RimWorld

RimWorld

63 ratings
Infections Make Sense Now
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
105.153 KB
Nov 17, 2024 @ 8:57pm
1 Change Note ( view )

Subscribe to download
Infections Make Sense Now

Description
Ever wondered why Billy, despite the infection only being in his leg, decided to die upon the infection hitting 100%?
This mod fixes that by instead spreading the infection to adjacent body parts upon hitting 100%!
Alongside this, infections above 50% will progressively damage body parts permanently, scaling based on the distance to 100% severity.

To counter this, the normal health effects were removed, giving only +10% pain for every 25% severity, and the effect of tend quality is doubled!
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