RimWorld

RimWorld

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Deafness and Blindness (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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74.665 KB
11. mar. 2020 kl. 12:59
14. juni kl. 6:57
10 ændringsbemærkninger ( vis )

Abonner for at downloade
Deafness and Blindness (Continued)

I 1 samling af Mlie
Mlie's resurrected mods
969 genstande
Beskrivelse

Update of Emmotes mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1261511017

- Changes Blindness and deafness to appear gradually
- French translation added, thanks qux!



[discord.gg]
[github.com]



See this mod instead: (Not made by me)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2019740307



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: changes
29 kommentarer
The Bard of Hearts 27. juli 2023 kl. 15:49 
Guess thats a no then
The Bard of Hearts 5. maj 2023 kl. 16:09 
Is there a way to make the progression of deafness and blindness not happen over the course of 3 days?
TiraboTurbos 22. okt. 2022 kl. 15:12 
I'd imagine that any modded age reversal follows the same method as the DLC one.
Gabeux 13. aug. 2022 kl. 17:51 
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 kl. 12:11 
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 kl. 12:09 
@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 kl. 21:53 
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. juli 2021 kl. 3:58 
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. juli 2021 kl. 19:34 
Now that Ideology is out, I'm curious how this mod plays with the 'Blindsight' meme
Mlie  [ophavsmand] 24. maj 2021 kl. 13:01 
@qux Should be updated now