RimWorld

RimWorld

Better Void Touched
65 Comments
Pasaway 16 Oct @ 3:50am 
Victor 30 Jul @ 7:17pm 
Hey, can you add the Anomaly DLC dependency in the About.xml?
Max Pendragon 25 Jul @ 4:48pm 
Hello! I am asking permission to tweak some settings of your mod for personal use, and possibly add features the other voidtouched mod had as a "psuedo compatability" (This will not be uploaded anywhere)

Figured it is just polite to do so.
Boildown 24 Jul @ 10:44pm 
Can you make it so that Void Touched pawns aren't affected by other pawns' Disturbing mutterings?
Chaoticrow 23 Jul @ 4:39am 
Is it possible to get rid of the white eyes completely?
Xeonzs 17 Jul @ 4:02am 
I'm not allowed to delete my previous comment for some reason, but it's not your mod, I still had an outdated local copy of the mod installed.
Xeonzs 17 Jul @ 3:51am 
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FelipeGames2000 27 May @ 4:38am 
Still on a break from modding?
GAMING *mike screech* 9 Feb @ 11:31pm 
or they could just, make it toggleable idfk
Xeonzs 24 Dec, 2024 @ 2:42am 
If you're going to incorporate all the changes requested below could you make that a new fork and leave this as the "legacy" or "lite" version?

I really like this current version and do no want more / other changes.
\|/_Techno_/\|/\=Fobia=\|-V-|/ 20 Oct, 2024 @ 4:04am 
What kind of hair mod is this?
LTS  [author] 14 Oct, 2024 @ 9:35am 
I've not got around to it as I'm on a break from modding, but thanks for the reminder
Inglix 12 Oct, 2024 @ 7:12pm 
I don't know if you've had the time or the desire to look into it yet, but the issue that was reported a while ago about an incompatibility with ReSplice: Core is due to that mod basically converting the majority of the VoidTouched HediffDef into a GeneDef.

The parts that would be relevant to you are the disablesNeeds and renderNodeProperties nodes from the VoidTouched HediffDef, which were moved to a new GeneDef named RS_VoidTouched.
LTS  [author] 5 Oct, 2024 @ 1:18am 
@Myphicbowser
The conversation change is achieved with a patch to the 'IsDisturbing' function, IIRC.

@whenwrašk
I'll add it to my list of things to look into.

@Rokuni
I considered it originally, as I wanted something like that, but ultimately decided against it in the favour of keeping this mod light weight. Instead I added an implant to one of my other mods that has a similar function.
Rokuni 4 Oct, 2024 @ 6:27pm 
any chance of you adding an option for the death refusal charges to be rechargeable automatically? you are void touched so it feels weird to still requiring a ritual for that
whenwrašk 4 Sep, 2024 @ 11:20pm 
could you make this compatible with Improved Void Touched?
Myphicbowser 4 Sep, 2024 @ 10:25pm 
Of course if this was just made compatible with Re:Splice core I think I'd be happy to, would solve a lot of my problems lol
Myphicbowser 4 Sep, 2024 @ 10:24pm 
What did you do to lower the Conversation changes? I downloaded the mod but didn't see any patches for that, so I'm unsure HOW you did it
Paradox_Player 26 Jul, 2024 @ 8:51pm 
░░░░░▄▄▄░░▄██▄░░░
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS JHONNY
▄░▐░░░▄▄░█░▀▀
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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Scyobi_Empire 24 Jul, 2024 @ 11:41am 
To overwrite it
Spectral Anisotropy 22 Jul, 2024 @ 9:14pm 
why does this load before anomaly
⸢TEXT⸥ Yolojop 23 Jun, 2024 @ 7:04am 
Just in case it isn't clear, I would guess the cause is the fact that resplice core turns it into a gene that gives the effects.
Luminous 13 Jun, 2024 @ 3:23pm 
I have the same issue, not game-breaking in the slightest but it'd be nice to not need food anymore :D
LTS  [author] 8 Jun, 2024 @ 8:54am 
Huh, interesting. I'll look into it
FelipeGames2000 8 Jun, 2024 @ 7:08am 
Mod doesn't seem to work together with ReSplice: Core

