RimWorld
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Deprecated: Deafness and Blindness
   
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7 gen 2018, ore 9:12
19 ott 2018, ore 18:06
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Deprecated: Deafness and Blindness

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29 commenti
Emmote  [autore] 24 mar 2020, ore 14:13 
Appreciate the update Mlie. This is now deprecated - use Mlie's instead.
Mlie 11 mar 2020, ore 12:59 
Made an update of this for Rimworld 1.1
https://steamproxy.net/sharedfiles/filedetails/?id=2019740307
Hope this helps anyone!
redbluyellowrose 25 feb 2020, ore 12:21 
Are you planning to update to 1.1?
Emmote  [autore] 4 mag 2019, ore 12:23 
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 mag 2019, ore 11:07 
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, ore 10:46 
thanks for the quick respond. :)

I'll tell the author of PC then. hopefully there will be a fix soon.
Emmote  [autore] 4 nov 2018, ore 9:59 
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, ore 9:45 
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 set 2018, ore 14:44 
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  [autore] 17 set 2018, ore 16:10 
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.