RimWorld

RimWorld

Deafness and Blindness (Continued)
29 Comments
The Bard of Hearts 27 Jul, 2023 @ 3:49pm 
Guess thats a no then
The Bard of Hearts 5 May, 2023 @ 4:09pm 
Is there a way to make the progression of deafness and blindness not happen over the course of 3 days?
TiraboTurbos 22 Oct, 2022 @ 3:12pm 
I'd imagine that any modded age reversal follows the same method as the DLC one.
Gabeux 13 Aug, 2022 @ 5:51pm 
I'm wondering if those conditions are reversed when reversing a colonist age through a mod object or colonist skill (modded psycasts, magic, etc.)? Ty!
jtgibson 30 Sep, 2021 @ 12:11pm 
Heh, occurs to me that the context of that function probably matters more here:

public class ThoughtWorker_Precept_Blind : ThoughtWorker_Precept { override ThoughtState ShouldHaveThought(Pawn p) { return PawnUtility.IsBiologicallyBlind(p); } }
jtgibson 30 Sep, 2021 @ 12:09pm 
@JACK: Straight from the source code of RimWorld: "public static bool IsBiologicallyBlind(Pawn pawn) { return !pawn.health.capacities.CapableOf(PawnCapacityDefOf.Sight); }"

If you installed it in only one eye, well, there's your problem. If in both, it was probably insufficient to render total blindness in both eyes (it likely used an offset to blindness, rather than setting the capacity of the local body part (eyeball) to zero).
JACK 20 Aug, 2021 @ 9:53pm 
I'm skeptical of that; I have a mod that lets you install a glass eye (no vision restored, just cosmetic) and the game doesn't seem to consider that blinded. no comment on how THIS mod works, just replying to sight=0
ArschvomDienst 29 Jul, 2021 @ 3:58am 
The "Blindsight" meme plays relatively nice with this mod.
Going blind is all that counts. The meme looks for "sight = 0".
Irrelevant whether it is due to cutting out the eyes or be blinded due to a cataract or similar.
Roman Arch 24 Jul, 2021 @ 7:34pm 
Now that Ideology is out, I'm curious how this mod plays with the 'Blindsight' meme
Mlie  [author] 24 May, 2021 @ 1:01pm 
@qux Should be updated now
qux 23 May, 2021 @ 2:38pm 
Mlie  [author] 7 May, 2021 @ 1:11pm 
@qux Added now, thanks!
qux 7 May, 2021 @ 12:38pm 
Mlie  [author] 28 Sep, 2020 @ 10:38am 
@trajda They should be working the same way as the vanilla ones only getting progressively worse.
Trajda 28 Sep, 2020 @ 8:38am 
@Mlie

Are these hediffs permanent? Prepare moderately has an option to roll pawns without any permanent injury, but these two hediffs still generate. I will try a different mod order and tell you the result.
Emmote 3 Jun, 2020 @ 5:28am 
You can't surgically replace a body part with the same body part. You first have to remove the original and then add the new one - or replace it with something else temporarily.
TillaSiren 2 Jun, 2020 @ 10:56pm 
I harvested healthy eyes and ears for a colonist that was going blind and deaf... but Its not giving me the option to install them
troopersmith1 4 Apr, 2020 @ 6:08am 
Ah. So the dreaded mod conflict rears its ugly head once again... No big deal, I was just mentioning it since I happened to notice it. I'm still a ways away from actually playing 1.1 so it would not surprise me if something had gotten borked.
Mlie  [author] 4 Apr, 2020 @ 6:04am 
@troopersmith1 I think the mod removes the vanilla hediffs. But I guess if another mod changes them in some way first this mod might fail in patching them out?
troopersmith1 4 Apr, 2020 @ 5:30am 
Has anyone else had a problem with a pawn getting both the deafness or blindness Hediff from this mod and the vanilla cataracts or hearing loss? I was using Dev tools to debug a different mod and was rapidly aging a pawn when they developed both Deafness and Hearing Loss (not simultaneously) If memory serves they had Deafness first, then developed Hearing Loss afterwards.
redbluyellowrose 27 Mar, 2020 @ 6:22am 
Thanks Mlie!
RedGladiatrix 24 Mar, 2020 @ 2:17pm 
Ah, thank you! I'll do that now :)
Emmote 24 Mar, 2020 @ 2:08pm 
Original author here...

The problem with Prepare Carefully and this mod is a problem with Prepare Carefully itself. You'll notice if you try adding any of the vanilla things like Cataracts or Hearing Loss that it will only add it to one eye.
You'd have to talk to the maker of Prepare Carefully to get that fixed.
RedGladiatrix 17 Mar, 2020 @ 1:33am 
Understood, thanks for looking into it either way :)
Mlie  [author] 17 Mar, 2020 @ 12:22am 
@ArachnidsGrip ill check it out but since I only updated the mod I cant promise anything
RedGladiatrix 17 Mar, 2020 @ 12:13am 
Heya, thanks for bringing this mod back! I'm having an issue, though: in Prepare Carefully, I'm trying to give a pawn blindness in both eyes, but it only lets me do one. Whichever eye I pick to have blindness (I'm selecting profound), when I try to apply the effect to the other eye the blindness effect is greyed out. Same with deafness. Any suggestions? Thanks again!
Mlie  [author] 11 Mar, 2020 @ 3:17pm 
@Highlandman From what I can tell it will only affect natural eyes and ears.
Highlandman 11 Mar, 2020 @ 2:32pm 
Hello. Does this work well with Bionic parts mods?
tilarium 11 Mar, 2020 @ 1:21pm 
Cool. I felt the same as yiou, that hearing loss and cataracts didn't quite do the game justice and that it could have been more.