RimWorld

RimWorld

Scaria Contamination Patch
61 Comments
kingrevolucion12 3 hours ago 
I'm so glad for your answer, it makes my games more challenging. I think I'll stick with 1.6 while I wait for your update.
Taggerung  [author] 4 hours 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] 4 hours 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 6 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 6 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] 8 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 23 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.
DragonDai (Uey) 17 Jul @ 2:36pm 
Thank you for the prompt response and for working to update this awesome mod. Appreciate you and your work to make this awesome game even better! <3
Taggerung  [author] 17 Jul @ 2:33pm 
yep, it's on the list. Relatively high up. I'm just a bit time poor atm. I'm going roughly in priority order of core or general mods then theme mods like this one then meme mods and unpopular ones last. All of my mods will be updated. PRs welcome on github if someone else wants to chip to get one done earlier ofc.
DragonDai (Uey) 17 Jul @ 2:07pm 
Sorry to be a bother, but your previous comment of "Yes" means that you are planning to update this to 1.6? No rush, obviously, just curious. Sorry for the confusion on my part and thanks for the awesome mod.
Taggerung  [author] 11 Jul @ 2:15pm 
yes
kingrevolucion12 11 Jul @ 1:43pm 
Actualizarlas para la versión 1.6?
Taggerung  [author] 7 Jun @ 11:12am 
Make sure it’s ordered correctly. Use rimpy
kingrevolucion12 7 Jun @ 6:48am 
I have the mushroom mod and it doesn't change the name to aggression spores, what should I do?
UyTheo 4 Jun @ 3:10am 
Yea I have communicable diseases! If you ever make a airborne disease mod I will 100% download :bbtraccoon:
Taggerung  [author] 4 Jun @ 2:14am 
I do quite like the idea in principle though, but I don’t have the time to do it right now
Taggerung  [author] 4 Jun @ 2:13am 
there’s a mod called communicable diseases which makes a “germ” system which lets a bunch of diseases be spread in other ways. Not quite airborne but quite close thematically. I’ve no idea if scaria is one of the illnesses it messes with though
UyTheo 4 Jun @ 1:13am 
Alright, honestly don't think a mod like that exists =-=
Taggerung  [author] 4 Jun @ 12:33am 
No, all this actually does is re theme and expand scaria
UyTheo 3 Jun @ 10:17pm 
Is there a way to make airborne zombie (fungoid) viruses with this?
Taggerung  [author] 16 Apr @ 2:20pm 
Translations are weirdly hard to make toggleable but noted, will consider. If you want to disable just remove them from the language files e.g. https://github.com/feldoh/ScariaContaminationPatch/blob/main/Common/Languages/English/Keyed/Menus_Main.xml you presumably want some of the renames so deleting the whole lot proooobably isn't what you want but specific files or entries from them are safe to remove at your leisure. Note there are several Languages folders scattered around so do a little search
NihilRetnar 16 Apr @ 1:11pm 
I like everything except the changes to the wordings of things, like the menu, I mean I also like it I just would rather also have the option to have everything but the description changes. I do like it and would rather it be there than not at all, it's just not something my brain wants to deal with while debugging a modpack of 818 mods.
UyTheo 8 Dec, 2024 @ 10:19am 
ok!
Taggerung  [author] 8 Dec, 2024 @ 4:46am 
No and no but without it the zombies won’t be infectious
UyTheo 7 Dec, 2024 @ 7:22pm 
Does this include or require Scaria Contamination?
Furfante 29 Jul, 2024 @ 8:40am 
I have a request! Could you add an option to let Shamblers target downed pawns? I find it a little strange every time one of my dudes gets caught by a pack, they just get scratched to hell and crawl to safety. I want them ripped limb from limb!
Dr Jimothy 21 Jul, 2024 @ 12:35pm 
7 kidneys and a heart are being launched via drop pod to your home. You may wish to wear a hard hat.
Taggerung  [author] 21 Jul, 2024 @ 9:35am 
There's already an infectious shambler mod, not that I can remember its name XD. Besides, that's not really scaria related so I won't be adding that suggestion I'm afraid. At least not to this mod
Taggerung  [author] 21 Jul, 2024 @ 9:33am 
I figured people might want it without the rest of this mod so I've chosen to update it to 1.5 instead https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3293999435
Dr Jimothy 20 Jul, 2024 @ 11:15pm 
I will gift you 7 kidneys and a heart if you either integrated / updated / forked scaria contamination.

