RimWorld

RimWorld

VPE - Voidweaver
74 Comments
Sentinel  [author] 29 Sep @ 1:28pm 
@Беккит Not currently in my plans.
Sentinel  [author] 29 Sep @ 1:28pm 
@radm.botalov07 Should already work with it.
rdm 29 Sep @ 6:10am 
Is it possible to make it so that when you use the Moentity mod, the monster models you summon also have a retexture?
Беккит 28 Sep @ 12:40pm 
I liked how my pawn's body was replaced with that of Metalhorror's. Could you please add the same feature to your other VPE - Fleshshaper mod, so that my pawn's body could be replaced with Gorehulk's?
Sentinel  [author] 25 Sep @ 9:55pm 
Headers didn't work i'm dead.
Sentinel  [author] 25 Sep @ 9:55pm 
How does it scale?

The Void node within the Spire will summon entities depending on the amount of player controlled pawns within the arena for exact numbers see below:

Easy Mode = 1-4 Pawns: 2 Entities per player.

Normal Mode = 5-7 Pawns: 2 Entities per player, stronger variants.

Hard Mode = 8+ Pawns: 1 Dreadmeld per 8 pawns, 1 Entity per player pawns below 8. A psychic nullifier will appear in the arena, psycasts will be locked until you either destroy it or move out of its radius.[/spoiler}

Loot:
The loot pool has been changed for the Spire, "fodder" items such as books, maps, gravlite panels and such have been removed so only important items remain.

Better rewards have been added in the loot pool of the Spire, such as:

- Uranium
- Eltex
- Revenant Spine
- Gravcore
- Persona Core

Void Storm is active within the Spire, you most likely won't have the time to come back intact.
Sentinel  [author] 25 Sep @ 9:53pm 
Update Part 1:

New Void Submap (Endless Void Survival):

[h1]Void Spire:[/h1]

A large tower of void metal containing a Void node, this location is where your equipment will matter most within the Void.

[h1]Spire Mechanics:[/h1]

The Spire acts as a neverending source of precious resources and equipment, though you will have to fight waves of enemies between each Void shard manifestations to have a chance of obtaining these rewards.

Exits will be blocked once a wave starts, you will have 10 seconds to get everyone inside of the arena.

A new wave will begin once every Void shards have been destroyed.

Exiting the Void Spire will cause the pocket map to close (so that you can refresh the arena) take the loot you wish to keep before leaving.
Sentinel  [author] 21 Sep @ 9:29am 
Update: Fixed shards being empty if Odyssey wasn't enabled.

Added psylinks to the shard's loot pool.
Sentinel  [author] 21 Sep @ 1:25am 
Update: Fixed Ghouls and Shamblers being considered humans instead of entities inside of the Void.
Obi™ 21 Sep @ 12:56am 
Epic update, gotta try this now
Sentinel  [author] 21 Sep @ 12:49am 
Part 2

New Pocket Map (High-Risk Combat Expedition):

The Void:

A realm where terrible creatures reside, these entities will be harder to deal with than the ones encountered in the overworld.

Void Mechanic:

Void Storm:

Void Storm is a condition that afflicts non-inhumanized pawns, it will inflict them with the "Losing Humanity" hediff which will inhumanize them should the condition reach 100%, may include side effects which won't be disclosed here.

Void Storm will grant stats increase for both entities and Inhumanized pawns.

Void shards are obsidian-like growths found inside the Void, these shards can be broken to obtain various items, including but not limited to:

- Psychic Emanators
- Archotech Prosthetics
- Luciferium
- Archite Capsules
- Unique Weapons

Several advanced entities will be present within the Void, it is recommended to prepare for the worst.

Notice: 1.5 Won't be updated any further.
Sentinel  [author] 21 Sep @ 12:49am 
1.6 Update Part 1:

New Psycast:

T11:

