RimWorld

RimWorld

Scaria Contamination Patch
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
Church.exe 8 Aug @ 10:03am 
it seems really strange that they would've removed so many hooks for such a common hediff. (esp. given, this is Rimworld, it's kinda known for being moddable) Is it possible this is a bug on Ludeon's side or something? Or is there a specific reason that they removed the hooks that we know of?

Admittedly I don't have any more information on it than anyone else, but given how moddable RW otherwise is it just seems strange to actively reduce the modability of something as common in the game as scaria. Scaria-infected manhunter packs are only a step or two below raids in terms of direct attacks on the base, so making them so much less configurable seems more like it'd be an oversight or bug than an intentional design decision.
kingrevolucion12 3 Aug @ 4:45pm 
I'm so glad for your answer, it makes my games more challenging. I think I'll stick with 1.6 while I wait for your update.
Taggerung  [author] 3 Aug @ 3:14pm 
I will either need to provide an old-style scaria but that means it won’t piggyback off all the other scaria events so needs a lot more work or a lot of work to try and make new scaria more interesting again. Ludeon removed all the hooks I rely on so it’ll be a lot of work to work around. It’s not half an afternoons work
Taggerung  [author] 3 Aug @ 3:12pm 
When they’re starving they’ll always attack even busting down walls to get to you. Once they’ve gone berserk they’ll also constantly attack they won’t remain static, but the issue is that the trigger for berserk specifically is now not time based it’s only on damage. I also did t say I couldn’t restore the more violence. Just not until I finish with all the other 1.6 updates. I only have limited time
kingrevolucion12 3 Aug @ 1:06pm 
And with what you wrote, meaning even if they are infected with all the Scaria and remain in a permanent berserk state, they will only attack from time to time and when they are hungry? Meanwhile, they will remain in a lethargy, hardly moving.
kingrevolucion12 3 Aug @ 1:03pm 
and there is no way you can design a Scaria style like we had before, I don't find them very threatening and that they are more active, that when they are in that state they seek to attack immediately, they chase, not remain static... and you have no idea why in 1.5 they faced the Shambler even though they had Scaria. Not now, now the infected do not see the Shambler that have Scaria and they let themselves be killed
Taggerung  [author] 3 Aug @ 11:44am 
They only go feral and start hunting people down when they start starving. That was true in 1.5 too but they used to go berserk every X number of days too. 1.6 Scaria is a bit more annoying, you're absolutely fine until you're hit then it rolls a dice to see if the hit makes them go berserk, but once they _go_ berserk, they stay berserk which is also less interesting... By reworking scaria they really made the behaviours less interesting imo
kingrevolucion12 2 Aug @ 7:52pm 
Something I've noticed for which I will return to 1.5 with the pain of my soul is that the infected of scaria, whether they are wild men or certain xenotypes that I have of fungi, when they are on the map they do not move, they almost do not go out to look for the uninfected even if they are close, they are very lethargic and do not attack the shambler, in 1.5 even the shambler were infected by scaria they faced them, now my infected let themselves be killed by the shambler, I do not understand why these infected are not in constant movement because they do not seek to destroy walls, because they do not look for food, because they do not seek to finish off my settlers
Taggerung  [author] 27 Jul @ 5:44pm 
Not unless you make it happen or an event triggers. This mod only really reflavours scaria and by default there are no random scaria ridden humans wandering around. You can make this happen by e.g. editing the scenario to make the wild man wanders in event super common then total control so all wild men have scaria. Boom, wandering "zombies" but you have to do that.
cfleager99 27 Jul @ 2:30pm 
question is there zombies roaming like are you gonna find wild zombies near your base pls answer
DragonDai (Uey) 24 Jul @ 7:02am 
Thanks so much! Can't wait to give this a try!
Taggerung  [author] 23 Jul @ 5:27pm 
1.6 beta live, seems to work. But 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.
DragonDai (Uey) 17 Jul @ 2:36pm 
Thank you for the prompt response and for working to update this awesome mod. Appreciate you and your work to make this awesome game even better! <3
Taggerung  [author] 17 Jul @ 2:33pm 
yep, it's on the list. Relatively high up. I'm just a bit time poor atm. I'm going roughly in priority order of core or general mods then theme mods like this one then meme mods and unpopular ones last. All of my mods will be updated. PRs welcome on github if someone else wants to chip to get one done earlier ofc.
