Oxygen Not Included

Oxygen Not Included

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[Vanilla + DLC] Diseases Expanded
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14 Oct, 2021 @ 4:49am
22 Jun @ 6:44am
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[Vanilla + DLC] Diseases Expanded

Description


Introduction
This mod adds new germs and diseases to enrich the game and make it a little more challenging with more interesting sickness sources. The inspiration came from ONI forums, where somebody suggested that each biome should have its own, unique dangers. While some of the biomes still remain perfectly safe, the others now introduce new factors that must be taken care of.

New Germs and Diseases
Germ: Bog Bugs
Source: Bog Bucket
Disease: Bog Bug Infestation
Cure/Prevention: Muddy Salve (prepared in Apothecary)
Infected duplicants are periodically bitten by small bog insects. Those bites are nearly painless and harmless, but after a long time can pile up to dangerous levels. Use Muddy Salve to drive out the bugs.

Germ: Frost Shards
Source: Wheezeworts
Disease: Frost-Covered Skin
Cure/Prevention: Sauna or Hot Tub bath
Little Frost Shards make duplicants' skin more sensitive to temperature changes and reduces their germ resistance. Frost Shards can easily melt in warm temperatures and the disease can be cured by visiting a Sauna or Hot Tub.

Germ: Gassy Germs
Source: Gas Grass, NatGas Vents
Disease: Moomoza
Cure/Prevention: Sprouting Tablet (prepared in Apothecary)
Thse germs are very resiliant and are not purified by Chlorine that is a part of their natural environment. The disease causes infected duplicants to fart frequently. There is no known cure, but Sprouting Tablet can mitigate the smell by replacing it with flower scent.

Germ: Hungerms
Source: Experiment 52B Sap Tree, Saturn Critter Traps
Disease: Everlasting Hunger
Cure/Prevention: Sweet Sap Shot (prepared in Apothecary, appliled in Doctoring Station)
Infected duplicants burn calories much faster and need to eat more. Luckily, they don't show signs of Sap Tree aggresive behaviour.

Source: Spindly Grub Fruit
Disease: Sleeping Curse
Cure/Prevention: Increase Farming skill to reduce hurt chance. Wear Atmosuit to prevent infection. Relax with Espresso Machine to prevent Narcolepsy sleep (not only for Cursed duplicants)
Infected duplicants fall asleep in random moments, developing Narcolepsy effect for the duration of the disease.

Germ: Alien Goo
Source: Comets
Disease: Alien Symbiot
Cure/Prevention: mitigate stress with Happy Pill. Remove with Alien Cure.
Symbiosis with Alien Goo grants infected duplicant bonus to all attributes, but makes them stressed out. When the sickness wanes, the duplicant becomes fully aware of what happened, increasing stress factor even more.

Germ: Unstable Virus
Source: Curing from any disease
Disease: Mutating Disease
Cure/Prevention: Unstable Antiviral (prepared in Apothecary), Controlled Mutations (conducted in Vaccine Apothecary)
The virus can mutate when a duplicant cures from any sickness. The mutations will happen faster if the duplicant absorbed radiation and when the virus is behind its mutation schedule (by default, 1000 cycles to fully mutate). When the virus mutates, it will become more severe and harder to eradicate.
At first, the sympthoms of the disease are quite weak and you won't even notice them. Halfway mutated virus will become dangerous, but don't let it fully mutate or it will turn the life of your duplicants into short, painful hell.
Medicine against the virus require muckroot to make, so it won't be available forever. After you run out of the ingridients, you can conduct Controlled Mutation project in the Vaccine Apothecary, to decrease severity or resiliance of the disease.

Germ: Medical Nanobots
Source: Manufactured in Molecular Forge
Effect: Nanobot Enhancement
Nanobots are friendly little beings designed to fight dangerous diseases and boost duplicants. By default they act like germs, flying in air and preventing other microbes to spread in your base. However, you can develop upgrades for the Nanobots, to make them more resiliant and improve their ability to enhance duplicants with various buffs.

New Traits
Insect Allergies
Insect bites (by Bog Bugs or Beetas) cause more damage.
Allergies can be prevented by new Allergy Immuno Booster (prepared in Apothecary) - it works just like Allergy Medication, but can be eaten before duplicant is exposed to dangerous allergens

Filthy
Filthy duplicants don't wash their hands after using toilets.

New Buildings
Germcatcher
Collects samples of ambient germs and stores them in a flask. Those flasks can be studied in Apothecary to earn medical research points. You can also use them in Vaccine Apothecary to make vaccines.

Vaccine Apothecary
Uses radiation to weaken germ samples and produce vaccines for some diseases. Vaccines grant full immunity to a disease for extended amount of time. It is suggested to use radiation protection when using the building.

