RimWorld

RimWorld

72 ratings
Deafness and Blindness (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
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73.434 KB
11 Mar, 2020 @ 12:59pm
13 Mar @ 2:43pm
9 Change Notes ( view )

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Deafness and Blindness (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
845 items
Description

Update of Emmotes mod
https://steamproxy.net/sharedfiles/filedetails/?id=1261511017

- Changes Blindness and deafness to appear gradually
- French translation added, thanks qux!



[dsc.gg]
[github.com]



See this mod instead: (Not made by me)
https://steamproxy.net/sharedfiles/filedetails/?id=2019740307



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


29 Comments
The Bard of Hearts 27 Jul, 2023 @ 3:49pm 
Guess thats a no then
The Bard of Hearts 5 May, 2023 @ 4:09pm 
Is there a way to make the progression of deafness and blindness not happen over the course of 3 days?
Turbotowns 22 Oct, 2022 @ 3:12pm 
I'd imagine that any modded age reversal follows the same method as the DLC one.
Gabeux 13 Aug, 2022 @ 5:51pm 
I'm wondering if those conditions are reversed when reversing a colonist age through a mod object or colonist skill (modded psycasts, magic, etc.)? Ty!
jtgibson 30 Sep, 2021 @ 12:11pm 
Heh, occurs to me that the context of that function probably matters more here:

public class ThoughtWorker_Precept_Blind : ThoughtWorker_Precept { override ThoughtState ShouldHaveThought(Pawn p) { return PawnUtility.IsBiologicallyBlind(p); } }
jtgibson 30 Sep, 2021 @ 12:09pm 
@JACK: Straight from the source code of RimWorld: "public static bool IsBiologicallyBlind(Pawn pawn) { return !pawn.health.capacities.CapableOf(PawnCapacityDefOf.Sight); }"

If you installed it in only one eye, well, there's your problem. If in both, it was probably insufficient to render total blindness in both eyes (it likely used an offset to blindness, rather than setting the capacity of the local body part (eyeball) to zero).
JACK 20 Aug, 2021 @ 9:53pm 
I'm skeptical of that; I have a mod that lets you install a glass eye (no vision restored, just cosmetic) and the game doesn't seem to consider that blinded. no comment on how THIS mod works, just replying to sight=0
ArschvomDienst 29 Jul, 2021 @ 3:58am 
The "Blindsight" meme plays relatively nice with this mod.
Going blind is all that counts. The meme looks for "sight = 0".
Irrelevant whether it is due to cutting out the eyes or be blinded due to a cataract or similar.
Roman Arch 24 Jul, 2021 @ 7:34pm 
Now that Ideology is out, I'm curious how this mod plays with the 'Blindsight' meme
Mlie  [author] 24 May, 2021 @ 1:01pm 
@qux Should be updated now