RimWorld
[RH2] Faction: V.O.I.D.
1.701 Yorum
BurritoBitch 16 Tem @ 1:25 
Awesome mod mate, great work! Would like to mention that there are some "tameable" creatures without a naming pathway, notably the Stalker. Other than that, brilliant job on the mod.
iecblocker211 (moose) 15 Tem @ 22:30 
make this shit 1.6 I WANT TO BULLY THE VOID
Hatmann 15 Tem @ 17:40 
I don't get why multiple people post "1.6 pls" as if they don't already know in the first place, and also how spamming won't make it go faster.
Phrog 15 Tem @ 12:12 
ima touch you if we dont get 1.6
Huei the Vietnamese 14 Tem @ 20:21 
edging for 1.6
Nalo 纳洛 14 Tem @ 5:29 
1.6pls xwx
filipfrantz 13 Tem @ 12:40 
Is this compatible with fitness gram pacer test?
McCozzy 13 Tem @ 9:47 
wheres 1.6 at
Delasmo Icalvo 13 Tem @ 7:33 
wen 7.9 support, plas?
This_Guy 12 Tem @ 17:02 
finally, 1.6 stopped the void.
lostormisplaced 12 Tem @ 9:41 
8.5?
help 12 Tem @ 9:31 
3.9?
大番薯之怒 12 Tem @ 1:37 
need 1.9
domonic666 11 Tem @ 10:16 
is this being updated?
Force 4 Tem @ 0:22 
god damn, some ugly ass kids LMAO
blue 1 Tem @ 19:20 
nah you need hog 2.7
TEL AVIV MONSTER 1 Tem @ 18:39 
is this compatible with 2.6 hog cycle?
isalcaruz 1 Tem @ 14:24 
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 30 Haz @ 3:33 
Butcher them. Or cremation.
Aschevacuum 30 Haz @ 3:10 
How to kill enemy rims? they keep reviving
Cheese 28 Haz @ 21:55 
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 28 Haz @ 18:12 
1.8?
TIzuku117 28 Haz @ 15:56 
1.6?
anantasak5g 27 Haz @ 6:23 
1.6!
DeathGun 26 Haz @ 1:34 
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 22 Haz @ 12:38 
1.6 when?
Radiosity 22 Haz @ 6:57 
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 22 Haz @ 6:45 
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 22 Haz @ 6:17 
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 21 Haz @ 17:44 
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 21 Haz @ 17:44 
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 21 Haz @ 17:43 
@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 21 Haz @ 17:23 
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 18 Haz @ 20:36 
это что за пиздец
Radiosity 5 Haz @ 9:46 
@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).
Toki 5 Haz @ 7:32 
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 4 Haz @ 23:24 
I found another mod that allows it to be disabled, incident disabler worked super well for it and any future modded scenarios.
Radiosity 4 Haz @ 4:02 
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 3 Haz @ 23:45 
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 3 Haz @ 16:25 
In all my runs against VOID, I've never had the planet killer event.
Should be possible to disable via scenario editor?
OcN.Helbrecht 3 Haz @ 10:12 
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 1 Haz @ 20:47 
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 30 May @ 11:52 
@Icyunvme - Just turn it off in the mod options?
Icyunvme 29 May @ 6:38 
any way to disable expansion?
domonic666 28 May @ 6:50 
how do i stop the faction from swaping mid through a playthrough
biriyle1171 27 May @ 22:59 
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 25 May @ 15:35 
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 24 May @ 3:46 
@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 23 May @ 20:27 
@DeadDragon i capture them and remove the 4b implants and put them in my own pawns its great
DeadDragon 20 May @ 23:05 
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.