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@Humble - None of the implants have any hidden negative effects (not that I've observed, and I've played dozens of hours against VOID).
I'm guessing it's a storyteller issue, because I normally only play on Randy Random, and he doesn't send events on any particular schedule. A storyteller like Cassandra probably has a higher chance of firing this event simply because she sends events on a consistent basis. I wonder if Perry Persistent might screw me over if I used him with VOID, since he's all about sending lots of events. Might test that at some point, heh.
Should be possible to disable via scenario editor?
Also, when a planetkiller event was triggered, after defeating the enemies and leaving the map, the additional game didn't close properly. Was this just bad luck on my part? I had many mods enabled in that case.
1. I kill them
2. I strip them
3. carry their corps to blast room
4. blast their corps to non-existence
if they resurrected between these stages immortal suprasion squad will neutralize them with charge shotguns then we continue where we left off.
https://lurl.cc/9UVdG
@kanid69 - Should be a mod conflict yes, there's no reason they wouldn't spawn with implants because every pawn in this mod is set to have implants. If some other mod assigns pre-coded pawns to VOID or whatever then they simply won't have the same rules as the pawns already coded in this mod
@ANDYGAST - N-4 creatures are man made horrors, the anomaly entities are ancient creatures made by some dark archotech (darkotech) race. VOID would be post-human but the darkotech are not likely human. This is the difference, and I'd argue the only people who only need to contain the N-4 are those who don't know what VOID would already know
@Mr. J Soda - Hey mate. The thing is I'm going by reference from a source material. Dead Frontier had no vehicles, VOID didn't use mechs or vehicles, they just shot things. Think of it like Kryptonians or Viltrumites, they're post human and didn't use vehicles. That's just how their thing is. While yes technically we can argue they use them to go around, if we had actual ships and I could design them we can make them whacky cthulhu lookin' squid ships. So no, I'm not planning vehicle framework support, besides the fact that Vehicle Framework to me is like trying to support CE, it's having to figure out someone else's mod when I still have to catch up sorting my stuff out
...Least the helmet is in the correct position now. thanks Chicken.
First and foremost:
- SOS2 patch update coming in a few hours
- The mod will have new things but that's not the priority right now, we have bigger things to deal with
Let's go with questions.
@The Disabled Chad - I wouldn't honestly call that "on it's own" because you have HugsLib and such. I enabled this Steam version with all DLC and Harmony and got none of the error you shared mate. Unfortunately I can't replicate the issue.
Could you please try your DLC, Harmony and just this mod to confirm you aren't having some issue caused by whatever else is in your modlist?
No. Why?
I'm gonna change the code, then my video that shows the puzzle clue is now worthless. And then someone will just share the new code, and then the next one.. and the next one. If you don't want to accidentally run into the "answer" don't search for it. This request is just pointless because it'll never end.
- VOID bases are destroyed as soon as I raid it
So I've noticed a problem with vanilla's spawning system of pawns if you have certain resources in the base like turrets.. They simply don't spawn pawns. It's a pain in the arse and it makes my life hell because we're just trying to make faction mods here.
That's one thing that will have to be sorted when I revisit the mod and fix the faction bases to make them smaller, will also sort out the people who crash cause the bases are too big.
They're just elite enemies, and if you destroy one then they're done. Beyond vanilla's feature of announcing when a leader dies, sadly nothing too deep happens other than you besting an opponent.
- Headless immortal pawn kills my colonists, what do?
You likely have so much mods that it'd be impossible to tell what caused this bug because it can happen without VOID. @Justfly specifically reported this and sent me a log, tonnes of mods. If I can't replicate this error with just VOID enabled then it's not VOID's issue.
- Thanks for making this
@Stupid Frenchie in particular, no worries man. Lots of love.
- Siege is broken, no blueprints/resources
This can happen in vanilla. VOID is just using a siege incident, it doesn't specify much else, so the bug is vanilla and not a damn thing we could do about it. I've flagged it to my coder, and it's one of these things in RimWorld we can't do anything about.
Control implant, and you have to send a pawn in melee range to manually install it on a creature.
- Can I have a version WITHOUT (X or Y)?
No. Not unless you mod it yourself and release the version, because I'm too busy to have to cater to everyone. On top of real life, and all the patch request and all the other mods, I can't possibly say yes to every request and every version people ask for. I respect that not everyone likes everything that comes with the mods I make, but I've got limited resources here and so many people ask for different things, which I then have to maintain as well. It's not feasible.
I'm trying to figure out how to sort it, will do what I can but I'm focusing on several more important things than CE patches atm. No offense guys, but the mod was made for vanilla users not other mods, and this is the main reason why incompatibilities with mods like SOS2 and CE happen, because they aren't vanilla and they mess with things that are core to vanilla that I have zero control over. This makes me have to figure out how the other mod's code works on top of whatever Vanilla code I already have to swim through.
- No prisoner demands?
No idea why you have that issue, if you're having an error then you should send the full log, otherwise maybe it's just a cooldown from the last incident.
I say this with no sarcasm, ideally with other mods. This is meant to be a hardcore experience, and complaints about this being one of the few difficult faction mods out there being difficult can be a bit silly to me, because it's completely optional. There's so much factions out there and this one happens to have difficulty as it's main feature, so to change that would make it just like every other faction mod.
- Mods that buffs VOID?
Awh hell nah
I'm kidding. I wouldn't know, I didn't want to make unkillable pawns (much to the irony of the Q&A bit below). VOID is a villain faction that can be defeated, I highly recommend Kraltech if you want something more unreasonable. I am satisfied with their current challenge rating, sadly there's a lot that needs to be sorted but I can't deal with atm.
You likely have some errors, because you can select them. They're like every other animal
- I can't craft VOID gear
They aren't meant to be craftable, maybe this will be revisited folks but right now I am too busy to nitpick, so much mods to deal with and we've already gone past years without updating the old RH stuff I used to have. Too much feature creep, too much trying to please people and so little time lead to stagnant progress. I have to put my foot down and say no to many things.
- Are VOID pawns meant to resurrect infinitely even when beheaded?!?!
Yes. That's what certain strains of the N4 virus is capable of. Not all VOID pawns can do this, you have to destroy the body, but I shouldn't even be giving advice here but explosives exist for a reason.
Used hugslib to get logs:
https://gist.github.com/HugsLibRecordKeeper/03728e451939dab1af3b27d24cbefffd