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Also, a possible new disease that would be fun to see would be the Trixie Virus from The Crazies, where pawns experience various kinds of mental breaks (compulsive cleaning, berserk, paranoia, etc.).
Thanks for your feedback, I will think about including this change in the next version.
(Vacinne effect of 15 days maximum or directly to life, currently the duration is hazardous).
Is there any way you can add a longer interval for taking drugs on the frequency slider for drugs? Or does anyone know of a mod that does this?
>"R U N"
This mod is worse than anything Randy could inflict.
The best way to counteract infected down raiders is to kill them at distance and wait 3 to 6 hours for the filths to disappear.
In hope that this modification will be enough.
For more info check on the new discord: https://discord.gg/EREkvqymK8
The time between infection and awakening is now 24 hours.
Interfectorem is always used to treat them by injection but you can also give some once a week to the infected (but not yet rabid person) in order to prevent the appearance of the murderous impulses and the destruction of their immune system while keeping some buff of the virus.
The "furious rabies" stage has been redone and appeared one hour after waking up, this redone should allow more transmission of the virus, however I can't (at the moment) adjust the bleeding rate or the damage that the infected inflict. (...)
The update containing these changes should be released within a week.
Hoping you will enjoy the changes of the VIP and the more global ones ! :)
(The VIP is from the Helix series released in 2014, if you want to get a look of what I had in mind I invite you to look at it, even just for pleasure.
It takes days for the person to turn into a zombie and once they do they get gunned down immediately. And i tested the illness another way by making all pawns unable to fight back, and it's just shitty tbh, they just punch them :l
If possible, you should make it so they have a lot more health, and are a lot faster. Also make it so that once people are bitten (Or punched i suppose) It will **IMMEDIATELY** turn them into the awake stage of the virus, so it's like a proper infection.
Again, i was really excited to use this mod but it left me very disappointed. Hopefully the changes that i've suggested can be implemented
@YepThatsMyName Thanks for the feedback, these diseases will be slightly debuffed in the next update and much more preventable.
Indeed the introduction of contaminated characters on the maps to start a new outbreak or a raid is expected, much more realistic than having 2 or 3 contaminated colonists at random. (You can already, in the scenario editor before the start of a game, add a% chance that non-player characters will spawn sick.)
Also, You thought about making some sort of events for these? Like a group of psychosis induced people attack your colony, kinda like a manhunter pack but worse. Or a transport pod crashing with an armed person who has psychosis?
I don't promise anything but I will give it a try and thanks for the idea!
I'm not planning to add SARS-Cov 2 don't worry, compared to the 80% mortality of a Nipah or a Marburg disease this would be a little off topic.
(The complexity of SARS-Cov 2 is complicated to reproduce on RimWorld)
On the other hand some vaccine disease like polio or measles could be "sympathetic" I think. (a reminder of the interest of vaccines)
actually its not that bad as it helps people to learn more about needing to be careful....(plus it gives us a use for those mask/bandana/gas masks in stockpiles) :)
When a person is infected, he occasionally leaves 3 or 4 pieces of filth around him each X time.
If somebody step on without mask/glove...ect he can get infected.