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Johntodd

"No disease" mod?

Is there a "no disease" mod?  If not, would someone please be kind enough to make one?  I'm playing the latest CC and MM mods.

Thanks so much!

-John

 

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Never heard of one. There's a mod that turns tornadoes off (here) but that's about it.  I turn all disasters off - I can get my people to starve without them :)

 

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I even use the debug menu to cancle all disease, etc., and they still get sick.  Despite having a varied diet, high morale, etc.

 

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debug doesn't totally stop disease. however,i do think if you click in it while the bannies are sick it will help sure them and slow/stop the spread. depending on the disease the hospital will help if you have enough herbs. i have not found a mod that totally stops all diseases either.

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5 hours ago, estherhb said:

I can get my people to starve without them :)

LOL me too! thanks for the gigglesnort; made my afternoon.

doesn't seem to matter which disease it is, influenza, scarlet fever, tuberculosis, etc, the best thing that helps my towns is a decent (full size) hospital. it's one of the very first things i build after food and firewood is stable. upwards of 20-30 people may fall ill, but about half the time no one dies, and if they do, usually only 2 or 3 folks die. tolerable. small clinics and herbalists just don't have as beneficial effect (imo).

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1 hour ago, stiles said:

depending on the disease the hospital will help if you have enough herbs.

Herbs and Herbalists are no help with disease epidemics (Mumps, Dysentery, Fevers etc.), for those you need a hospital manned with a Physician.

Health basically depends on -
- a varied diet (some of all 4 food groups)
- a local herbalist, to treat small ailments and wounds with herbs (get at market, bring to herbalist)
- a hospital, to treat epidemic diseases (beyond a herbalist's abilities)

 

More thoughts here:

http://banishedpeople.freeforums.org/about-health-herbalists-and-hospitals-t293.html

 

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I have all that, P.   My town is at 3000.  I solved the problem by zero-cost building a poopload of hospitals.  I have 149 physicians, and the people were finally all healed.

 

Is that all there is to it?  Just "x-number" of hospitals for "x-number" of people?

Thanks!

-John

 

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Well, on such dense populations an outbreak can spread like wildfire... and a hospital can only treat up to 30 peeps, plus you can't staff more doctors (only 1 per hospital), unfortunately. So a mod should maybe give hospitals a larger cap than 30 patients...

 

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My people seem to avoid hospitals.  Is there any way (or any mod) to make them ho to the hospital?

 

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When I develop a new township area, even just a market radius away, or a forestry outpost, I will always add a hospital, even if it's only a small one that can take 10 patients, and I add a herb market there (a small 1x2 in the Puzzle Market), so far my outbreaks have been reasonably contained this way as there is a doctor in each outpost.  Generally if I have over 5 hospitals, I won't have more doctors, but increase their numbers just before I take in nomads. 

It's not perfect, but so far I haven't lost everyone this way. :)

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there is a blog somewhere with info on how the bannies handle the herbs. seems they go get the herb then go see the herbalist. if you are seeing bannies bypass the hospital i would assume that is why. they need to go get the medicine.

  everyone plays different. i usually start sm,all and use a dock herb grower. boost the herb limit up to 1000.if i hit the limit or after so long and adding herbalists to forest sets,i will up that limit.if yiou get an epidemic you will want all the herbs you can find. i have found the more the bannies are busy the less death and sickness you have.if they are loitering around with nothing to do,especially winter months,then you have more chance of sickness or just odd deaths. as you play you may find other odd quirks like that. others may argue those quirks don't exist. i have seeen odd things happen enough to wonder if there are things hidden deep in the game code that we are not aware of.

   i'll give you an example. nomads is supposedly completely random. if you do not get nomads in under 5 years do something. anything. see if all of a sudden they show up.i'll leave you to figure out what "anything" means or is though. no more clues.

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Posted (edited)

trying to reply but getting 500 HTTP error lol

 

the disease is not a "disaster" mechanic.

 

when you check no disasters, you cancel the tornados, the crop/orchard infestations, and the fire to buildings. that all

diseases are controlled by something else and can happends no matter what you have disaster on/off

 

diseases code is controlled by the Game/Disease/Diseases.rsc file which has this :

ExternalList resource
{
    External _resources
    [
        "Game/Disease/Influenza.rsc",
        "Game/Disease/Mumps.rsc",
        "Game/Disease/Diptheria.rsc",
        "Game/Disease/Dystentery.rsc",
        "Game/Disease/YellowFever.rsc",
        "Game/Disease/ScarletFever.rsc",
        "Game/Disease/Typhus.rsc",
        "Game/Disease/Measles.rsc",
        "Game/Disease/Tuberculosis.rsc",
        "Game/Disease/SmallPox.rsc",
        "Game/Disease/Cholera.rsc",
        "Game/Disease/Plague.rsc",
    ]
}
 

 

it calls each independant disease file which have all their own chance to "happend" and chance/radius of transmission.

probably a mod can be done, but i am not sure how the game will react to it. for example of a try a modder can do is  to delete all external _resource list:

ExternalList resource
{
    External _resources
    [
    ]
}

 

How would the game react to it ??

Edited by Ketchup
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In large towns it's also worth building whatever herb seller you might have from the various mods, somewhere close to the hospital to reduce the distance the ill person has to travel to get treatment. This can help to stop them infecting other people as they travel to the hospital.

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Herbs (and herbalists) don't cure disease; they just help make people healthier, along with a balanced diet, so they don't get sick in the 1st place.  It is a good idea to have an Herbalist in a convenient location so people don't have to travel far to get their potions (as opposed to traveling way out to the forest).  Also, a lot of people place hospitals on the edge of town to try to keep sick people from walking through the village and coming in contact with people.

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One sick banni behaviour is that they will leave the hospital to get food and can spread the disease as they go, so I try to place the hospital at the end of a dead-end road with a barn between it and the main thoroughfare. It helps to use a barn with an entrance front and back eg vanilla so sick bannis use one entrance and working bannis use the other.

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On 5/6/2017 at 7:12 PM, Johntodd said:

My people seem to avoid hospitals

this might not be the worst thing, as @Diospectre  recently gave me food for thought: "Avoid building hospital too close to the residential or crowded area (e.g. markets) if possible. So once a citizen gets sick, it won't spread out a lot while he is being healed in the hospital."  

i have always put a full size hospital in the middle of my most dense neighborhoods, because of the happiness radius. now, all i see is the first few sick people running into the hospital, potentially infecting everyone they pass, which is a lot of folks, 'cuz it's in a high-pop. area.

i will think twice about hospital placement next time.

post is here: 

 

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I used to build hospital around the crowd for the sake of accessibility, but if backfired me instead. I lost half of my citizens.

Now I left my hospital alone and laid some decorations (fountain, benches, signs, flower beds, etc - mods required -) around it, so it wouldn't look so lonely.

And well, accepting nomads will also raise up the possibility of getting an outbreak, sadly. Disabling sickness from debug menu, having a full health bar, and having a massive amount of herbs will not totally stop the possibility of getting it. Those doctors are your real heroes.... and those farmers... ^_^

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i always put the hospital in a very isolated place far on the map out of range of idle attraction.

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oh by the way , at the very start of the toolkit, 33 months ago... i made a specail little mod to delete the idlers attractors radius to the vanilla hospital

 

the mod was called : Bobbi's Special DoctorHouse. ^^ (was a special request of an old member called Bobbi)

 

still can have it here: http://worldofbanished.com/index.php?action=downloads;sa=view;down=1

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