Medical Expansion – Vaccines

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.
This mod adds vaccines: research them, craft them, assign them on a schedule, and stop babysitting the health tab.










Disabled by default. All vaccines behave as Normal quality: consistent durations, no increased risk. Enable quality variance in Options → Mod Settings → Medical Expansion – Vaccines if you want crafting skill to matter.
- Biological Warfare: Now, my vaccines override the BW vaccines, and, if you have installed both mods, now the current vaccine require the pathogen and not meat. Credits to its original autor: BlueEagle421
- Mechanite Diseases: Also, I have expanded the mechanite vaccines to those diseases. Credits to its original autor: LTS
- More Archotech Garbage: Now the archovaccines can be made with the Archobench in MAG. Credits to its original autor: MrKociak, and also credits for continuing to: Zaljerem
- Archo-Trojan Rework: Also, I made a rework to the Archo-Trojan, so that should work as a anti-virus but for all mechanites.
- No re-vaccine: And now if your pawn has a current vaccine effect, they shouldn’t vaccine again until the effect dissapears.
- Metalhorror implantation Vaccine: Now there’s a new way to combat the Metalhorror: a vaccine. To keep it balanced, it isn’t perfect. It fights the Metalhorror, but without proper treatment, the implantation will leave the body and take revenge on you for trying to destroy it.
- [K4G] Make Rimworld Great Again: Now there’s 25% chance to have the "anti-vaxx" trait in the murican ideology (WARNING: Obviously this is not implemented with the intent to endorse any ideology or political body, its just a joke. So, plz, consular officer, don’t reject my visa application). Credits to its original autor: Krazy4Games
- Category: I have changed the vaccine category from medicine to drugs. Mainly because if the vaccines were at the medicine, this caused some issues with another mods, like Nice Bill Tab.
- Bill Count: There was a bug where the bill only count stacks of vaccines instead of individual vaccines
- Expanded limits: I have changed the limit of the "Every x days" to be 120 the maximum value. Let me know if you are comfortable with this change.
- Categories: Suggested by @pierredavidbelanger, now the vaccines are in a special category separated from the rest of the medicine items.
- Vaccine Lab: Now it’s available a vaccine lab to produce vaccines faster than drugs lab.
- DLC Vaccines: Now it is available two new vaccines: Blood Rot and Infant Illness.
- Vaccine Fridge: Finally I have done the Vaccine Fridge. I recommend to use Adaptive Storage Framework for more stockpiles (also for the aesthetic).
- New Textures: I decided to add 256×256 size at all the textures. Also, I made the nano-vaccines texture to avoid confusion between a normal and a nano vaccine.
- Mechanite Vaccines: Now, for the Mechanite Disseases I implemented three kind of vaccines: the vaccine (it doesn’t cure inmediatly the disease, but it fights, like the good bots vs the bad boots), the exterminator and the integrator (nanomachines, son… again…)
- Precept: Now it is available as a precet, to decide if you wanna stablish a mandatory vaccine or prohibit any kind of unknown sustances injected. If u don’t have the Ideology DLC, don’t worry, it is still compatible.
- Duration correction: Vaccine durations were miscalculated in the initial release. They now correctly last 60 days (1 year) for Flu and Infection, and 120 days (2 years) for all other vaccines.
- Quality system now optional: I decided to disable "Quality variance" by default. All vaccines now behave as Normal quality out of the box. Now they stack freely and have consistent durations. You can re-enable the quality system any time in Mod Settings. Note: vaccines already crafted before toggling the setting will keep their quality rating until used; only newly administered vaccines are affected.
- Archo-Vaccines: Added 8 archotech-tier vaccines that grant permanent immunity. They cannot be crafted.
These are things I’m thinking about:
- Temperature range: I’m thinking about changing the temperature range with stricter temperature ranges between +2°C and +8°C (closer to real-world cold chain requirements). Reference: Vaccine storage guidelines (AU Health)[www.health.gov.au]
- Infant vaccines: I’m still considering to implement "required vaccines", something like the real ones, to add a buff to increase the global inmunity rate or decrease the disease frequency (idk if it is too OP)
These are things I’m working on already :
- Custom configuration: Also I’m implementing custom values to adjust the difficulty about the vaccines (like the duration or the risk of allergy)
- English
- Chinese (中文) (credits to @恰似宛然一笑生花)
Let me know If u have uploaded your translation so I can include it at the list.
- RimWorld 1.6 only. Compatible with and without Ideology DLC
- Safe to add mid-save
Here’s the link for the mod in GitHub:
https://github.com/onofrela/Medical-Expansion—Vaccines
I made all the content in this mod. Actually, this is my first mod. Let me know if some random bug appears, thx.