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Please reach out here or to me on Discord: spencezilla, if there are any bugs/issues
I will typically answer faster over on discord
That's okay. Take as long as you need to.
Just got back from a vacation, I haven't even updated rimworld yet
News on 1.6 update?
i haveseveral pawns with ot and some have -50% moving, some have -25 and some have no debuff at all
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
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
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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3317714430
However it's only 10% reading speed at all levels of blindsight
I think the only way to fix it would be to patch the reading speed stat.
Thanks for the mod.
In Royalty\1.5\Defs\HediffDefs\Hediffs_truesight.xml
Replace "<EntityStudyRate>" with "<EntityStudyRate MayRequire="Ludeon.RimWorld.Anomaly">"
its a good mod
It's just an infection that can't kill you. If it reached 100 the pawn would die, so the max is 99
@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
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.
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
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?
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"
@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
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
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
@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
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"
I made my pawns with regeneration so they keep growing their eyes back..
but this will replace it now
thank you!
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.