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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2194968364
Hope it helps anyone!
im wondering cause they happen far to often even when set to max time. not counting it seems to get stuck on one person. i had one poor colonist get a ailment every 2 days ffr a entier season before it finaly gave someone else one
Thanks!
Adds additional checking for augmentations/implants for Knicks and Sprains.
https://en.wiktionary.org/wiki/knick (essentially a minor cut).
Reinstated MP compatibility
Can only suspect a mod conflict.
Compatibility with Apothecary Scar cream to cure skin rash and minor STD. (PDF updated).
Thanks!
Adds symptomatic common ailments to more severe conditions. (Details in above PDF notes).
I forbid common aliments in settings and let it run this way a very long time, I even tried Immunities Reset mod, still cant seem to get CA off my list, just have to play with it active but turned off.
The ailments are all regular hediffs so I would think that they could readily be applied to the code that it uses within the spell. One to discuss with the author of RoM.
Adds compatibility with Apothecary: Henbane additions.
Adds symptomatic common ailments to more severe conditions. (Details in above PDF notes).
All the tendable maladies in this mod are recognised as "not bad" and the stages are recognised as not life threatening. Perhaps see if this is sufficient information for fluffy to account for them.
Otherwise all the hediffs start with "CA_" which would be another way for fluffy to identify them. But I know the wise cat likes to use generic rules to formulate his code rather than use specifics.
Added Phantom pain as a common ailment. This may occur with a low chance (about twice the base chance with modifiers) when a pawn has a solid body part or augmentation added.
Also applies the harmony dependency.
I haven"t tried it personally. But if the same vanilla infections and diseases are maintained and used then CA will likely operate normally with it, though cannot say for certain. Nor can I say how the alternative carrier mecanism or illness generation effects bslance or the game dynamics.
I'd be interested to know any findings however.
If you remove the selection for using negative health sounds in the mod options it will be replaced with a neutral beep.
Change to the initial chance for contraction of STDs. This will be less likely to occur for the initial contraction. But having sexual intercourse with an already infected partner will of course result in a more likely chance.
Using condoms isn't "cheating" that is a part of the reason why condoms are used IRL also. They are there to protect from sexually transferred infection as well as act as a birth control item.
@Draylynn
Currently testing a revised probability calculation, with a heavy bias against initial contraction for STDs.
There's raising the difficulty... Then there's this.
I know from personal experience it is possible to find a manageable experience with this mod. But the intention is to raise the difficulty with how you manage ailments slightly.
MS is a separate mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2004944243
I really like this idea. You could register it in the CA channel on my discord so that I don't forget it. But I don't think I will. ;)
No initial contraction of an std, can come about from an infection from an initial sexual contact.
There are mod options to tailor the std behaviour and/or toggle it on/off.
There are also condoms available with Medical supplements.