RimWorld

RimWorld

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Mod, 1.5
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1.539 MB
28 Oct, 2024 @ 11:12am
9 Nov, 2024 @ 10:17am
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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 doesn't just add a new disease, it adds a whole new system of allergy types, triggers, exposure mechanics, allergic reactions, and treatment options.

My main goal when designing the new systems, was to create them so they integrate well with vanilla, don't feel out of place and don't add any unnecessary clutter to the game.



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.

There are many different allergy types that each have their own exposure mechanics. Being exposed to an allergy leads to increasing allergic reactions, with more severe exposure meaning a faster increase.

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 (from vanilla Rimworld)
  • Asthma, a chronic condition affecting the lungs (from vanilla Rimworld)
  • 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 immunity-affecting 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?
I've run some tests, and the answer seems to be 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 "just a tiny bit". I've made some performance tests and the impact of this mod on performance was negligible. If you have any performance issues let me know.

> 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 in the comments.

> 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.

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.
33 Comments
nikita150u 23 Jun @ 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 19 Mar @ 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 24 Feb @ 3:41pm 
Every time I adjust the "Base Allergy Chance" it resets to 9% after reloading the game. Am I missing something?
snake 31 Jan @ 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
Breadboy 8 Jan @ 5:21pm 
im trying to make allergies more common for a hospital themed run, but when i try changing the rate in the mod settings, it doesnt work. the value resets every time i load my save, even after saving it with the new value. can you direct me to where that variable is kept in the mod files so i can try editing it there?
Vexacuz 3 Dec, 2024 @ 8:52am 
Can you make allergenic weaponry ?
17 Nov, 2024 @ 7:11am 
>be me
>play rimming world
>pawn allergic to grass
>use allecure
>pawn allergic to allecure
Phil42  [author] 5 Nov, 2024 @ 3:12am 
1.1 update that makes allergies a bit more manageable:
-----------------------------------------------------------
- Tribals now have a 50% reduced allergic sensitivity by default
- Traders, raiders, visitors etc. are immune to allergies for 1 day after appearing on your map
- Many vanilla apparel items now reduce allergic sensitivity (masks, helmets, veil, etc.)
- Tree allergies don't make pawns allergic to wood anymore
- Reduced probability of severe and extreme allergies
- Reduced rates at which allergic reactions passively increase
- Reduced base allergy chance (might need to manually reset in mod options)
Pickle 3 Nov, 2024 @ 7:39pm 
Are there any allergy treatments that work during tribal/ medieval stage?
terrorbob238 3 Nov, 2024 @ 12:07pm 
pawn dead from inhaling slate
S tier mod ngl