RimWorld

RimWorld

[RH2] Faction: V.O.I.D.
1,687 Comments
Force Jul 4 @ 12:22am 
god damn, some ugly ass kids LMAO
blue Jul 1 @ 7:20pm 
nah you need hog 2.7
DEI GANKER Jul 1 @ 6:39pm 
is this compatible with 2.6 hog cycle?
isalcaruz Jul 1 @ 2:24pm 
Is there any way to craft the Voidtech skin? It's the only Void garment I'm interested in using. I've gotten a few others, but I'm getting rid of them because I prefer armor from other mods. But I really love the Voidtech skin.
Vulkandrache Jun 30 @ 3:33am 
Butcher them. Or cremation.
Aschevacuum Jun 30 @ 3:10am 
How to kill enemy rims? they keep reviving
Cheese Jun 28 @ 9:55pm 
Question when are you going to put more new things in the V.O.I.D like more N4 monsters, more weapons, armor, and maybe a Voidtech gravship?
lostormisplaced Jun 28 @ 6:12pm 
1.8?
TIzuku117 Jun 28 @ 3:56pm 
1.6?
anantasak5g Jun 27 @ 6:23am 
1.6!
DeathGun Jun 26 @ 1:34am 
Hi. Is there any addon planned for this mod that will allow crafting items from this mod? I just want to remove this faction from world generation and become this faction.
Creeper_Man Jun 22 @ 12:38pm 
1.6 when?
Radiosity Jun 22 @ 6:57am 
If you want a more 'balanced' experience, grab the More Balanced VOID mod (I don't remember the exact title, but it's something like that). The whole point of VOID is that they're bonkers OP and you need to figure out how to survive. That might be by using something like Ignorance is Bliss so they don't attack until you're ready, or cheesing it by leaving expensive items out for them to steal so they don't whack you.

As for anti-grain warheads, they're not powerful enough to really do much to this faction. Base game they'll wreck anything, but VOID members all have implants that give crazy armour bonuses, plus the armour they have equipped, AND potentially resurrection stuff on top of all that.
Titan Jun 22 @ 6:45am 
I'm just baffled what you're supposed to do if you A. want to loot a VOID base and B. don't want to resort to something ENTIRELY overpowered. If they have a building to defend against missiles, fine, but I think it a little much that I can detonate an antimatter warhead directly next to them and have less than nothing happen.

Like if you want them to survive a missile, fine, that's cool. I'm OK with it being a costly resource sink at the expense of safety, if I have to bombard the group with like 10-20 missiles. But to have them take literally NO damage from a missile impacting directly on their head doesn't make sense. I spent the several thousand silver getting the resources to put those missiles together, I don't think it unreasonable that it does SOMETHING besides put a new skylight in their roof.
SadPlastic Jun 22 @ 6:17am 
Only one thing that I didn't like is, the raid alert sound is too low, you basically get punished by not focus on screen. I'm just watching youtube while my base is have a moment for progress so which is pretty sucks, Don'y get me wrong, I'd snore this mod so much I love this faction :3
Just saying wish have that options for the raid alert sound can change to vanilla.
Radiosity Jun 21 @ 5:44pm 
Continued again:

Combine those with some high-end weapons (the M87 anti-materiel rifle mod, or something like Celestial Manufacturing Corp) and you can send a single colonist in to solo a VOID base. You might also want to take a look at the Cosmic Odyssey mod series, which has some neat stuff in it that can also help. Basically, the above mods can let you take aiming time to 1%, which turns high-powered single-shot weapons into VOID-killing machineguns :)
Radiosity Jun 21 @ 5:44pm 
Continued due to char length limits:

Honestly, the whole point is to put together an OP mod pack of your own. I've killed VOID using a bunch of different things, including building an SoS2 ship and using that to destroy them with capital ship weapons. But the number one mods that let you go toe-to-toe are GiTS Cyberbrains, specifically the top tier HADES combat brain. Greyscythe Cybergenetics and Bionics, specifically the hyper tier transcendent bionics. And for extra oomph, the Archotech genetics mod that allows you to kit out your people with skin that provides 150% armour and other bonkers boosts.
Radiosity Jun 21 @ 5:43pm 
@Titan - Yes. All VOID members have their implants, it just depends on their overall rank as to how many they have. The top tier reincarnation implants are on the higher end dudes (if their value is 600k or 1.2M then they should have the 4B serum).

