RimWorld

RimWorld

[RH2] Faction: V.O.I.D.
1,667 Comments
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.
Kotobukl Apr 20 @ 8:08pm 
Hi,seems like Headgear issue still exist with CE, should i change to github version of CE or somthing?
kanid99 Apr 15 @ 6:05am 
Is it a mod conflict that void pawns spawn with no void implants ? Im assuming yes, and not that this was some sort of intended change to water down the potency of void,
ANDYGAST Apr 14 @ 5:48pm 
one could imagine integration with the void dlc, considering if you become void you essentially are a part of a science team with duty to find out [REMOVED], and detaining nerotonin type-4 infected would be funny
Mr. J Soda Apr 14 @ 4:38pm 
I know you're busy with other things, but do you think you'll add custom VOID vehicles once the Vehicle Framework adds support for AI to use them?
Chicken Plucker  [author] Apr 14 @ 2:48pm 
Hey everyone, finally returned from buying that milk. I will answer some questions, apologies if I miss yours because there's quite a lot of pages to go through.

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.
Chicken Plucker  [author] Apr 14 @ 2:48pm 
@riahnoc - Are you talking specifically about VOID expansion? Mod settings lets you disable this.

@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?
Chicken Plucker  [author] Apr 14 @ 2:46pm 
- Someone shared the code in reddit lol change it
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.
Chicken Plucker  [author] Apr 14 @ 2:42pm 
- What happens if I destroy Big Sisters and Big Brothers?
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.
Chicken Plucker  [author] Apr 14 @ 2:37pm 
- How do I control and N4 mutant?
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.
Chicken Plucker  [author] Apr 14 @ 2:35pm 
- CE headgear bug?
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.
Chicken Plucker  [author] Apr 14 @ 2:32pm 
- How are you supposed to fight against them?
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.
Chicken Plucker  [author] Apr 14 @ 2:27pm 
- I cannot select VOID monsters
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.
The Reformed Chad Apr 14 @ 12:36pm 
I used prepatcher here to see if it was a harmony issue but still has same results.
The Reformed Chad Apr 14 @ 12:31pm 
Having issues running the mod. Tried running it alone still getting errors. How can i fix this?

Used hugslib to get logs:
https://gist.github.com/HugsLibRecordKeeper/03728e451939dab1af3b27d24cbefffd
Aitor Apr 13 @ 9:13pm 
you can disable their spread in mod options
riahnoc Apr 12 @ 11:33am 
So.....Where do I go in the files to remove the fact they FORCE their way into my playthrough and space without any sorta restrictions? Past that one issue for (specific runs while having other saves with them in it....) nice mod
MiniCaead Apr 11 @ 4:20pm 
Hey dev I want to let you know that the void members die in space of the Save Our Ship 2 mod.
Euro Beat Apr 7 @ 9:29am 
I found out why, it's because of the large bases mod after checking for mod incompatibility. Kinda sad since the default bases are really small generally.
Totally Not Ed Apr 6 @ 12:57am 
YO, It's the mfs from Rat Knight
Highwayman Apr 4 @ 6:39pm 
@Euro Beat is there any enemies within the base apart from the pods that spawn some void monsters or no? Not a single humanoid VOID enemy attacked me when a raided a base. Using Defog it was empty. Nothing appeared in log about a fail to gen, so I have no idea what went wrong.