RimWorld

RimWorld

RimOutbreak
31 Comments
heymegalodon 16 Oct, 2021 @ 2:16pm 
Deleting this from the current save caused freezing of all needs. I think now my save is finally broken. The infinite spam of the Diphtheria without an attempt to get immunity made me do it. Very sad.
bluejersey112 10 Sep, 2021 @ 11:26am 
1.3?
bluejersey112 6 Aug, 2021 @ 7:32pm 
I look forward to seeing the 1.3 update for this mod. Could you weaponize some of these diseases (mortar shells) so they can be used for attacking enemy settlements and cities (SRTS' carpet bombing mechanic really helps even the odds)?

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.).
Dr.Peter  [author] 6 Aug, 2021 @ 12:40pm 
Hello @DeadMechGaming,

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).
DeadMechGaming 4 Aug, 2021 @ 9:50pm 
So, I noticed that some of these vaccines last longer then you can set the frequency on the drug policies menu (Max is 25 days, longest lasting vaccine is every 70 days).

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?
SilverWolf347 23 Jul, 2021 @ 1:13am 
Just had to remove this from my modlist, the amount of people infected is ludicrous. Every time raiders or caravans come through, I get spammed with at least 10 disease notifications.
Dr.Peter  [author] 21 Jun, 2021 @ 3:01pm 
@Iamokay13 I think it is, but please make a backup just to be sure. :cozybethesda:
Iamokay13 21 Jun, 2021 @ 11:25am 
Amazing mod! Is it Save Game Compatible?
Robotic Wizard 19 Jun, 2021 @ 10:46am 
>traders arrives
>"R U N"
Project Thylacine 23 Mar, 2021 @ 8:19am 
The infection rate from caravans is still ludicrous. Every caravan is at least one new plague, and every one puts the whole colony down. Madness.
This mod is worse than anything Randy could inflict.
Dr.Peter  [author] 26 Feb, 2021 @ 3:27pm 
@Unimportant Person I also realized this while playing, I brought an update yesterday to drastically reduce the number of visitors and raider infected.
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. :gooddoctor:
Project Thylacine 26 Feb, 2021 @ 1:08pm 
Wish this had some options. By default, the disease is set to 'so aggressive, every colonist will get 4+ diseases at once from the first trade caravan', AKA impossible.
Dr.Peter  [author] 20 Feb, 2021 @ 12:07pm 
Fix release! :)
Stormtail 20 Feb, 2021 @ 8:53am 
I can't seem to store the petri dish anywhere. Also some of the recipes are overlapping. https://imgur.com/a/u9NdR4R Any idea what could be doing that?
Dr.Peter  [author] 17 Feb, 2021 @ 10:23pm 
Update 0.2 should be up today.
For more info check on the new discord: https://discord.gg/EREkvqymK8
Dr.Peter  [author] 15 Feb, 2021 @ 11:50am 
@Mr.MeetYourFather I will try to publish a small "trailer" or a wiki to present the capabilities of the diseases when I have some time.
Dr.Peter  [author] 15 Feb, 2021 @ 11:46am 
@Ollie I have planned that the VIP is no longer an incident, you will be able to make a contaminating injection.

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. (...)
Dr.Peter  [author] 15 Feb, 2021 @ 11:46am 
(...) I have increased the handling ability to give them an advantage in combat but they are still fighting each other and can only use their teeth and fist unfortunately.

The update containing these changes should be released within a week. :cozybethesda:

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. :captainclown:)
Ollie 15 Feb, 2021 @ 8:02am 
I was testing out the Viral Induced Psychosis Virus and tbh i'm kinda disappointed in it.

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 15 Feb, 2021 @ 6:20am 
@Mr.MeetYourFather It basically makes a person get insane stats, maybe double or triple of luciferium with added bonus of Go-Juice. The First stage is the stage where you want to administer special medicine if needed, And where you might want to contain the virus. At a certain point, they will go berserk, attacking anyone, And BOI will they hit hard.
Depraved Arachnophile 14 Feb, 2021 @ 7:45pm 
Could we get a few screenshots of the Psychosis infection?
Dr.Peter  [author] 13 Feb, 2021 @ 1:32pm 
@heymegalodon I found what I needed to do this, I'm still trying to figure out how to use it but it should be achievable.

@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.)
YepThatsMyName 13 Feb, 2021 @ 12:30pm 
I tried it and really spices up the gameplay. Ya might survive Marburg, But Nipah and Induced psychosis are somewhat great pawn killers.

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?
heymegalodon 13 Feb, 2021 @ 3:53am 
@Dr.Peter maybe make the chance of childhood diseases high from one year to the next and decreasing to 4-6 years? thanks for your feedback!
Dr.Peter  [author] 12 Feb, 2021 @ 9:11am 
@heymegalodon I can try to tweak the polio and measles age curve. Settlers less than a year old would be affected the most with less and less chance of becoming infected during an incident while growing up.
I don't promise anything but I will give it a try and thanks for the idea! :cozybethesda:
heymegalodon 11 Feb, 2021 @ 10:50pm 
Looks promising. Have you ever thought about being compatible with kids' mods? Pawns breed like rabbits, in the real conditions of the "almost middle ages" half of the children would have died from measles and polio.
Dr.Peter  [author] 9 Feb, 2021 @ 11:58am 
Thank you ! :)

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)
pgames-food 9 Feb, 2021 @ 1:28am 
yikes, when we step into rimworld to escape from this in real life, we get it here too :)

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) :)
Kangaroo Salesman 8 Feb, 2021 @ 4:42pm 
Interesting. Thanks for the mod!
Dr.Peter  [author] 8 Feb, 2021 @ 4:41pm 
Viruses spread through filth.
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.
Kangaroo Salesman 8 Feb, 2021 @ 4:20pm 
Do pawns spread the virus through being near each other?