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[Mod][XCL] Change Contagion


emes

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Posted

[XCL] Change Contagion


WIP mod that allows for ailments to arise from mixing and matching too many nanobots.

 

Author: usagitriplesix

 

Change Contagion WIP

 

This is a work in progress that I’m sharing early to allow for more feedback and help me tune some of the mechanics.
 
Concept: The people of Summer City have embraced the possibilities modern nanotechnology provides, whether it be gender-swapping pills via tardigrades or nanomachines, or soft drinks with almost magical effects. However, when overused and combined with incompatible tech, these nanomachines can start to behave in unpredictable ways, leading to a new wave of high-tech ailments.
 
The Goal: I’m trying to create a system where every “magical” Summer City tech the player uses leaves a temporary mark, and broad combinations of these will lead to a chance of developing some kind of nano-machine related illness—all designed to be fun, of course!
 
 
Phase 1: Tracking (In progress!)
I have a system in place to track the various sources of nanomachines. Every time the PC uses a product, they gain X-number of nanomachines, which are assigned to a category. Each night, every category decreases a little bit until they hit 0 again.
 
Right now, my plan is for ailments triggering is based on the number of different categories active at once, with the severity tied to the total amount of nanotech active at the same time.
 
Categories/Factors are:
  • X-Change Pills
  • DynaPill pills (each brand has its own category)
  • Knock-off Pills (non X-change pills)
  • Bubba Zipple
  • Drugs (from Drug Framework mods)
  • Nanomachine transfer during sex
 
You can try this system right now by installing the mod. Radio Shack will now sell a device called a “Nano Monitor,” which can be used to get nightly reports on what’s currently in the PC’s system.
 
 
Phase 2: Triggering and Progressing Ailments
The plan is that, when the PC has enough nanomachines of different types in their system, they will have a chance of a “Morphopathogen” forming. This is an ailment-causing combination of nanomachines that will either go away on its own over time, or can progress into a full-fledged illness.
 
Ailments can progress in severity, but should all eventually work their way out of the PC’s system. This will likely be dependent on the amount of nanotech in the PC’s body at the time, so avoiding more should help in resolving the ailment.
 
 
Phase 3: Ailments
I’m open to suggestions on what these can involve. My initial concept was “Morphogenic Flux,” a condition where the pills the PC take have a chance to permanently change their DNA (such as SWP pill demo bodies “sticking” if you have the appropriate character mods).
 
Other possibilities:
  • Random gender switching - The PC might switch genders and random times
  • Combinations of any existing side effects.
 
 
Phase 4: Treatments
I love the idea of getting gameplay aspects out of these concepts, so I figure the player should have the opportunity of being proactive when dealing with nano-ailments. I’d like to see a line-up of a new category of drugs. Some can be preventative, taken when the PC is at risk of an ailment starting, and wants to lower their chances. Others can be to help decrease the severity and duration of an ailment.
 
All should cost some of the PC’s hard-earned cash, of course, and some could have side effects and risks of their own, especially if used improperly.
 
 
Phase 5: Guidance and Immersion
Players don’t usually “read the manual,” so it’s best when mods like this one can offer some in-game guidance. My ideas so far:
  • TV blurbs - While doing chores, the player will be introduced to the nano-ailment concept, and get advised to check Radio Shack for the nanomonitor
  • Drug Store help - I may make a version of Pill Poppa for this mod, where the clerk can also be a source of information and advice on ailments.
  • Misc scenes - There probbly need to be small story segments letting the player know how the PC “feels,” especially if they don’t yet own a Nano Monitor.
 
 
Player Feedback
On Phase 1, I’d love to hear from players what their average Nano Monitor reports tend to look like. I need to figure out the criteria for triggering ailments, but I don’t know what low, average, and high nano-machine usage looks like. (Of course, I know a lot can depend on the use of mods like non-standard TF pills, or the drug mods.)
 
I’m open to suggestions on different types of ailments. It might be nice to make these modular, so players can mix and match what they want, or other modders could create their own.

 

  • 4 weeks later...
Posted

Just a quick heads-up. The latest file is called 0.0.2 EXP, changelog claims it should be 0.0.5. So did you upload the wrong file or did you make a mistake in naming?

Posted (edited)
11 hours ago, u543764509 said:

Just a quick heads-up. The latest file is called 0.0.2 EXP, changelog claims it should be 0.0.5. So did you upload the wrong file or did you make a mistake in naming?

 

Thanks for letting me know. I believe it's the correct file, just named wrong.

 

I've upload a corrected version.

Edited by emes
Posted

I found a bug:

:: temp pill expires [around]
{==
    (if:$disease_state is "infected" and $disease_type to "Morphogenic Flux")
        [(display:"permanent pill demo dna check")]

The `to` before "Morphogenic Flux" should be an `is`.

Posted
17 hours ago, rrh said:

I found a bug:

:: temp pill expires [around]
{==
    (if:$disease_state is "infected" and $disease_type to "Morphogenic Flux")
        [(display:"permanent pill demo dna check")]

The `to` before "Morphogenic Flux" should be an `is`.

 

Thank you!

Posted

Maybe the nanometer could act partially or fully like the Pill Poppa scanner? I mean, it's not that cheap, for this price one would've expected more convenience. If not revealing which transformative pills are in the system, at least side/minor effects?

Posted
2 hours ago, u543764509 said:

Maybe the nanometer could act partially or fully like the Pill Poppa scanner? I mean, it's not that cheap, for this price one would've expected more convenience. If not revealing which transformative pills are in the system, at least side/minor effects?

 

Well, I set things up so that I can easily adjust the price of the device. I wasn't sure what was a reasonable amount, and, as it is, the game sounds like it's going to be changing the rate at which you make money, so some rebalancing will probably be required.

Not sure about adding other functionality. Right now, it's probably displaying more detailed information than I ultimately want it to, as I'd like something that feels a bit more "immersive" and less just reporting the values of the variables. One way or another, it'll probably get some changes in the future.

  • 1 month later...
Posted
3 hours ago, justedufun said:

In the experimental version, price for the nano monitor is 99$ and not 999$ as in the screen, idk if it's intentional but i wanted to inform you.

 

I discounted it for testing purposes. Makes it easier to acquire sooner.

  • 6 months later...
Posted (edited)

I'm not sure how this is supposed to work? I have the nanomonitor and according to it my PC's nanobot levels are over 400, factor 20, risk very high yadda yadda yadday, but nothing happens and hasn't happened in about 200 days of ingame play.

Edited by u543764509

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