DragonDai (Uey) 17 Jul @ 2:07pm 
Sorry to be a bother, but your previous comment of "Yes" means that you are planning to update this to 1.6? No rush, obviously, just curious. Sorry for the confusion on my part and thanks for the awesome mod.
Taggerung  [author] 11 Jul @ 2:15pm 
yes
kingrevolucion12 11 Jul @ 1:43pm 
Actualizarlas para la versión 1.6?
Taggerung  [author] 7 Jun @ 11:12am 
Make sure it’s ordered correctly. Use rimpy
kingrevolucion12 7 Jun @ 6:48am 
I have the mushroom mod and it doesn't change the name to aggression spores, what should I do?
UyTheo 4 Jun @ 3:10am 
Yea I have communicable diseases! If you ever make a airborne disease mod I will 100% download :bbtraccoon:
Taggerung  [author] 4 Jun @ 2:14am 
I do quite like the idea in principle though, but I don’t have the time to do it right now
Taggerung  [author] 4 Jun @ 2:13am 
there’s a mod called communicable diseases which makes a “germ” system which lets a bunch of diseases be spread in other ways. Not quite airborne but quite close thematically. I’ve no idea if scaria is one of the illnesses it messes with though
UyTheo 4 Jun @ 1:13am 
Alright, honestly don't think a mod like that exists =-=
Taggerung  [author] 4 Jun @ 12:33am 
No, all this actually does is re theme and expand scaria
UyTheo 3 Jun @ 10:17pm 
Is there a way to make airborne zombie (fungoid) viruses with this?
Taggerung  [author] 16 Apr @ 2:20pm 
Translations are weirdly hard to make toggleable but noted, will consider. If you want to disable just remove them from the language files e.g. https://github.com/feldoh/ScariaContaminationPatch/blob/main/Common/Languages/English/Keyed/Menus_Main.xml you presumably want some of the renames so deleting the whole lot proooobably isn't what you want but specific files or entries from them are safe to remove at your leisure. Note there are several Languages folders scattered around so do a little search
NihilRetnar 16 Apr @ 1:11pm 
I like everything except the changes to the wordings of things, like the menu, I mean I also like it I just would rather also have the option to have everything but the description changes. I do like it and would rather it be there than not at all, it's just not something my brain wants to deal with while debugging a modpack of 818 mods.
UyTheo 8 Dec, 2024 @ 10:19am 
ok!
Taggerung  [author] 8 Dec, 2024 @ 4:46am 
No and no but without it the zombies won’t be infectious
UyTheo 7 Dec, 2024 @ 7:22pm 
Does this include or require Scaria Contamination?
Furfante 29 Jul, 2024 @ 8:40am 
I have a request! Could you add an option to let Shamblers target downed pawns? I find it a little strange every time one of my dudes gets caught by a pack, they just get scratched to hell and crawl to safety. I want them ripped limb from limb!
Dr Jimothy 21 Jul, 2024 @ 12:35pm 
7 kidneys and a heart are being launched via drop pod to your home. You may wish to wear a hard hat.
Taggerung  [author] 21 Jul, 2024 @ 9:35am 
There's already an infectious shambler mod, not that I can remember its name XD. Besides, that's not really scaria related so I won't be adding that suggestion I'm afraid. At least not to this mod
Taggerung  [author] 21 Jul, 2024 @ 9:33am 
I figured people might want it without the rest of this mod so I've chosen to update it to 1.5 instead https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3293999435
Dr Jimothy 20 Jul, 2024 @ 11:15pm 
I will gift you 7 kidneys and a heart if you either integrated / updated / forked scaria contamination.

Triple double bonus points ("points" is funny word for "organs") if you decide to be extra funny and make an option for shamblers to have it so that they're way more dangerous than previously, or shamblers simply pass on a disease that causes one to rise from the dead as a shambler if they die within the next X hours.
VelxraTV 20 Jul, 2024 @ 7:37pm 
I think people would like the option. Thanks for the feedback.
Taggerung  [author] 20 Jul, 2024 @ 6:28pm 
Sort of but not really. This was only ever a re-theme, it's certainly likely if you want a zombie re-theme that you'd want it to be infectious but this mod is standalone and there won't be any problems running it without scaria contamination, the "zombies" just won't be infectious.

Perhaps if scaria contamination isn't updated I should add an infection feature to this mod if there's desire for that. Now that actual zombies are in the game with anomaly idk if this is still a mod people are interested in though I guess your question kinda answers that :p.
VelxraTV 20 Jul, 2024 @ 7:23am 
seems scaria contamination the main mod is still not updated for 1.5 unsure if that causes any issues.
Taggerung  [author] 11 May, 2024 @ 9:26am 
Should be fixed now
Taggerung  [author] 10 May, 2024 @ 1:52pm 
Can you stick an issue on the Github, attach your player.log and I'll try to fix it