Doesn't crash the game, nor cause any errors, just reverts Void Touched back to vanilla
Rokuni 24 May, 2024 @ 7:49pm 
some settings to tweak these parameters ourselves in mod option would go a long way imho!
LTS  [author] 24 May, 2024 @ 12:21am 
funnily enough, I was originally considering making them recharge over time. I decided against it in the spirit of keeping this mod closer to the base function.
Rokuni 23 May, 2024 @ 7:29pm 
any chance for the death refusal charges to regenerate on their own with time, or even infinite charges with an option?
longqiqi 15 May, 2024 @ 10:27am 
uncompatible with the mod which removes the grey eyes from other traits like body master
Valliecane 14 May, 2024 @ 5:45pm 
@HEEHAWW! You are incorrect. Your pawn should be getting Inhumanised when it gets Void Touched, no matter your ideology. If this is not the case for you, it's a bug, or a mod. On a modless run my pawn got Inhumanised, despite not having any meme or precept related to the Anomaly DLC; and you'll find the wiki to say the same thing.
nIceshebbly 13 May, 2024 @ 7:26am 
also, if u don't want to get inhumanised by getting void touched, then don't include the inhuman trait for the religion. (just because it's a new religion trait doesn't mean that u always need it in an anomaly run lol)
LTS  [author] 7 May, 2024 @ 12:08pm 
Huh, neat.
give me rent 7 May, 2024 @ 11:47am 
Brainwipe removes inhumanization
LTS  [author] 4 May, 2024 @ 4:50am 
I plan to give that a go at some point, though not in the immediate future.
Jakkariah 3 May, 2024 @ 5:53pm 
Hey LTS do you know if you can possibly add a settings menu or something? Or if I can make a similar mod that removes the "Becoming Void Touched no longer automatically inhumanizes the pawn" because i kinda like that.
Xeonzs 2 May, 2024 @ 7:16am 
I need this mod just for the last change, inhumanizing is crippling cause I did it eith my leader but now she sucks at social, thus speeches and recruiting.
Doctor Sex 1 May, 2024 @ 12:46am 
idk that like end game shit, i hope VFE psycast will make smth like psycast just for touched paw :steambored:
mayonnaise 30 Apr, 2024 @ 12:25pm 
@jack i wanted it to be a little bit more immersive than that, lmao. using Pawn Editor just seems like cheating, yknow?
Jack 29 Apr, 2024 @ 10:37am 
@mayonnaise you already can give it to more than one by duplicating a pawn with void touched. If you want a mod to just assign it to whoever, use Pawn Editor; it is updated to 1.5 and allows you to give void touched
LTS  [author] 29 Apr, 2024 @ 1:25am 
That sounds outside the scope of this mod, I'm afraid.
mayonnaise 29 Apr, 2024 @ 1:19am 
can you possibly make it so that you can give void touch to more than just one colonist? by like, making the attuning be repeatable or some such?
whenwrašk 29 Apr, 2024 @ 12:39am 
looking forward to it, then. cheers
TOOTHBRUSHDUCK 29 Apr, 2024 @ 12:38am 
That's fair. Perhaps if you work out how to integrate a mod settings page some of these further options could be added, and jsut default to not enabled. idk how mod settings pages work either, but I might then dissect yours to add such a thing to my little version too :P
LTS  [author] 28 Apr, 2024 @ 11:23pm 
I was rather surprised when I first got void touched and realised there wasn't anything like that. I suppose the reason was that they expect the void touched to maintain their youth through the cronophagy ritual.

Anyway, I won't be adding it, because I'm trying to keep this as close to the base void touched while still fixing my gripes, but if you want to add that, the line would be:

<LifespanFactor>2</LifespanFactor> (for 160 year average lifespan.)
TOOTHBRUSHDUCK 28 Apr, 2024 @ 9:32pm 
Oh, sorry to make up so many of the posts, but another possible addition that may be on theme and interest others; extends the life expectancy/lifespan of the pawn, perhaps all the way to infinite
LTS  [author] 28 Apr, 2024 @ 12:11pm 
@whenwrašk I intend to make everything togglable. I've not yet learned how mod settings work and am working on one of my other mods currently so it likely won't be in the immediate future though.
whenwrašk 28 Apr, 2024 @ 11:22am 
lovely mod, the eye fix in particular makes this mod outright necessary. though, could there be mod options for the various parts? most of this i like, but the inhumanizing in particular i prefer to "cure" through my own methods. cheers
TOOTHBRUSHDUCK 28 Apr, 2024 @ 4:13am 
I did something slightly different, I copied your mod across, editted the patch in the copy, and then changed a bit in the about so I could tell it was different in the list. Thank you for mentioning how to do the incoming damage factor though, I hadn't worked that one out, I just upped the healing to be 240 per day for 10 per hour
LTS  [author] 28 Apr, 2024 @ 4:09am 
Oh, looks like you beat me to it. Good job
LTS  [author] 28 Apr, 2024 @ 4:09am 
There is, yes.

In your steam library, right click rimworld->'managed'->'browse local files'

this will open up file explorer. Open 'Data'->'Anomaly'->'Defs'->'HediffDefs'

Open 'Hediffs_Global_Misc', preferably with notepad++ if you have it, but the default notepad should do.

scroll down to the 'VoidTouched' hediffDef (line 960-1023)


right below:

<StudyEfficiency>2</StudyEfficiency>
<PsychicSensitivity>2</PsychicSensitivity>

add

<IncomingDamageFactor>0.5</IncomingDamageFactor>

(that's for 50%, change the number inside to wwhatever you want)

Press save and voilà