I also had the bright idea to try nuking one of their bases with the Liberator from RimAtomics. Nope, VOID have missile defences, lol. Not even joking, the game said the missile was shot down, so clearly the mod has patches for other OP mods to ensure you can't cheese VOID bases too badly ;p
Titan Jun 21 @ 5:23pm 
So is EVERY pawn inside a void base supposed to be that roided up on cybernetics? Seriously I get they're supposed to be hard to kill by any number of normal colonists. That's fine, it's the vibe of the mod.

But I got the smart idea of trying to raid their base from a completely different map using missiles, I dropped an antigrain missile directly on them from across the map and literally nothing happened.

I'm not even mad, just bewildered at what I'm supposed to do without actually sending a pawn in to get murdered. Is there ANY sort of missile or shell that actually works on these fuckers? At this point I really don't know what I'm expected to do here.
𝕄𝕒𝕪𝕓𝕖 Jun 18 @ 8:36pm 
это что за пиздец
Radiosity Jun 5 @ 9:46am 
@OcN.Helbrecht - Thanks for the reminder, I actually saw an option for planetary killer in that mod, but completely forgot.

@Humble - None of the implants have any hidden negative effects (not that I've observed, and I've played dozens of hours against VOID).
Humble Jun 5 @ 7:32am 
Ok. Guys. Question. Lives are at risk (in rim world, agent.) CAN I ACTUALLY stick the N4-B serum "resurrecting one if im understanding correctly) in my colonist without it morphing him into a play dough man?
OcN.Helbrecht Jun 4 @ 11:24pm 
I found another mod that allows it to be disabled, incident disabler worked super well for it and any future modded scenarios.
Radiosity Jun 4 @ 4:02am 
Looking at the XML, it seems to be treated as a mech cluster, so it's quite possible the only way to disable it is to turn of mech clusters entirely, which isn't ideal.

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.
OcN.Helbrecht Jun 3 @ 11:45pm 
I've been removing it via dev mode and they launch another within a week, had it happen on several new colonies now, I did not see an option to disable it in scenario editor, but will look again.
Radiosity Jun 3 @ 4:25pm 
In all my runs against VOID, I've never had the planet killer event.
Should be possible to disable via scenario editor?
OcN.Helbrecht Jun 3 @ 10:12am 
Is there a way to disable the planetkiller event, it keeps spawning at day 20, no hope of doing anything in the 7 days it gives me, especially when it spawns on the other side of the planet at roughly 1 year of caravan time to reach.
RheaRhe Jun 1 @ 8:47pm 
have a weird bug where everyone starts teleporting around the map during raids, the only 2 mods referenced in the error popping up though is void events and rocketman. anyone else have this problem?
Radiosity May 30 @ 11:52am 
@Icyunvme - Just turn it off in the mod options?
Icyunvme May 29 @ 6:38am 
any way to disable expansion?
domonic666 May 28 @ 6:50am 
how do i stop the faction from swaping mid through a playthrough
biriyle1171 May 27 @ 10:59pm 
After installing this mod, I noticed that when an enemy raid uses the siege attack, and mortar blueprints are placed, if the siege is interrupted or the enemies retreat, the blueprints are not canceled as expected. Could you please take a look into this issue? I was able to reproduce the problem even with only the DLCs and this mod enabled—no other mods were active.

