RimWorld

RimWorld

Blindsight - Unified
59 Comments
Dr. Internet 14 Jul @ 12:29pm 
Thanks for the update! ♥
Ancient0fDaze 14 Jul @ 8:07am 
Great mod - thanks for keeping it up!
SpenceZILLA  [author] 14 Jul @ 6:52am 
Updated to 1.6, See the change notes for details.
Please reach out here or to me on Discord: spencezilla, if there are any bugs/issues
I will typically answer faster over on discord
gunns22 13 Jul @ 4:10pm 
@SpenceZILLA

That's okay. Take as long as you need to.
SpenceZILLA  [author] 13 Jul @ 3:10pm 
This technically should work for 1.6, let me take a look on updating it anyways
Just got back from a vacation, I haven't even updated rimworld yet
gunns22 13 Jul @ 7:13am 
@SpenceZILLA

News on 1.6 update?
adam110902 4 Jun @ 6:25am 
something is wrong/strange with "blind(attuned)" hediff
i haveseveral pawns with ot and some have -50% moving, some have -25 and some have no debuff at all
Flesh Forge 2 Jun @ 7:34am 
Hey FYI, the "Blind" hediff that your mod adds (whether due to sight removal or from the blindfold) has a problem with things that attempt to remove hediffs, like the vanilla healer mech serum or Anomaly's chronophagy ritual or various mod content e.g. psycasts that attempt to regenerate limbs; they attempt to remove your Blind hediff and should not, and then your mod just re-adds the Blind hediff (as it should, because the pawns eyes are still gone/blindfold is still on)

According to Sleepy068, author of Sleepy's Psycasts, you should add the tag <isBad>false</isBad> to your hediff "BU_BlindAttunement" so these effects won't attempt to remove it. Thanks.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884678003&tscn=1748850961
Flesh Forge 1 Jun @ 1:06pm 
Funny edge case: if a pawn is blind, and has not reached Attuned stage, and gives birth, apparently this pushes some vital stat below zero (probably consciousness) and they die! Consider adding a minimum to the maluses applied by that hediff, if that's possible
Hatokungz 29 Apr @ 12:24am 
@SpenceZILLA Could you make a patch with the Psychic Sight form Alpha Genes
Aimsworth 23 Apr @ 4:53pm 
@SpenceZILLA Awesome!! Just wanted to make sure it was working as intended! I appreciate you responding! Thank you!
SpenceZILLA  [author] 23 Apr @ 2:21pm 
@Aimsworth
Attuned is the final stage of the effect; originally from "BlindsightWorks"
This benefit is for all Blind pawns, not just psy-enabled ones. In theory, the blind will eventually be a lot more confident and comfortable when moving around, but they won't be as fast as someone with sight
Aimsworth 21 Apr @ 3:04pm 
Hey, I'm sorry if this is listed somewhere, I've been looking and can't find it. How do pawns advance past "Blind (Attuned)"? Or do they stay there with the -25% moving penalty?
SpenceZILLA  [author] 14 Apr @ 12:03pm 
@homounicornio
That would be a great idea, although might be out of my normal wheelhouse. I only combined 3 mods (which was mostly trivial).
I do think that would be a good idea for a mod, but not something I have the time for in the next few months
homounicornio 31 Mar @ 5:32am 
Hi: I don't know if you're still working on this mod, but I wanted to suggest adding an Eltex blindfold, since you can't use a blindfold with other Eltex headwear (if that's not too complicated and out of your league). The mod is amazing like it; just thought of adding a bonus for blindfold.
Sir Rolin 11 Jan @ 6:28am 
Found a mod that fixes the reading problem:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3317714430
However it's only 10% reading speed at all levels of blindsight
Sir Rolin 11 Jan @ 6:05am 
Also I have tried all levels of Psylink and Blindsight, but they can't read due to the sight being a multiplier of 0x due to being blind being applied after the addition from blindsight hediff.

I think the only way to fix it would be to patch the reading speed stat.

Thanks for the mod.
Sir Rolin 11 Jan @ 5:56am 
I tried @Dorsal! 's fix and it's no longer throwing errors every time I hover over the hediff.

