RimWorld

RimWorld

55 ratings
Scaria Contamination Patch
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
349.697 KB
8 Oct, 2022 @ 3:40pm
23 Jul @ 5:19pm
30 Change Notes ( view )

Subscribe to download
Scaria Contamination Patch

Description
Scaria Zombies
(Previously known as Scaria Contamination Patch)
Scaria is essentially just the Zombie Virus. Especially when you make it contagious with the Scaria Contamination Mod .

This mod takes that further by aiming to make Scaria more like the Zombie virus.

Makes scaria sufferers not find their fellows threatening and not threaten their fellows.

1.6 / Odyssey Notice
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.

Berserk
Pawns who go berserk are usually targeted by everyone.
With this patch anyone with scaria is safe so they will no longer consider a berserk pawn a viable target.
This does not apply to your own pawns, only the AI.

This prevents a faction forced scaria turning on itself when the berserk mental states trigger.

BOOM! Headshot
Scaria is basically the zombie virus and as we all know zombies are weak to headshots. Any headshot on a pawn with scaria will blow their head off immediately.

This is configurable in the mod settings to protect your own faction and visitors from the instant-kill mechanic.

If you're finding it's happening too often for your liking you can either tune down the chance for an instant kill or increase the cooldown ticks. Remember at speed 1 there are 60 ticks a second so if you want a critical headshot at most every 10 seconds you'd set it to 600.

Genes
There is now a genetic immunity to Scaria and also a gene to cause it, as well as a surgery which will remove that gene.

Immunix

You can also find or make Immunix which is a drug much like penoxycyline which can keep your pawns from being infected. Yes, this includes animals and is pretty much the only way to protect them.

Be warned it isn't particularly common and is quite hard to make, so it's worth saving your doses for when you need them.

Descriptions
Some descriptions have been updated to be more zombie-appropriate, including a thematic loading experience.

Note that the more explicit zombie renames are restricted to only appear if you include a supported mod:


Descriptions (Aggression Spores)
There are more than just your classic zombies wandering around so if you don't have one of the more obvious zombie mods listed above but you do have one of the Fungal centric mods listed below you'll instead get a more fungal themed set of renames.


Disease Control Precept
There is now a precept called disease control which grants fluid ideology development points for curing Scaria (however it's been renamed) and select other diseases. For thematic reasons, restoring a VFE Fungoid to Baseliner also counts as "curing" for this purpose.

Other mods or patches can opt in to this by adding ScariaContaminationPatch.Comps.HediffCompProperties_DevelopmentPointsOnRemoved to their hediffs.)

Attribution
This mod was originally made by Garethp[github.com]. This is an extended version of the original and is uploaded with his permission.

[github.com]

Popular Discussions View All (1)
1
3 Aug @ 1:57am
Incompatibility / bug
Jasser_Arrafat
72 Comments
kingrevolucion12 25 Oct @ 10:02am 
I hope you can do it again, many of us are waiting for it, take your time and give us a pleasant surprise.
Taggerung  [author] 24 Oct @ 2:48pm 
This is a 1.6 problem. As the notice on the steam page says. This is all now super hard coded. As of 1.6 Scaria doesn’t drive anyone berserk anymore just for having it. You have to attack them. If you choose to attack something with Scaria it will go berserk and not stop until it’s dead. It’s no longer something you can knock them out of. If they go berserk, that’s it and until they do it’s no real effect. It’s so much worse :(

When I have more time I’ll just shift away from Scaria altogether probably because this is just sad and remake the actual effects of old scaria
ConorPen 23 Oct @ 5:09pm 
Tried using only this mod alone (with scaria contamination of course) in debug and couldnt get any scaria waves to spawn. and infecting people with scaria was treated like toxic buildup and killed them before any actual scaria effects.
Taggerung  [author] 26 Aug @ 4:13am 
Nope
ConorPen 25 Aug @ 6:35pm 
I installed this mid playthrough, would that affect anything?
ConorPen 25 Aug @ 6:29pm 
Ah thanks
Taggerung  [author] 25 Aug @ 2:04pm 
This mod likes manhunter packs because they’re a great way to spread scaria. I haven’t touched them but if I did it’d be to increase them
Taggerung  [author] 25 Aug @ 2:03pm 
Nope, untouched
ConorPen 25 Aug @ 12:35pm 
Did you lower the chances for manhunter packs? I havent seen any since I installed this
Taggerung  [author] 8 Aug @ 11:53am 
No idea tbh, but they removed all the comps from the hediff so you presume that they did this intentionally. Maybe it’s a performance play