RimWorld

RimWorld

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Anti-Infestation
   
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Mod, 1.2, 1.3, 1.4, 1.5
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978.035 KB
17 Feb, 2021 @ 11:15am
26 May, 2024 @ 3:32am
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Anti-Infestation

Description


Savegame compatible, but make a backup before you load your game!

This mod adds ways you can defend and completly prevent infestations! It also enables you to use infestations to your advantage.


Psychic Wave Generator Tier 1

This building emits psychic waves that effects every insect in a radius of 10. If an insect enters the radius, it will get a sickness similiar to a toxic buildup. The insect will be knocked out rather quickly, but they won't die from it! But eventually they will die from starvation. Due to low frequency of the waves it can't pass through walls!

Psychic Wave Generator Tier 2

As you can read from the title, it is the same building but improved. It has a radius of 12, with higher power usage and of course it can go through walls.

Infestation Wave Creater

This device is used as a weapon. You can set a position, which has to be in line of sight of the pawn, where an infestation will begin. It creates psychic waves in an large area to lure the insects to the set position. The number of hives ranges from 3 to 5.

You can use the weapon two times before you have to recharge it. To recharge it it has to be on the ground where it can see the sky aka. the tile must be unroofed. The time until it is fully recharged is displayed if you click on it (it will take 24h to fully recharged).

Infestation Spawner

To understand what this building does here is a little story:

"One evening, your researcher detected a strange signal at the comps console. After some research it turned out to be satellite in orbit! Once you hacked into it, the satellite opened a telnet connection. After some hard work you found out it was a giant psychic wave generator and turned out to do the same thing you were researching all the time. Creating infestations..."

So this building acts as the sender to establish a connection to the mentioned satellite in orbit. From there you can launch an "Infestation Attack" to a faction or bandit camp. You can set the strength of the psychic wave in the terminal, but of course this service is not for free! The lowest strength costs 1000 Silver, Moderate 2000 Silver and the strongest 3000 Silver. (see screenshot)

Also you only have a short time-window to launch an attack. After 12h the satellite will be out of range for 2 days! But this can be bypassed with a research!

TL;DR
You can send infestations to other factions (settlements, bandit camps) on the map but you have to pay a little fee.

Infestation Preventer

Like you can imagine from it's name, it completely prevents infestations! It needs 12000 W of power and due to the strong psychic waves it even impacts your colonists on the map! Every colonist will get a -10 mood debuff if the building is turned on. (Mood Debuff is changable in the mod settings! If zero, the thought will not be displayed.)

Dont forget to cool down the room if you place it inside!

Bugs and suggestions

If you encounter bugs/errors or have a suggestion (balancing), please create a new issue on our linked github page or leave us a comment!

https://github.com/Jon02/anti-infestation

~jonny02 C#, XML
~Nextrack Textures, original idea
30 Comments
Strigt 1 Oct @ 1:22pm 
Seems to work with 1.6 when tested by itself (+Harmony) with all DLCs.
Alien_Halls 28 Jul @ 10:12am 
1.6?
Evil Steve 11 Apr @ 10:51am 
Will this work for vanilla insectoids 2. :)
PsychicDamage 15 Jun, 2024 @ 10:07am 
This lets me do my story again uwu thank you!
Bane Blackgate 26 May, 2024 @ 5:27pm 
Thank You. .....A must have for me.:VBCOOL:
jonny02  [author] 26 May, 2024 @ 3:32am 
Updated to 1.5, sorry for the wait!
Bane Blackgate 1 May, 2024 @ 9:36pm 
Great mod in need of an update .........here's hoping.
PsychicDamage 17 Apr, 2024 @ 5:34pm 
I hope this mod gets updated. I doubt it will but, I don't feel like any of the other infestation mods really do what I want. I like the idea of being able to control the infestations with intense research, rather than just getting rid of them or making them less (or more) threatening. The idea of them being a challenge to overcome instead of just an event threat.
CTH2004 5 Aug, 2023 @ 2:35pm 
Okay. Well, now I'm curious, so I will look!

Okay, only the one that affects collonists as well has any effect on them, even though they are also insects...
jonny02  [author] 5 Aug, 2023 @ 1:37am 
@CTH2004
I am unware if my mod effects it. It probably should but I am not sure.