In Royalty\1.5\Defs\HediffDefs\Hediffs_truesight.xml
Replace "<EntityStudyRate>" with "<EntityStudyRate MayRequire="Ludeon.RimWorld.Anomaly">"
Charlie Soulfire 18 Oct, 2024 @ 4:10am 
I would think you could mimic the behavior of something like Sensory Mechanites, which has hidden "severity" and instead shows stages and is nonlethal. When untreated or treated poorly, sensory mechanites build up severity like Blood Rot, but the value is hidden and only affects the severity stage of the symptoms.
Narlindir 13 Oct, 2024 @ 4:58am 
@skimaskalx or use "dont say 100% unless you mean 100%"
its a good mod
skimaskalx 12 Oct, 2024 @ 5:01pm 
@SpenceZILLA i haven’t gotten around to modding myself, but i believe infections in rimworld usually round themselves out. (i.e 99.1% being displayed as 100%) so if possible, capping it at 99.1% or 99.5% or some irrelevant number could get the hediff to display as 100%
SpenceZILLA  [author] 10 Oct, 2024 @ 4:55pm 
@Maximillionysis - Limitation from how the blindsight mod works, and the sort of "Improvements over time"
It's just an infection that can't kill you. If it reached 100 the pawn would die, so the max is 99
Maximillionysis 9 Oct, 2024 @ 12:00am 
Question, is the Blind hediff supposed to be permanently at 99%? Or is something supposed to happen when it reached 100%?
SpenceZILLA  [author] 8 Oct, 2024 @ 3:06pm 
@Lucy - Always open on discord: spencezilla
@FormalCyborg - I've mostly just moved over the effects from the above mentioned mods. If it is an issue I can change the values a bit. But I don't think -60 -> -25% is too much. Let me know if it really is too much, and I can make it less

@Dorsai! - Let me try, it shouldn't be too hard, might just take time. But from my testing, aside from the log errors on launch, it doesn't impact the effectiveness of the mod
Dorsai! 8 Oct, 2024 @ 12:40pm 
Hi, as a fan of the abandoned Blindsight - Truesight I love your mod. Great work pulling those mods together into a consistent package. One quick note:

You're using the 'EntityStudyRate' stat in your 'BU_TrueSight' hediff and it's giving me a red error on launch because the StatDef doesn't exist (likely because I don't have Anomaly yet).
Could you add a MayRequire="Ludeon.RimWorld.Anomaly" to the tag where it's used. Already tried it and it seems to work.
FormalCyborg 8 Oct, 2024 @ 7:00am 
Perhaps I'm missing something but, while interesting, after testing for a while the movement reduction was a huge headache to deal with, even at attuned status.
Anything that lowers movement any further is likely to straight up down a pawn, single hit to the legs is all it took a lot of the time
DarkenedLucy 8 Oct, 2024 @ 4:59am 
oh i see now, its just there is a bug with something else so at level 6 it says error getting tooltip on the blidnsight health condition so i wasnt able to see the buffs
DarkenedLucy 8 Oct, 2024 @ 4:57am 
@SpenceZILLA do you have somewhere i can contact you other than here just so its quicker?.

yea the normal sight stat in health is still 0, where do i view the psy"sight"stat, is that the buffs like how they have a +20 to shooting accuracy from blindsight?
SpenceZILLA  [author] 8 Oct, 2024 @ 4:27am 
@Lucy - Can you check for the other modifiers as well? And do you mean "the sight is still 0" as in the pawns "Sight" stat or the Psy"sight" stays at 0?

The psysight buffs will not change a pawn's sight stat, it instead provides buffs to make up for having 0 sight, where each psylink level is another 25% "virtual sight"
DarkenedLucy 5 Oct, 2024 @ 1:34pm 
ok so they get a shooting buff but the sight is still 0
DarkenedLucy 5 Oct, 2024 @ 12:32pm 
they are a psycaster, but it just says the error getting tooltip text and they dont have any buff
Narlindir 5 Oct, 2024 @ 9:38am 
they need to be psycasters
DarkenedLucy 5 Oct, 2024 @ 8:37am 
im getting the same as mrmagolor not sure whats going on but it doesnt add any sight bonus to my people
Caz 30 Sep, 2024 @ 6:21pm 
Going through my extensive mod list in preparation for coming back to play and I saw that Truesight was no longer working. Looked up Blindsight in the Workshop and found this. This is so much more than I was getting out of Truesight and it's awesome!
mrmagolor 1 Sep, 2024 @ 5:04pm 
experiencing the same "error getting tooltip text" as others, but I suspect that the issue is Big and Small Framework/Genes and More? No idea what specifically it does there, but it's the only mod I have that affects hediffs in any meaningful way
Neidhardt 26 Aug, 2024 @ 5:46pm 
I released an addon for this mod here that allows truesighted pawns to read.
TrittonXD 22 Aug, 2024 @ 2:57am 
Blindsight doesnt provide you with the sight buff no matter what your psylink level is
SpenceZILLA  [author] 18 Jul, 2024 @ 9:11am 
@StanleyTheWorst - Not sure what would be causing that, nothing with the mod interacts with the Mouse position stack, or a ScrollView; It might be a conflict with something else