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.
Radiosity May 25 @ 3:35pm 
So I've played a dozen+ runs against VOID and this is the first time I've ever had them deny the initial begging for mercy option and turn hostile the next day. Had no idea that was even possible, lol.
DeadDragon May 24 @ 3:46am 
@ikit_claw yes-yes ı crate a blast room and immortal suprasion squad when 4b void attack
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.
ikit_claw yes-yes May 23 @ 8:27pm 
@DeadDragon i capture them and remove the 4b implants and put them in my own pawns its great
DeadDragon May 20 @ 11:05pm 
Void enemies with neurotonin-4b implants do not die. Even if they lose their heads, they grow them back and attack. It is not a problem that they revive, but it is a problem that they do it unlimitedly and very quickly. You may say burn the corpses, but that is not a solution either, the corpse revives before fire can destroy the body.
ikit_claw yes-yes May 19 @ 7:14pm 
fair enough its only the manhunter n-4 event thats acting up. i can live with it being wack if all the rest trigger fine
KΞNTΛR May 16 @ 3:40pm 
@ikit_claw yes-yes this is probably from another mod.
ikit_claw yes-yes May 15 @ 12:25pm 
anyone know why the void n-4 wander event doesnt trigger pause from hostile event. it also doesnt trigger the traders to be aggressive to them. had a pair spawn early in a run and a trader right after they proceeded to attack the traders but the traders didnt fight back until one of the caravan animals got down and would only engage in melee when they where personally attacked despite everone of them having guns
calpal278 May 12 @ 11:56am 
Is there any way to increase N4 infected spawns? (including defoliater, devil and rebirth chamber events)
charlieo123 May 10 @ 1:01am 
Just wondering if there are options to lower the loot drops from VOID bases, since their bases are not that impossible to penetrate even if ur on plain vanilla (as long as it doesn't have too many defenders). So it's kinda easy for one to get access to tons of loot, which kinda breaks the game in your favor.
Skorchedblade May 5 @ 9:06pm 
@vexon is it from an implant forgot the exact name but if you look at the enemy pawn's health tab you'll see it below the 2b serum.
vexion May 5 @ 2:32pm 
Ok. Don't know frankly how i'm supposed to destroy the body of god-like beings when they resurrect barely 30 seconds after being killed. Especially when explosive weapons have low accuracy and shit reload time. The time to aim the damn thing is enough for a void pawn to snap the neck of your frontliners. i wouldn't mind if it took a reasonable amount of time to rez, but that's way too fast. Also, i assume this resurrection isn't from an implant, is it?
Skorchedblade May 4 @ 9:54pm 
Is there just a sub mod that adds the implants?
Mr. J Soda Apr 21 @ 7:46pm 
@Chicken Plucker that's fair. In that case, would you be alright with people making a addon for either vehicle framework to add VOID inspired vehicles and/or SOS2 ships?
Blackhall Apr 21 @ 3:11pm 
I've encountered a rather weird bug where even if I disable the faction (I installed it purely to fight the mutants) and the V.O.I.D. Incidents (including the contact), V.O.I.D. still populates and periodically busts through my ceiling and meanders around my base for a day or two before leaving. While hilarious, it's just a bit weird. Is there a cleaner way to get the N-4 mutants without also having to contend with purple suited weirdos strolling up, busting up my roof and then meandering around?
Kotobukl Apr 21 @ 8:26am 
@Chicken Plucker Hi, after i downloaded Rimsort to sort my mods, seems the headgear can display now lol, anyways thanks so much of your help
https://lurl.cc/9UVdG
Chicken Plucker  [author] Apr 21 @ 4:58am 
@Highwayman - Cheers mate, if only the helmet is in the correct position in CE

@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
Chicken Plucker  [author] Apr 21 @ 4:55am 
@Kotobukl - That's frickin' terrible, thanks for the heads up. I have no idea what CE wants then because I've done someone's suggestion to patch it unfortunately. This is what makes that mod infuriating, because even when I asked in their discord none of them can give me opinions

@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
Highwayman Apr 20 @ 10:07pm 
oh fuck they can live in space now. Nowhere is safe.

...Least the helmet is in the correct position now. thanks Chicken.