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Medical Expansion - Vaccines

Medical Expansion — Vaccines [i]Stop losing colonists to preventable diseases[/i] [img]https://i.imgur.com/mMXUgYO.png[/img] You've got a late-game colony. Bionic limbs everywhere. Stacks of glitterworld medicine. You've survived mechanoid sieges, infestations, and that one colonist who kept starting fires. Then plague hits. Your doctor went to eat. Two colonists are at death's door by the time treatment starts. Well, this mod adds [b]vaccines[/b]: research them, craft them, assign them on a schedule, and stop babysitting the health tab. [img]https://i.imgur.com/iV9pbNq.png[/img] Vaccines are unlocked through multiple research paths depending on their complexity, ranging from basic immunology to advanced spacer-level biotechnology. [img]https://i.imgur.com/h5R5Mp2.png[/img] [img]https://i.imgur.com/A6EmDVw.png[/img] Normal Vaccines (Industrial Tech) Crafted at the Drug Lab with medicine, raw meat (cuz I needed to implement in some way the viral cultivation) and neutroamine. Must be kept below freezing or they degrade. [list] [*] Flu — Basic Immunology [*] Plague — Basic Immunology [*] Infection — Basic Immunology [*] Malaria — Tropical Pathogens [*] Sleeping Sickness — Tropical Pathogens [*] Gut Worms — Tropical Pathogens [*] Lung Rot — Tropical Pathogens [*] Scaria — Aggressive Viral Pathogens [/list] [img]https://i.imgur.com/Ykoh2Vd.png[/img] Nano-Vaccines (Spacer Tech) Same diseases, but programmed nanobots (nanomachines, son) instead of cultured pathogens. Near-instant immune response, no cold storage required, and a significantly lower risk of adverse reactions. Requires: Advanced Molecular Virology (HiTech bench + MultiAnalyzer) Animal Vaccines Protect your livestock and pets from the diseases that hit animals hardest. [list] [*] Animal Scaria — Animal Immunology [*] Animal Plague — Animal Immunology [*] Animal Flu — Animal Immunology [/list] [img]https://i.imgur.com/ZqJQnzP.png[/img] [img]https://i.imgur.com/DAaKne4.png[/img] Some colonists just refuse to trust the "government control system". [list] [*] Gives a permanent -10% immune gain speed (slightly slower recovery from everything) [*] Applies a -10 mood debuff for as long as they have any active vaccine hediff [*] They'll still receive the vaccine if you force it... they just won't be happy about it [/list] Core Features Drug Schedule Integration All vaccines are `Drug` class items. That means they show up in the Drug Policy tab and can be scheduled for automatic administration, both for colonists and for animals. Set it and forget it. Quality System Crafting skill actually matters now. The quality of the vaccine directly affects how long it protects the pawn: [list] [*] Awful → ~60 days [*] Poor → ~80 days [*] Normal → ~100 days [*] Good → ~120 days [*] Excellent → ~140 days [*] Masterwork → ~170 days [*] Legendary → ~200 days [/list] Adverse Effects Vaccines aren't risk-free. There's a small chance of a reaction after administration. Lower quality = higher risk. [list] [*] Mild reaction (8% base on normal vaccines, 3% on nano): injection-site soreness, slight movement penalty, lasts ~2 days [*] Allergic reaction (2% base, normal vaccines only): significant pain and reduced consciousness for ~5 days. Seek a doctor [/list] Possible Future Features These are things I'm thinking about: [list] [*] Specialized refrigerators, right now normal vaccines just use the temperature ruinable comp on any freezer. A dedicated vaccine fridge with stricter temperature ranges between +2°C and +8°C (closer to real-world cold chain requirements) could be a realistic addition. Reference: [url=https%3A%2F%2Fwww.health.gov.au%2Ftopics%2Fimmunisation%2Fimmunisation-information-for-health-professionals%2Fstoring-handling-and-administering-vaccines]Vaccine storage guidelines (AU Health)[/url][www.health.gov.au] [/list] Technical Notes [list] [*] RimWorld 1.6 only [*] Should be safe to add mid-save (no patches to existing defs) [/list] Credits I made all the content in this mod. Actually, this is my first mod. Let me know if some random bug appears, thx.