Triple double bonus points ("points" is funny word for "organs") if you decide to be extra funny and make an option for shamblers to have it so that they're way more dangerous than previously, or shamblers simply pass on a disease that causes one to rise from the dead as a shambler if they die within the next X hours.
VelxraTV 20 Jul, 2024 @ 7:37pm 
I think people would like the option. Thanks for the feedback.
Taggerung  [author] 20 Jul, 2024 @ 6:28pm 
Sort of but not really. This was only ever a re-theme, it's certainly likely if you want a zombie re-theme that you'd want it to be infectious but this mod is standalone and there won't be any problems running it without scaria contamination, the "zombies" just won't be infectious.

Perhaps if scaria contamination isn't updated I should add an infection feature to this mod if there's desire for that. Now that actual zombies are in the game with anomaly idk if this is still a mod people are interested in though I guess your question kinda answers that :p.
VelxraTV 20 Jul, 2024 @ 7:23am 
seems scaria contamination the main mod is still not updated for 1.5 unsure if that causes any issues.
Taggerung  [author] 11 May, 2024 @ 9:26am 
Should be fixed now
Taggerung  [author] 10 May, 2024 @ 1:52pm 
Can you stick an issue on the Github, attach your player.log and I'll try to fix it
La Creature 9 May, 2024 @ 7:56pm 
Just to give a waning to everyone, this mod has a critical incompatibility with vanilla expanded plants of all things. Drove me crazy trying to find it, but ye. Can't even load the game normally with both of the mods and their dependenceies loaded into the game alone.
₱ⱧØⱤØ₴ 8 May, 2024 @ 9:11am 
Sounds fun. I'm gonna give it a try.
Taggerung  [author] 16 Jan, 2024 @ 3:01am 
This mod doesn't add it's own infection mechanic, it's intended to be used with the Scaria Contamination mod linked in the description. So I'm guessing either you don't have that or that doesn't work with CE. Nothing this mod does should be affected. Scaria Contamination isn't required but without it the "zombie virus" wouldn't be infectious.
areyou_ben 15 Jan, 2024 @ 4:55am 
Love this mod, but is possible that CE somehow messes with the chance of infection? For instance, I've had several pawns being attacked by infected, both npc pawns and my own, but so far none of them have caught it. Have I just been very lucky so far or could this be due to CE?
Beep 27 Nov, 2023 @ 2:34am 
@Taggerung Awesome! Thanks!
Taggerung  [author] 26 Nov, 2023 @ 10:01am 
@Exodust Immunix now exists, just for you ;) enjoy
Taggerung  [author] 17 Nov, 2023 @ 2:30pm 
There was an edge case where immunity could slip through which I believe is taken care of asOf the 17th Nov update. If it's still not working let me know!
RaptorMother 17 Nov, 2023 @ 7:33am 
Hey uh, I was incredibly excited to finally find a gene that gives my brawler pawn Genetic Aggression Spore Immunity... except, the first fight they picked, they immediately got the aggression spores so uhm... what's the gene supposed to do?
Taggerung  [author] 16 Nov, 2023 @ 3:27pm 
@Damien-m no, it's recommended but not required, without it you won't have the risk of it spreading between colonists but it'll still behave the same on people that get it by other avenues.
Damien-m 15 Nov, 2023 @ 8:12pm 
Is the original "scaria contamination" required ? its not listed in dependency so asking
[The] Force 12 Nov, 2023 @ 2:32pm 
@Taggerung that's perfect as that was already what I was aiming to do, something similar to mr strimmer but I wasn't certain *how* to do it xD I always forget to think about scenario tools