Void Portal:
Tear open a rift between the Void and our realm, allowing you to enter this forbidden dimension to claim high-value rewards. Those who linger inside will be at risk of losing their humanity, which may prove useful in this cursed plane of existence. /!\Warning/!\ High concentrations of powerful entities await you on the other side.
Aravox 14 Sep @ 9:40pm 
YES THE HORROS YOU SUMMON ARE LINKED AND ALLIED TO YOU!!!!
Sentinel  [author] 23 Aug @ 2:31am 
@Paolini Not really possible as that would make void-link unable to be reached in the path.
Paolini 23 Aug @ 2:26am 
Is it possible to disable the resurrect power ? Every VPE mod seems to have one strangely
Sentinel  [author] 17 Aug @ 4:09pm 
@Pepperoncino They are allied to you.
Pepperoncino 17 Aug @ 4:09pm 
I assume summoning Revenant, Noctol and Metalhorror does not make them allied to you ?
Guineatown20806 11 Aug @ 1:46pm 
@Sentinel I am not sure what exacly is the cause. It could be the reason. But for sure idk.
Sentinel  [author] 11 Aug @ 7:14am 
@Guineatown20806 could this be due to the VQE deadlife thing you mentioned? I assume their deadlife condition overrides other conditions which spams the letters as the two fight for control
Guineatown20806 11 Aug @ 7:06am 
The "Friendly" Deathpall gates are kinda broken. They are present on every settlement according to the game conditions. But only affect the map they are present on. Also I when I deconstruct them the messages get spammed with "Death Pall clearing" until you resummon the gate.
Guineatown20806 5 Aug @ 1:34pm 
Ok good:steamthumbsup:
Sentinel  [author] 5 Aug @ 1:24pm 
@Guineatown20806 Yes they last forever, you've got to deconstruct them.
Guineatown20806 5 Aug @ 12:53pm 
Question: Do the Weave X Gate's stay forever? I have weaved a Deathpall Gate in the VQE Deadlife Launch Site Base. Which I have settled on as a second settlement. I am noticing that switching to my original starting settlement it is a bit buggy in terms of the Weave X Gate. First it keep the controlled deathpall there as well. But shortly after it canceled it on that settlement. But it keep being active on the Deadlife launch site settlement. So will the gates stay active forever until destroyed or I cast a different gate psycast????
WabbaCat 24 Jul @ 2:02pm 
oooo, I wanna see!
... it will be a month before I get my game going (Letting the mod scene settle down before I jump in)
Any chance we can get some pics to go above?
or a link to a demonstration video?
Sentinel  [author] 24 Jul @ 1:57pm 
@WabbaCat it does!
WabbaCat 24 Jul @ 5:08am 
does Proto-horror have graphics for the affected pawn? If they are going to be half-metalhorror, it really makes me expect something visual lol
Sentinel  [author] 22 Jul @ 2:44pm 
Added Harmony as a requirement.
Sentinel  [author] 22 Jul @ 2:41pm 
Update: Pawns should no longer try to rescue or tend anomalies spawned by the portals.
(⓿_⓿) 21 Jul @ 4:30pm 
Really good mod, only really one thing that I think should be changed. The summons default to using the best medicine available with no real good way of changing it. So every time there's a big raid, all my stocked meds get used up on the summons even though they just respawn for free when killed. Other than that, very fun mod!
Sentinel  [author] 20 Jul @ 7:59pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Sentinel  [author] 16 Jul @ 9:37am 
Additional note: Existing portals will still give the mood buff on destruction, new ones won't.
Sentinel  [author] 16 Jul @ 9:31am 
Update:

1.6:

Fixed issue where destroying a portal would give the insect hive destroyed thought

Made it so the void gate can be stood on, 1.6 changed how passability works and the entities were spawning in a corner of the portal.

Void gate: Fixed entities not constantly reappearing after dying.

1.5:

Fixed issue where destroying a portal would give the insect hive destroyed thought
chomper 16 Jul @ 4:46am 
might wanna fix this bug
when i have destroyed void portal from revenant it gave my entire colony mood buff for killing a hive(including completing aspiration for destroying insect hive)
fallenscion 6 Jul @ 8:01am 
Weave Void Gate is a ton of silly fun. I think it might be slightly overtuned; but it feels genuinely apocalyptic to pull off.
Sentinel  [author] 3 Jul @ 4:21am 
Update: 1.6 port
Sentinel  [author] 27 Jun @ 9:14am 
Update:

Revenants have been made into a tank unit, they now have 30% more HP and will have a 100HP/Day Regen, very slight buff to their melee damage power (3 to 5)

New abilities:

T5:

Weave Void Portal (Noctol):
Weave a portal made out of void energy, allowing Noctols to enter this realm.

T10:

Void-Link:
Binds the target to the void, granting them the ability to recover from wounds as well as increased psychic sensitivity and void study rate while negating their need for comfort. The target will be Inhumanized.
Sentinel  [author] 26 Jun @ 2:00pm 
@Vartarhoz Tree seems strong enough to me, the revenant issue is due to the AI breaking and using their ability on allied colonists regardless of the revenant's faction.

I might make it so revenants apply a debuff on melee attacking similar to the hypnosis to fix that.

@ShadowEater25 Sure i can add that!
Vartarhoz 26 Jun @ 1:36pm 
Am I the only one thinks this tree pretty weak? revenants pretty useless they don't use their ability.
ShadowEater25 15 Jun @ 6:31pm 
would fit perfectly for my blind darkness cult
ShadowEater25 15 Jun @ 6:31pm 
may the noctols be a summon?
Sentinel  [author] 9 May @ 9:28am 
@A tropical beverage The gates (assuming you mean the last 2 abilities) aren't supposed to make sound, they don't on my end.
Eight3 9 May @ 4:48am 
peak mod but i wish there was a way to turn the graphic off for the proto horror
A tropical beverage 9 May @ 4:18am 
Is there any way to mute the gate sounds
Sentinel  [author] 29 Apr @ 8:50pm 
@hefgonburg Void mass acts as a deployable cover yes.
hefgonburg 29 Apr @ 8:31pm 
Is there a point to the void mass psycast? Or is it just cover?
Sentinel  [author] 26 Apr @ 3:22pm 
@fbagocius They shouldn't, they don't have the metalhorror comp in the race file
fbagocius 26 Apr @ 3:19pm 
Thanks for the reply. Do enemies attacked by friendly Metalhorrors get implanted like when dealing with hostile ones?
Sentinel  [author] 26 Apr @ 11:32am 
@fbagocius The Void Gate keeps producing units if some of them die as well as make the planet pitch black.

The deathpall gate is a constant planetwide corpse reanimation until it's broken.
fbagocius 26 Apr @ 10:41am 
Do the Void Portals from the T6 abilities do anything once their creatures have been spawned? Should I just melee them gone after theyre used?
reddevil 25 Apr @ 8:49pm 
this is amazing