RimWorld

RimWorld

RimKnights - Oripathy
76 Comments
Mr Big 15 Jul @ 10:31am 
"Im just going to hook into psycasting or a rimworld of magic. A whole magic system sounds like something outside my skills and resources and there's plenty already around"

A whole Arknights inspired magic system might be a bit much for now, but having a Pawn's psychic sensitivity scale with their infection severity seems like a good compromise to me.
Asher The Ranger 3 Jul @ 8:51pm 
Holy moly, this will fit that Reunion mod!
Your Mom 29 Jun @ 11:39am 
fyi, originium rain somehow lasts forever
Everfire 29 Jun @ 3:55am 
I'm happy to see this mod is still getting attention. It's a very cool one, and I'm looking forward to seeing it expanded.
Jsin0  [author] 28 Jun @ 8:34am 
It's a mod issue. It's fixed in the next update which shouldn't be long
Bloodangel94 28 Jun @ 1:44am 
So I’ve been having an issue where the corpses will explode where they died even though I moved them far away do you know why it happens? Could it just be an another mod issue?
Jsin0  [author] 27 Jun @ 12:12am 
As of right now, it does not. The next update will include 1.6 compatibility though.
Dvoknr 26 Jun @ 6:55pm 
Hey, just wondering how well this plays with the 1.6 unstable branch. Was thinking of adding this to my 1.6 modlist!
bunners 17 Jun @ 5:12pm 
There's also the It's Sorcery! framework if you ever want to take a peek at it
Microsoft Word 16 Jun @ 1:00pm 
there is already a mod for vanilla psycasts expanded based on oripathy if you wanna look at it for inspiration. good stuff.
Jsin0  [author] 15 Jun @ 10:54am 
Im just going to hook into psycasting or a rimworld of magic. A whole magic system sounds like something outside my skills and resources and there's plenty already around
Corvoattano2010 15 Jun @ 7:26am 
Are you going to add casters?
Irimu 7 Jun @ 7:52am 
I just found this by chance by scrolling through the popular section and I am extremely hyped for the future of this mod. I adore Arknights and even in it's current state this is already a very interesting mod. Playing with terminally ill colonists and trying to survive is a great challenge run.
koimono 29 May @ 10:22pm 
thats fine was actually hoping it didn't work on them so thats all good for me
Jsin0  [author] 29 May @ 10:11pm 
I did some quick testing and Androids are not affected. While that was intended, it's not working through my methods so I can't tell you why it works.
koimono 29 May @ 10:05pm 
ah gotcha
Jsin0  [author] 29 May @ 10:02pm 
My reply was to your question about gas masks. Right now only the originium rain map conditions take environmental toxic resistance into account. Pollution and a shattering corpse explosion will deal full damage. Working on that now.
koimono 29 May @ 9:49pm 
are they not affected or affected?..
Jsin0  [author] 29 May @ 9:47pm 
Correction: Right now it doesn't but it's a planned feature
koimono 29 May @ 9:46pm 
uh real quick how about the uh androids from androids expanded?..
Jsin0  [author] 29 May @ 2:06pm 
Those should protect against environmental sources of originium buildup such as pollution, originium rain or even the explosion a shattering corpse makes however getting cut by an originium cluster is guaranteed oripathy.
koimono 29 May @ 12:27pm 
does stuff like gas masks or the like stop infection or also no?
Jsin0  [author] 29 May @ 8:36am 
@koimono nope
koimono 28 May @ 6:34pm 
curious does perfect immunity prevent infection of oripathy?
♥♥♥ Вола 26 May @ 7:23am 
Mobile cities. And map vehicles. Aaaaaand catastrophes. Oh, my, his mod set definetly has some potencial
TemTem III 25 May @ 4:08am 
Don't touch the funny crystal
Humble Peasant 24 May @ 4:22pm 
I'm touching the funny crystal
Nitro7417 19 May @ 9:10pm 
keep up the good works
UmbraLupus64 17 May @ 4:46pm 
Definitely something to keep an eye on, though i'll wait till there's more to interact with.
MoplyMat 15 May @ 12:27pm 
this so peak
Whisper 13 May @ 4:34pm 
we need to give this guy a boost on productions.
Wis'adel 13 May @ 10:53am 
Bro, i want your future plans made as soon as possible. I NEED IT!
Zai 10 May @ 7:35pm 
ok mb, I found it, I thought it was a mod mechanic but not at all
Zai 10 May @ 7:31pm 
How do I clean a floor polluted with originium clusters?
Fasdre 8 May @ 10:48pm 
As a fan of both games, I am thrill to looking forward of these mods. Keep it up!
Jsin0  [author] 8 May @ 10:02pm 
Yes, the next thing I'm working on is originium industries so power supply and weapons
Dervalanana 8 May @ 7:55pm 
Are there any plans to turn Originium into a power supply, or possibly join it to the psycasting system? Part of the reason originium is so often exploited (risking exposure) instead of just avoided is that its a resource. Its an energy supply, and it can be used to drive Arts. I would love to see some new Arknights inspired psycasts that require either an originium focus (such as a new staff) or an active Oripathy infection
Microsoft Word 3 May @ 5:51pm 
@Jsin0 this od is sick asf otherwise though. I'd love to play a long-term campaign where a few of my pawns are slowly dying, and im trying to curb the infection through the process. aside from the values, this is an awesome mod!

happy to help test if needed at some point
Jsin0  [author] 2 May @ 10:53am 
@Microsoft Word, thank you for the feedback. Since balancing has been tricky since Oripathy and BOB have a positive feedback system but 2 weeks is way too short of a time unless they've been in extreme conditions. I'll try playing with the number and look into making the values configurable
YouKnowWho142 30 Apr @ 11:24pm 
oh my god i was looking for a mod like this just a few weeks ago, this is so peak
Microsoft Word 30 Apr @ 2:25pm 
update; said pawn died within two weeks
i definitely think the rate of growth needs to be way reduced, or at least possible to be configured in settings. otherwise, this is in awesome mod! a valuable piece of a rimknights playthrough
Microsoft Word 30 Apr @ 1:49pm 
Looks really cool, though oripathy progresses really fast for what's generally a long-term incurable disease.Since 90% of the time you'll be getting Oripathy from BOB, when you first contract it you'll have around 50% BOB For example, one of my pawns contracted it after I had a pollution emergency, but before i could even begin to bring his BOB down he was at 7% oripathy. it would be nice if there was a way to slow it down in the mod settings, especially since agents in arknights are shown to be exposed to and have oripathy for 20+ years while still being relatively healthy.
Bombombini Gusini 26 Apr @ 4:01am 
Thank you for your work, I will be waiting for your mods.
paoizindiqueiju 25 Apr @ 2:58pm 
do more.
This modpack will become my main
Toastastic 23 Apr @ 4:24pm 
We spreading the funny magic cancer rocks with this one :fire_emoji:
Jsin0  [author] 23 Apr @ 3:56pm 
In arknights, Big Bob is an originium slug rancher in Columbia known for his originium slug beer. In this mod, BOB is short for Blood Originium Buildup which measures how much originium your pawns have been exposed to. Things like contaminated rain, originium dust, polluted terrain, and the Shattering explosion will raise your pawns BOB
TemTem III 23 Apr @ 3:23pm 
Who's Bob
Jsin0  [author] 23 Apr @ 1:08pm 
Without ever raising the BOB, it'll take about 15 in game years to reach the last stage of oripathy, where symptoms become difficult to manage
Jsin0  [author] 23 Apr @ 12:57pm 
Environmental toxin resistance protects from environmental sources such as dust, rain and shattering but do nothing against scratches from originium crystals