gland implants will offer additional protection.

Option 3 - Treatment
Fortunately, there is also a way to treat allergies in a more permanent way. The mod introduces a new research project - allergy treatments - which allows you to produce a new drug and a new usable item:
  • Allercure: A specialized drug used to temporarily suppress allergic sensitivity and to reduce allergen reactions. If consumed regularly over a long period of time, it may reduce allergy severity or even heal allergies completely.
  • Antishock Injector: A potent emergency treatment that forcefully and violently regulates someones bodily functions. The injection will instantly heal the user from an anaphylactic shock, temporary allergic reactions, toxic buildup, food poisoning, heatstroke and hypothermia. It's unpleasant and induces a boosting but painful state for a while.

Existing treatment options that work for other chronic diseases also work for allergies. These include luciferium, the scarless gene, healer mech serum, and the biosculptor pod regeneration cycle.

The same way that allergies can develop and worsen over time, they can also improve or even go away completely with time.

Tribals have a naturally lower allergic sensitivity and will therefore have way less problems related to allergies.


> Can this mod be added mid-save?
Yes, but existing pawns will not instantly develop any allergies. But with time, some may develop allergies.

> Can this mod be removed from a save?
Probably yes. You will get some red errors once that you can ignore. I still advise you to make a backup of the save beforehand just in case.

> How does this mod affect performance?
As with most mods, the answer is "a little bit". I've run some tests and didn't find any significant impacts on performance, but if you have any performance issues, please let me know.

> My pawn has allergic reactions even though they were not exposed to the allergy. Why?
The allergy exposure mechanics are quite complex. Read the "Exposure" section above for more information, and be sure to always check the "allergic reactions" in the pawn's health tab. It will show exactly what caused a reaction when hovering over it.



> I don't like X, can I disable it?
You can tweak some values and disable individual allergy types in the settings. If you'd like more options, let me know.

> Is this mod compatible with X?
Allergies can be automatically generated for all food, plants, animals, drugs, etc. from other installed mods, with no patches required. All modded things affecting toxic environmental resistance will also automatically help with allergies.

There shouldn't be any incompatibilities with other mods, but please report if you find any.

> Where can I report bugs or suggestions?
Please use the comment section for all bug reports and suggestions. I'll always try to have a look at them. :)

> Source code?
Here you go.[github.com]



Phil42: Design & Programming
Times New Roman: Sprite Art


This mod is licensed under the MIT License. You are free to use, modify, and redistribute this mod and its source code, provided that you include attribution to the original author.
39 Comments
Xaviancat Nov 26 @ 9:23pm 
I love you, Phil42. I would say "marry me", but I'm already married to my mirror image... and I ate like 3 blocks of cheese this morning after a fight with a dragon, so I don't know where to go with these jokes I should really stop typing because it lost its humor so long ago I can't even count the days hey is that a bird out the window I really have to get to work so-
Phil42  [author] Nov 26 @ 3:03pm 
v1.2.0
--------------------------------------------------
- Added compatibility with Rimworld 1.6
- Fixed "Base Allergy Chance" not saving in mod settings
- Fish allergy now works with Odyssey DLC
- Allergic sensitivity is now affected by Toxic Environment Resistance
- Some minor text improvements (typos, wording, punctuation)
- Added "Exposure" section to the mod description and improved the F.A.Q.
Arlington Nov 26 @ 5:36am 
:PEAKsalute: thank you very much for updating :btd6salute:
Phil42  [author] Nov 25 @ 12:18pm 
@Xaviancat Thanks for the info. I'll look into a 1.6 update if I find the time. The mod is quite complex and there's some issues that people have mentioned that I want to check too, so no ETA.
Xaviancat Nov 25 @ 12:48am 
No 1.6? I guess I'll be crying myself to sleep tonight.

Anyway, I have tried it on 1.6. It log spams, the settings menu doesn't exist, and while you can give your pawns an allergy by adding an allergy hediff, they seem to disappear unless they are a Cold and Dust allergy? Honestly, I'm not too sure. Other than all that, it seems like it will work like normal! If normal isn't at all.

Use at your own risk, I guess.
Arlington Nov 13 @ 2:28pm 
remember that this is a 1.5 mod so if you are trying to run it on 1.6 it will probably break
nikita150u Jun 23 @ 5:53am 
Very basic mod for very basic pawns, because it became ridiculus very fast when you get acquired (by gene) or inherited (by pawnkind) archite blood (and i not tested androids yet)



Also seems like yes - diagnosed allergy not match actual causes
TeH_Dav Mar 19 @ 9:29am 
Anyone having an issue where the game announces that a pawn is allergic to something like Mycothread, and then thinks like hyperweave and other non-mycothread items start triggering the mycothread allergy?
BookOfMike Feb 24 @ 3:41pm 
Every time I adjust the "Base Allergy Chance" it resets to 9% after reloading the game. Am I missing something?
snake Jan 31 @ 11:07am 
hey, i think that the compatibility with other mods would increase if you made it so that toxic environment resistance stat from items from other mods would correlate directly to allergy resistance. now only the vanilla items have that stat, but for example reskin of gas masks or some modded powerarmors dont give you any resistance against allergies