cyberwarlord Posted November 23, 2023 Share Posted November 23, 2023 Disease time length. Being able to set if dupes heal, how long (%) over/under standard or never. thus needing medication to be cured. Would you use this? Personally I'd love no passive sickness cure as an option. Dangerous gases/liquids. If things like chlorine gas hurt dupes. Home world settings/ story traits. Basically if you want random poi's on the starting world. NOT DISABLED. Just spawned on other planets so you have reasons to explore an maybe use other worlds for certain tasks. I like the teleporter but maybe I don't want it on the starting planet. Maybe the critter morpher is my farming/zoo asteroid. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/ Share on other sites More sharing options...
blackrabies Posted January 4, 2024 Share Posted January 4, 2024 The disease changes would glady accept since hospitals aren't needed since they can just simply walk it off. Dangerous gases/liquids? Ehhh your wearing atmo suits in harmful environments anyway so it's not gonna change anything. There's the debuff "irritated eyes" can make that last much longer or more harmful and add eye drops to the list of medications that can be made. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1692601 Share on other sites More sharing options...
Charletrom Posted January 4, 2024 Share Posted January 4, 2024 Def agree about the disease duration. Could be folded into the current disease difficulty option. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1692621 Share on other sites More sharing options...
cyberwarlord Posted January 5, 2024 Author Share Posted January 5, 2024 I need to collect all the post and edit this. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1692696 Share on other sites More sharing options...
SGT_Imalas Posted January 17, 2024 Share Posted January 17, 2024 12 hours ago, melquiades said: not willing to invest the time Diseases Expanded Diseases Restored Chemical Burns ??? Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694633 Share on other sites More sharing options...
cyberwarlord Posted January 17, 2024 Author Share Posted January 17, 2024 34 minutes ago, SGT_Imalas said: Diseases Expanded Diseases Restored Chemical Burns ??? Yes yes yes. We all know about mods and the workshop. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694644 Share on other sites More sharing options...
SGT_Imalas Posted January 17, 2024 Share Posted January 17, 2024 4 hours ago, cyberwarlord said: mods and the workshop. that comment explicitly said "no mods in that area", I was referring to that Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694681 Share on other sites More sharing options...
cyberwarlord Posted January 17, 2024 Author Share Posted January 17, 2024 2 hours ago, SGT_Imalas said: that comment explicitly said "no mods in that area", I was referring to that Oh, ha. My bad. Workshop is the only reason I'll even try small publisher title's. The old germ system was a good starter Point I thought. You just need some type of phases or natural progression/risk. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694701 Share on other sites More sharing options...
SGT_Imalas Posted January 18, 2024 Share Posted January 18, 2024 5 hours ago, melquiades said: Those don't feel like overhauls for me. Diseases restored + expanded does quite a bit to alter your progression/way you handle germs, as those can easily disrupt/destroy your colony (again). you might want to try Ronivans Chemical Processing mod, Bummins Baator or my Rocketry Expanded mod. Chemical Processing widely overhauls a lot of the midgame/endgame industry progression, Baator forces you to rethink the whole Exploration aspect and RE massively fixes+expands the spaced out rocketry sytems (with space stations coming in a future update). Akis Beached mod will also pretty much be a full game progression overhaul once it releases, but that wont be that soon, it has a massive scope Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694736 Share on other sites More sharing options...
Primalflower Posted January 18, 2024 Share Posted January 18, 2024 7 hours ago, melquiades said: I might just be spoiled by the insane Rimworld mod community. Those don't feel like overhauls for me. I can't speak for disease expanded, but diseases restored absolutely radically changes how you approach much of the game, you have to note that it also introduces frostbite which in of itself instantly makes several biomes, including most asteroid's surfaces, hostile. Just because it doesn't add all that many buildings, doesn't mean it doesn't significantly change the game's progression. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694745 Share on other sites More sharing options...
cyberwarlord Posted January 18, 2024 Author Share Posted January 18, 2024 9 hours ago, SGT_Imalas said: Diseases restored + expanded does quite a bit to alter your progression/way you handle germs, as those can easily disrupt/destroy your colony (again). you might want to try Ronivans Chemical Processing mod, Bummins Baator or my Rocketry Expanded mod. Chemical Processing widely overhauls a lot of the midgame/endgame industry progression, Baator forces you to rethink the whole Exploration aspect and RE massively fixes+expands the spaced out rocketry sytems (with space stations coming in a future update). Akis Beached mod will also pretty much be a full game progression overhaul once it releases, but that wont be that soon, it has a massive scope Exploration mods would be fun. More POIs, maybe a "out of map" Exploration. Always wanted a mod that lets you go around collecting unique decore items. uses for the lockers/vending machines. Computer desks that give research bonuses in a lab. Oni feels like it has soooo much untouched potential. The new game has alot of what I wish oni had. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694779 Share on other sites More sharing options...
Henlikuoth Posted January 18, 2024 Share Posted January 18, 2024 5 hours ago, cyberwarlord said: Exploration mods would be fun. More POIs, maybe a "out of map" Exploration. Always wanted a mod that lets you go around collecting unique decore items. uses for the lockers/vending machines. Computer desks that give research bonuses in a lab. Oni feels like it has soooo much untouched potential. Sounds good. And I agree. ONI is full of "untouched potential." But all this requires Klei's will to do something about it. 5 hours ago, cyberwarlord said: The new game has alot of what I wish oni had. Which new game? Mind over Magic? Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694815 Share on other sites More sharing options...
cyberwarlord Posted January 19, 2024 Author Share Posted January 19, 2024 6 hours ago, Henlikuoth said: Sounds good. And I agree. ONI is full of "untouched potential." But all this requires Klei's will to do something about it. Which new game? Mind over Magic? Klei, please let me use all the decorations and assets in oni. I need RP buildings, in game progression rewards. I want to rebuild the lore in game. An water features please. Few more room types maybe... Yes, mind over magic is looking good. I enjoy building with some RP and most the decore/stations fit really well. . So having lots of useful decorations is a huge +in my book. Hope they add some type of combination magic in combat. And special classes after tier 3 ( IE. Dark mage/necromancer) But for the OP I'd also like a few finishing touches on the current germs/disease and hospitals. Sickness progression tied in with dupes immune stats. Link to comment https://forums.kleientertainment.com/forums/topic/152575-new-modifiers-sickness-duration/#findComment-1694912 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.