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RimWorld

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Scaria Contamination Patch
   
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Mod, 1.3, 1.4, 1.5, 1.6
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349.697 KB
8 Oct, 2022 @ 3:40pm
23 Jul @ 5:19pm
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Scaria Contamination Patch

Description
Scaria Zombies
(Previously known as Scaria Contamination Patch)
Scaria is essentially just the Zombie Virus. Especially when you make it contagious with the Scaria Contamination Mod .

This mod takes that further by aiming to make Scaria more like the Zombie virus.

Makes scaria sufferers not find their fellows threatening and not threaten their fellows.

1.6 / Odyssey Notice
The 1.6 update changed a lot about how Scaria works. The time until death and time between berserk rage are now extremely hard coded. If you're into the modding scene enough to understand and want to know the detail; it no longer supports comps so that's quite limiting.

I could bring at least the days before death config options back, but to do so would either mean not using Scaria as a base (which would have a lot of implications), a very destructive patch (which wouldn't be very friendly to other mods) or a brittle and complex transpiler patch.

Given this, I've chosen to simply remove the options for now and see how it goes. If people really need these specific features back I will look into it.

Berserk
Pawns who go berserk are usually targeted by everyone.
With this patch anyone with scaria is safe so they will no longer consider a berserk pawn a viable target.
This does not apply to your own pawns, only the AI.

This prevents a faction forced scaria turning on itself when the berserk mental states trigger.

BOOM! Headshot
Scaria is basically the zombie virus and as we all know zombies are weak to headshots. Any headshot on a pawn with scaria will blow their head off immediately.

This is configurable in the mod settings to protect your own faction and visitors from the instant-kill mechanic.

If you're finding it's happening too often for your liking you can either tune down the chance for an instant kill or increase the cooldown ticks. Remember at speed 1 there are 60 ticks a second so if you want a critical headshot at most every 10 seconds you'd set it to 600.

Genes
There is now a genetic immunity to Scaria and also a gene to cause it, as well as a surgery which will remove that gene.

Immunix

You can also find or make Immunix which is a drug much like penoxycyline which can keep your pawns from being infected. Yes, this includes animals and is pretty much the only way to protect them.

Be warned it isn't particularly common and is quite hard to make, so it's worth saving your doses for when you need them.

Descriptions
Some descriptions have been updated to be more zombie-appropriate, including a thematic loading experience.

Note that the more explicit zombie renames are restricted to only appear if you include a supported mod:


Descriptions (Aggression Spores)
There are more than just your classic zombies wandering around so if you don't have one of the more obvious zombie mods listed above but you do have one of the Fungal centric mods listed below you'll instead get a more fungal themed set of renames.


Disease Control Precept
There is now a precept called disease control which grants fluid ideology development points for curing Scaria (however it's been renamed) and select other diseases. For thematic reasons, restoring a VFE Fungoid to Baseliner also counts as "curing" for this purpose.

Other mods or patches can opt in to this by adding ScariaContaminationPatch.Comps.HediffCompProperties_DevelopmentPointsOnRemoved to their hediffs.)

Attribution
This mod was originally made by Garethp[github.com]. This is an extended version of the original and is uploaded with his permission.

[github.com]

Popular Discussions View All (1)
1
13 hours ago
Incompatibility / bug
Jasser_Arrafat
60 Comments
Taggerung  [author] 8 minutes ago 
I will either need to provide an old-style scaria but that means it won’t piggyback off all the other scaria events so needs a lot more work or a lot of work to try and make new scaria more interesting again. Ludeon removed all the hooks I rely on so it’ll be a lot of work to work around. It’s not half an afternoons work
Taggerung  [author] 10 minutes ago 
When they’re starving they’ll always attack even busting down walls to get to you. Once they’ve gone berserk they’ll also constantly attack they won’t remain static, but the issue is that the trigger for berserk specifically is now not time based it’s only on damage. I also did t say I couldn’t restore the more violence. Just not until I finish with all the other 1.6 updates. I only have limited time
kingrevolucion12 2 hours ago 
And with what you wrote, meaning even if they are infected with all the Scaria and remain in a permanent berserk state, they will only attack from time to time and when they are hungry? Meanwhile, they will remain in a lethargy, hardly moving.
kingrevolucion12 2 hours ago 
and there is no way you can design a Scaria style like we had before, I don't find them very threatening and that they are more active, that when they are in that state they seek to attack immediately, they chase, not remain static... and you have no idea why in 1.5 they faced the Shambler even though they had Scaria. Not now, now the infected do not see the Shambler that have Scaria and they let themselves be killed
Taggerung  [author] 3 hours ago 
They only go feral and start hunting people down when they start starving. That was true in 1.5 too but they used to go berserk every X number of days too. 1.6 Scaria is a bit more annoying, you're absolutely fine until you're hit then it rolls a dice to see if the hit makes them go berserk, but once they _go_ berserk, they stay berserk which is also less interesting... By reworking scaria they really made the behaviours less interesting imo
kingrevolucion12 19 hours ago 
Something I've noticed for which I will return to 1.5 with the pain of my soul is that the infected of scaria, whether they are wild men or certain xenotypes that I have of fungi, when they are on the map they do not move, they almost do not go out to look for the uninfected even if they are close, they are very lethargic and do not attack the shambler, in 1.5 even the shambler were infected by scaria they faced them, now my infected let themselves be killed by the shambler, I do not understand why these infected are not in constant movement because they do not seek to destroy walls, because they do not look for food, because they do not seek to finish off my settlers
Taggerung  [author] 27 Jul @ 5:44pm 
Not unless you make it happen or an event triggers. This mod only really reflavours scaria and by default there are no random scaria ridden humans wandering around. You can make this happen by e.g. editing the scenario to make the wild man wanders in event super common then total control so all wild men have scaria. Boom, wandering "zombies" but you have to do that.
cfleager99 27 Jul @ 2:30pm 
question is there zombies roaming like are you gonna find wild zombies near your base pls answer
DragonDai (Uey) 24 Jul @ 7:02am 
Thanks so much! Can't wait to give this a try!
Taggerung  [author] 23 Jul @ 5:27pm 
1.6 beta live, seems to work. But the 1.6 update changed a lot about how Scaria works. The time until death and time between berserk rage are now extremely hard coded. If you're into the modding scene enough to understand and want to know the detail; it no longer supports comps so that's quite limiting.

I could bring at least the days before death config options back, but to do so would either mean not using Scaria as a base (which would have a lot of implications), a very destructive patch (which wouldn't be very friendly to other mods) or a brittle and complex transpiler patch.

Given this, I've chosen to simply remove the options for now and see how it goes. If people really need these specific features back I will look into it.