05-06-2017, 09:52 AM
Is there a "no disease" mod? If not, would someone please be kind enough to make one? I'm playing the latest <abbr title="Colonial Charter">CC</abbr> and <abbr title="MegaMod">MM</abbr> mods.
Thanks so much!
-John
"No disease" mod?
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05-06-2017, 09:52 AM
Is there a "no disease" mod? If not, would someone please be kind enough to make one? I'm playing the latest <abbr title="Colonial Charter">CC</abbr> and <abbr title="MegaMod">MM</abbr> mods. Thanks so much! -John
05-06-2017, 10:08 AM
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 [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />
05-06-2017, 11:35 AM
I even use the debug menu to cancle all disease, etc., and they still get sick. Despite having a varied diet, high morale, etc.
05-06-2017, 03:19 PM
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.
05-06-2017, 04:13 PM
Quote: 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). Quote: 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/abo...-t293.html
05-06-2017, 04:40 PM
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
05-06-2017, 04:50 PM
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...
05-06-2017, 06:12 PM
My people seem to avoid hospitals. Is there any way (or any mod) to make them ho to the hospital?
05-06-2017, 06:52 PM
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. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> |