RimWorld

RimWorld

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Deprecated: Deafness and Blindness
   
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Mod, 1.0
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37.403 KB
7 Jan, 2018 @ 9:12am
19 Oct, 2018 @ 6:06pm
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Deprecated: Deafness and Blindness

Description
29 Comments
Emmote  [author] 24 Mar, 2020 @ 2:13pm 
Appreciate the update Mlie. This is now deprecated - use Mlie's instead.
Mlie 11 Mar, 2020 @ 12:59pm 
Made an update of this for Rimworld 1.1
https://steamproxy.net/sharedfiles/filedetails/?id=2019740307
Hope this helps anyone!
redbluyellowrose 25 Feb, 2020 @ 12:21pm 
Are you planning to update to 1.1?
Emmote  [author] 4 May, 2019 @ 12:23pm 
I did consider it yes but I didn't think it would fit with this mod.
You're welcome to copy my code and make your own mod for mutism though.
Awesomeexplorer 4 May, 2019 @ 11:07am 
Have you thought about adding a "mute" health condition that pawns can start (and/or be born with using any of the children mods)? Being mute is considerably a disorder that usually someone or something is born with in which you cannot use your vocal cord (thus no talking, or in this case talking -100%.)
Tarus 4 Nov, 2018 @ 10:46am 
thanks for the quick respond. :)

I'll tell the author of PC then. hopefully there will be a fix soon.
Emmote  [author] 4 Nov, 2018 @ 9:59am 
I just looked into it and yea it seems Prepare Carefully is adding the conditions wrong. The HeDiff Giver works fine in-game but PC is only giving it to the left-body part.
It's doing this with the vanilla Cataracts too, so I think it's a problem with PC.
Tarus 4 Nov, 2018 @ 9:45am 
I've noticed an issue. Maybe you could help me with it, because it affects your mod, too.
Whenever I use Prepare Carefully to make a pawn blind, it only works for the left eye. I don't get an option to choose and the right eye won't appear in the list with conditions.
raydarken 20 Sep, 2018 @ 2:44pm 
Thank you for taking the time to reply Emmote, the tip on changing the values in the xml is really helpful. I, uhh, see what you mean about the ability for the blind to adapt and that makes sense. I understand modding takes work, and if a suggestion doesn't match your vision (sorry, I can't help myself) for the mod then it is what it is. :)
Emmote  [author] 17 Sep, 2018 @ 4:10pm 
As is in the description, the severity is random per colonist who gets this. It can progress from nothing to profound in half a year to 10 years.
So a two-year progression was just unluckily quick.

If you want to change it though, search in the mod files.
If you go to:
Steam\SteamApps\workshop\content\294100\1261511017\Defs\HediffDefs\
You'll find Hediffs.xml.

Look for <severityPerDayNotImmuneRandomFactor> and change the min and max values. The lower the values, the slower it will progress. Changing max from 1 to 0.1, for example, would change the quickest severity to 5 years, instead of half a year.
You'll need to change this for both conditions (or change them independently to different values on preference).

As for the movement penalty, I disagree. People who lose their sight, especially if it's a slow progression, tend to adapt to it. Plus, I think the lack of sight is enough of detriment.