Oxygen Not Included

Oxygen Not Included

Diseases Restored
Stretchytall 29 Jul, 2020 @ 5:15pm
Recommendations for Mod Improvement
I realized this forum is a better place to discuss recommendations for changes to the mod than the comments thread.

Let me start by reiterating what I said recently on the comment thread. First, I like this mod a lot. I'm no fan of vanilla diseases; too easy. And there's no other good disease mod out there. So I have a lot of appreciation for the developers of this mod. If I knew programming, I'd be interested in lending a hand.

Since I don't, I'm limited to sharing what I think would be some great improvements to the mod. After spending several hours in a world with Disease Restored, I feel its current iteration is a bit too challenging.

I discovered that it's possible for dupes and objects to get covered in hundreds of millions of germs. At that point, even a full shower cannot get all the germs off. This requires repeat washing in order to cleanse dupes. But repeat washings burn through sanitary water reserves like crazy. In the early and early-mid game, this can be a bit too much. I think the mod can become awesome with the following changes:

1. Make showering completely eliminate all germs on duplicants, no matter how many.

2. Create a setting so dupes will automatically shower (or sink/basin wash if shower not available) if they're covered in X number germs. This should happen even outside bathtime.

2b. Also, program dupes to continue washing at one sink until they're completely germ-free. It sucks when your dupe washes once, doesn't get all the germs off, then contaminates a "clean room."

3. Make it possible to manually order dupes to shower/wash.

4. Impose limits so germs can't multiply to the scale of hundreds of millions like they did in my game. (Though I would be okay with this if one shower removes all of them and I can manually order the shower.)

5. Probably the best thing is to allow configuration of all these options. You could keep the mod in its current state as a "hard mode." Allowing people to choose their difficulty would address complaints that the mod is too difficult while preserving the extra challenge for those who truly desire it.

Bonus: 6. Also, can you make Zombie Spore disease lethal without treatment? And when a dupe dies of Zombie Spore, can he/she actually turn into a zombie and walk around trying to infect other dupes? So the other dupes would have to attack and kill their undead friend? And impose a HUGE morale penalty on them for doing so? OMG, if you do that I will love you till the end of time!!! :D
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Showing 1-14 of 14 comments
Stretchytall 31 Jul, 2020 @ 7:16pm 
PLEASE make it possible to manually order dupes to take a shower. My Leira just got stuck at a sink trying to wash off 25 Million germs, even though I had her on an all-bathtime schedule. DX
Stretchytall 6 Aug, 2020 @ 6:18pm 
Per the comment thread, I learned my own dumb gameplay decisions led to the millions of food poisoning germs in my base. So I now realize the mod isn't as hard as I first thought. :)

However, I still recommend (1) making showers completely remove all germs on a dupe and (2) making it possible to manually order a dupe to shower.
Stretchytall 11 Aug, 2020 @ 5:31pm 
So I know I was complaining too much about the mod being hard buuuuuuut... maybe it should be harder. :P
What I mean is I realized that my dupes can go completely underwater in my polluted, germy water holding tank, but they don't get any germs on them. It would be fair for them to get food poisoning germs from that. :)
Sonny 6 Dec, 2020 @ 12:40pm 
Agreed. On the entire comment.
Forlorn 7 Dec, 2020 @ 8:00am 
Put your polluted dirt into a storage box one-tile deep and fill it with water to prevent polluted oxygen from leaking out.

Dump your polluted water into a pit far away from main base and keep the room relatively air-tight. Research decontamination and build air filters.

There. Early game done. Not hard at all.
Stretchytall 7 Dec, 2020 @ 6:53pm 
Originally posted by Forlorn:
Put your polluted dirt into a storage box one-tile deep and fill it with water to prevent polluted oxygen from leaking out.

Dump your polluted water into a pit far away from main base and keep the room relatively air-tight. Research decontamination and build air filters.

There. Early game done. Not hard at all.
Yep. What you said about polluted dirt is what I had to change. You CANNOT put your composted dirt into your farms.
Logodsaw 3 Oct, 2021 @ 10:35pm 
maybe the starting food. box has a few cure tablets in it
Bardagh 31 Oct, 2021 @ 12:58pm 
Some good ideas here
Thundercraft 11 Apr, 2023 @ 2:00am 
You know the old saying?:
"You can please some of the people all of the time, you can please all of the people some of the time, but you can't please all of the people all of the time."

Everyone has their preferences and opinions. And, while it may not be possible to please everyone, games and game mods could certainly please more people by giving players more choices.

So... PLEASE: 🙏🙏🙏 Seriously consider adding a {Mod Options} button for this mod.

All I'm really looking for are a few basic choices to some of the changes this mod makes to diseases. I definitely want germs and diseases to be more of a challenge... but I do *NOT* want all the changes this mod makes... at least to quite these extremes.

A good start would be having some checkboxes or buttons to tick on or off next to some of the changes. I'm sure not all players want to tackle everything this mod changes.

Even better, though, would be having some configuration for what it changes. Maybe some thing that Slimelung coughing every 20s is a bit too much? Or maybe they want Food poisoning to have dupes lose more than 500 kcal every vomit... or maybe less?

The beauty of options and Mod Options is that everyone is more empowered to customize the game to their liking.
Bardagh 11 Apr, 2023 @ 5:20pm 
An option to toggle frostbite would be nice, or spinning that off into a separate mod (with its own configuration options).
Thundercraft 12 Apr, 2023 @ 5:47pm 
Just an FYI:
I've noticed that some Oxygen Not Included mods talk about using "Peter Han's Plib library" in order to add a Mod Options GUI configuration button to their mod's entry in the Mods window.

Just one example of such a mod is:
Stats Unlimited
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1758223146

And here is a link to Peter's "Plib" library for ONI on Nuget, with full documentation:
https://www.nuget.org/packages/PLib

The same Plib can also be found on Peter Han's GitHub repository:
https://github.com/peterhaneve/ONIMods
Notice that his Plib was updated just a month ago (along with some of his other projects).
Voxel 26 May, 2023 @ 10:25am 
Could you make it so germs transfer from gasses onto surfaces? and maybe make anyone near a vomiting dupe vist getting food poisoning?
theMCwolf 5 Oct, 2023 @ 6:57pm 
[Configuration Options]

Some Config Options for Disease Restored

[Temperature]
Frostbite Damage Temperature = Configs the minimum temperature required to cause frostbite damage

Scalding Damage Temperature = Configs the maximum temperature required to cause scalding

[Food Poisoning]
Vomiting = True/False = Allows you to disable/enable the vomiting symptom for food poisoning

[Slimelung]
Coughing = True/ False = Allows you to disable/enable the coughing symptom for slimelung
Lethal = True/False = Allows you to disable/enable the lethal symptom for slimelung
aantono 9 Nov, 2023 @ 8:00am 
Really like the options idea. It would be great to configure the mod based on experience and specific map gameplay.
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