RimWorld

RimWorld

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Lethal Food Poisoning
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Mod, 1.1, 1.2, 1.3, 1.4
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Posted
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1.955 MB
5 Nov, 2021 @ 10:47am
5 Jan, 2023 @ 8:27pm
3 Change Notes ( view )

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Lethal Food Poisoning

In 1 collection by Argón
Argón's Mods [Outdated/Deprecated]
24 items
Description



I've always wondered... why isn't food poisoning lethal? I mean, I know food poisonings aren't generally lethal, but I thought it'd be cool to have a colonist with a serious infection because of eating raw meat, it could add up to the difficulty and randomness that are so classical of Rimworld.

So I went and decided to make this mod, it may be not extremely complex, but I just wanted to be able to add some sort of randomness when it comes to food poisonings.



You now have two possible food poisoning types: one that's lethal and needs to be tended, and a non-lethal variant which is basically the good ol' vanilla food poisoning. Via mod options, you can set the chance for different food types to give non-lethal food poisoning instead. This is NOT a plain chance to get poisoned in general, be aware. Setting, for example, meals chance to 100% won't make meals always give your pawns food poisoning, it'll only mean that 100% of all possible food poisonings will be non-lethal.




-Xml and C# by me, Argón.
-Thanks to the people on discord who helped me with code, especially Taranchuck.
-Thanks for the feedback provided by people on the Vanilla Testing Expanded discord. It was really helpful :D



[www.patreon.com]
[ko-fi.com]
[discord.gg]
[github.com]
32 Comments
Tommy Gray x Land Raider 7 Jul @ 2:20pm 
This makes me think of Severe Food Poisoning, with the lethal one being cause: Inferior Incompetent Cook or Lethally Dangerous Food Type. Was also thinking that Lvl 10 cooks no longer have a chance to lethally poison a food.
lol 8 May @ 10:50am 
please consider updating to 1.5
CTH2004 5 Jul, 2023 @ 12:59pm 
if you ever make this more advanced, you could make it so that better cooks are more likley to, if they do give you food poisioning, for it to be the "safe" one. Same for cleanliness.

For instance, a level one cook might make 10 safe, 10 "old", and 20 "new" (New being yours)
the level 20 made, however, 30 safe, 9 old, and 1 new.

Same with cleaner kitchens. Cleaner increases the "safe", decreases the "unsafe", as well as just downright making it less likley!

So, not only do better cooks give you less food poisioning, they also are less likley to lethaly poision you! Same with cleaner kitchens.


Finally, people should be able to normally recover from food poisioning (A baser will often only get to medium or medium-high severity). But, if you have sickly, or another disease, or genes that weaken your immunity... of course, randomness means anyone can be killed by it (short of "Perfect Immunity")
Argón  [author] 22 Mar, 2023 @ 8:28pm 
Well there is a new hediff added by this mod so I'll assume it's not, however I have no idea how Van's mod works
Mycroft 22 Mar, 2023 @ 6:42pm 
Is this compat with Sir Van's "Food Poisoning Cures"? I assume so since you probably didn't actually change all that much, but then again i'm just making an ASSUMPTION vs having actual data.
TorMechia 12 Nov, 2022 @ 11:58pm 
RIP
Wish Granter 6 Aug, 2022 @ 10:36pm 
Eating without a table will grant 100% food poisining chance
Comestibles 6 Mar, 2022 @ 12:41pm 
LETHAL food poisoning?? omg you people are masochists
Argón  [author] 3 Jan, 2022 @ 10:13am 
You can upload it somewhere like imgur and link it here or just share it through discord if you want.
10 of Hearts 3 Jan, 2022 @ 8:38am 
I turned on dev mode and looked through the log in a new colony where I had a colonist eat a corpse with guaranteed lethal. Nothing appeared in the Debug Log that would indicate an error or conflict of any king. Is there any way I can send you a screenshot of what I'm seeing?