RimWorld

RimWorld

75 ratings
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
Mar 11, 2020 @ 12:59pm
Jun 14 @ 6:57am
10 Change Notes ( view )

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Deafness and Blindness (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

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

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



[dsc.gg]
[github.com]



See this mod instead: (Not made by me)
https://steamcommunity.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.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • 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 Comments
The Bard of Hearts Jul 27, 2023 @ 3:49pm 
Guess thats a no then
The Bard of Hearts May 5, 2023 @ 4:09pm 
Is there a way to make the progression of deafness and blindness not happen over the course of 3 days?
TiraboTurbos Oct 22, 2022 @ 3:12pm 
I'd imagine that any modded age reversal follows the same method as the DLC one.
Gabeux Aug 13, 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 Sep 30, 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 Sep 30, 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 Aug 20, 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 Jul 29, 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 Jul 24, 2021 @ 7:34pm 
Now that Ideology is out, I'm curious how this mod plays with the 'Blindsight' meme
Mlie  [author] May 24, 2021 @ 1:01pm 
@qux Should be updated now