@FateoftheRealms - It might be an issue with another mod, This mod only adds some health effects that give some buffs to hearing a work stats, something might not be properly interacting with the interface, or changing how rimworld gets toolsips
FateoftheRealms 2 Jul, 2024 @ 11:14am 
I'm a bit confused on whether or not the mod is working correctly for me. I'm getting the same error that Pookage got in their comment on May 18th in regards to not having Anomaly, but I also get the error "Error getting tip text" when I hover over the health description on pawns that have it. It still shows up, but no descriptions, and nothing I can find references it as doing anything except for hearing. Is that the only thing that the blind-sight feature is supposed to effect? Am I missing something?
StanleyTheWorst 29 Jun, 2024 @ 8:34am 
getting this error whenever i hover over the blindsight hediff, that same hediff also isn't giving any benefits

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()

i'd send my modlist too, but it doesn't fit so womp womp
the only mods that i think could be somehow messing with this are like vanilla psycasts expanded and maybe SOS2
Ioncloud 25 Jun, 2024 @ 1:40pm 
Doesn't look like it's beneficial... I used QoL and turned on beneficial and seems to work correctly
Narlindir 20 Jun, 2024 @ 9:24am 
@TeH_Dav imagine it like ultrasound
but with brain waves

but you cant read a book with ultrasound
since you cant make out the letters afaik

so not much of a logical incongruity imho
SpenceZILLA  [author] 20 Jun, 2024 @ 3:35am 
@Ioncloud Let me take a look, I think they're beneficial hediffs, but I'm not 100% certain how the regeneration in Alpha Genes works anyways

@TeH_Dav Might be difficult, since the game itself probably controls that with what Pawns at 0% sight can do. But I'll take a look
TeH_Dav 14 Jun, 2024 @ 1:59am 
Would it be possible to make it so that pawns with Blindsight can read books? As it sits my pawns can research, write, shoot, cook, etc, but they can't read anything which I find silly since they're using their psychic sensitivity to do this stuff now.
Ioncloud 7 Jun, 2024 @ 11:55am 
I see what's happening regeneration is "Healing" the blind hediff by reducing it's severity...
Not sure what you need to do to make it a "beneficial" hediff so that regeneration ignores it

I think it's Alpha Genes "Regenreation"
Ioncloud 7 Jun, 2024 @ 7:14am 
the blind hediff keeps resetting when using a blindfold so they never "get use" to being blinded (I have it force equipped so it shouldn't come off)...
I made my pawns with regeneration so they keep growing their eyes back..
POMAL 24 May, 2024 @ 10:45am 
This is still showing no sight improvement for my lvl 6 psycaster with no eyes. I also don't have anomaly. It is at the bottom of my mod load order.
Narlindir 21 May, 2024 @ 3:34pm 
might want to set theothers to "incopatible" as a flag so rimpy can throw out the others or at least alert the user via a warning
Narlindir 21 May, 2024 @ 3:32pm 
was running the old Blindsight - Truesight version for 1.4
but this will replace it now
thank you!
TheLordEternal 19 May, 2024 @ 8:02am 
I wonder if there's an idea in accuracy when shooting also being dependent on the target's psychic sensitivity.
As in, after the casters own psylevel/psychic sensitivity calculations, their accuracy also depends on the targets psychic sensitivity.

-Normal psychic sensitivity and it only uses the caster's psychic sensitivity/psylink for accuracy.
-But if the target has higher psychic sensitivity the caster gains a accuracy bonus to hitting the target, as if they stand out more with their psychic presence.
-Conversely, psychically dull or psychically deaf pawns gets a debuff to hitting, or even plain reduced to zero chance, due to them having lesser or no psychic presence respectively to see.