Shield Generator
When connected to power source, those buildings will slowly generate protective shield around your asteroid to reduce cosmic radiation. Use them to cut Alien Goo from the green light it loves so much or make it easier for your dupes to work on the surface.

Interactions with other mods
Diseases Restored - by default, my mod's difficulty will increase for extra challenge
Twitch Integration - you will see additional events to vote on
Bio-Inks - additional Bio-Ink recipe to print medicines or their ingridients
Fragrant Flowers - flower scents from that mod can be used to keep your base germ-free
Germicidal UV Lamps - Lamps will affect modded germs in a similar way as radiation would
Symbiotic Germs - no direct interaction, just more ways to play with germs

Feedback
It is very difficult to verify mod like this accross different playstyles, player experience and expectations - initial versions may be a little off-balance. If you have suggestions how to make this mod better by adding new diseases or modification of existing ones, feel free to share your ideas. Please let me know if something is too easy or too hard for you. However, I cannot promise I will implement all of your ideas...

Special Thanks
To Ronivan for helping me with graphics for new cures.
To Skyrunner for efficient cooperation to update their "Diseases Restored" mod with "D.Expanded" support.
To Modding Community (Cairath, Peter Han, Aki, Romen, asquared314) for helping me when I got stuck with the codding
To LiveActionPixel[twitch.tv] for beta-testing sick and germy events for Twitch Integration mod

GitHub
If the mod crashes your game, please open an issue on my GitHub and provide logs from the game so I could search for the source of the problem. You can also use it for local download and to access source files. You can find it here[github.com]

PLib
This mod uses PLib library by Peter Han to create in-game Option menus.
It is available under the MIT License and you can find it here[github.com]
Great thanks for helping modding community with this library!
Popular Discussions View All (4)
3
25 Jun @ 10:53am
Error
iErr0r32
9
16 May, 2023 @ 5:39pm
My thoughts on the Medicinal Nanobots
Dovahkick
2
9 Oct, 2024 @ 2:19pm
Error log and description.
hottt3
392 Comments
pether.pg  [author] 22 Jun @ 6:50am 
New Release:
- Updated for Prehistoric DLC
- Gnits (DLC Mosquitos) now spread Bog Bug germs
- Meged all Antiviral recipes into one recipe using different ingridient options (QoL only, no balance impact)
- Fixed codex crash - as a result Mod medicines may not appear in the codex
- Improved Alien Sickness Cure stress boost (from 25 to 50 per cycle)
pether.pg  [author] 18 Jun @ 10:05am 
Thanks for the report!
I was on vacation, I will fix the crashes as soon as possible!
Stroomschok 16 Jun @ 11:49am 
The update for the new Prehistoric DLC has broken this mod. Tested with only this mod enabled (mod still works when tested against old ONI beta from April).
Evil Weevil 13 Jun @ 8:24am 
Makes sense, thanks!
pether.pg  [author] 11 Jun @ 3:03pm 
In the released mod version, the intention is to constantly replace nanobots. Whole system is designed to be late-game resource sink, when you don't have much else to do. But when I playtested it I wasn't fully happy with it and I plan to do something better in the future (no dates though).
I put steel as reproduction medium in the code because it felt right from the lore perspective, but I don't expect it to be used in the game. If you find a way to benefit from that property then congrats!
Evil Weevil 11 Jun @ 9:36am 
I get that medical nanobots are supposed to replicate on steel, but how is that supposed to work in practice? To my knowledge at least, germs on gases do not transfer to solids or vice versa. Would that mean the only way to get them to replicate would be to put them in steel gas? Or am I missing something?
pether.pg  [author] 6 Jun @ 3:32pm 
hm... what were you doing when the crash occured?
iErr0r32 6 Jun @ 6:47am 
@pether.pg live
pether.pg  [author] 5 Jun @ 1:36pm 
@iErr0r32
beta or live game version?
iErr0r32 5 Jun @ 1:06pm 
Tried to add INTERMEDIATEBOOSTER to the Codex screen multiple times

at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message) [0x0000c] in C:\build\output\unity\unity\Runtime\Export\Logging\Logger.cs:60
at UnityEngine.Debug.LogError (System.Object message) [0x00001] in C:\build\output\unity\unity\Runtime\Export\Debug\Debug.bindings.cs:130
at Debug.LogError (System.Object obj) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0
at CodexCache.AddEntry (System.String id, CodexEntry entry, System.Collections.Generic.List`1[T] categoryEntries) [0x00000] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at DiseasesExpanded.DiseasesExpanded_Patches_Codex.GeneratePillsEntries () [0x00000] in <73255729d8a34738ad929133c48b3485>:0
at DiseasesExpanded.DiseasesExpanded_Patches_Codex+CodexEntryGenerator_GenerateSomeEntries_Patch.Postfix () [0x00000] in <73255729d8a34738ad929133c48b3485>:0