RimWorld

RimWorld

1,178 ratings
[RH2] Faction: V.O.I.D.
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Mod, 1.4, 1.5
File Size
Posted
Updated
207.380 MB
1 Nov, 2022 @ 4:11pm
14 Apr @ 3:13pm
69 Change Notes ( view )

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[RH2] Faction: V.O.I.D.

In 1 collection by Chicken Plucker
Red Horse² - Factions
7 items
Description
Warning, contains mild flashing lights and hidden messages.



Re-evaluate for a moment. Under what circumstances should you install this mod? None whatsoever.



Featuring the most beloved organization in the outer RimWorld. Always helping people find greener pastures. Ready to take on the world!



Adventure awaits. We at V.O.I.D. promise to look after you and your children because nobody else can. Always promoting a brighter tomorrow and a better world. You may be the next person selected to join our ranks!



Not feeling like being assimilated? Okay, how about becoming one of our honorary research subjects? Wherever you are, whatever you do, we will find you.







- High rates of mortality
- HD 512x512 remake of textures from the 1.2 V.O.I.D. faction
- Original RimWorldified art from the Dead Frontier game!
- Dusk Weapons and other Elite Dead Frontier gear such as the ancient Vengeance Guard!
- V.O.I.D. an added new Ultratech faction bringing new technology and chaos in the Outer Rim.
- N-4 "Undead Horde" hidden faction. Abominations of nature resulting from the re-opening of Secronom's long lost research, credited to be the result of destroyed worlds.
- Implants from the ancient world. Epic, Limited Edition and X-Series circulating in black markets near you!
- Custom V.O.I.D. and N-4 infected incidents. Make a decision that could prove to be life or death.




Scripted events:
In day 2 of your colony, a negotiator from V.O.I.D. is scripted to arrive and they will discuss your options for leaving the world.
- Easy: Beg (30 days of VOID being neutral)
- Normal: Respectfully decline (1 day of VOID being neutral)
- Hard: Disrespect them (Insult the advisor and attack them now)

From where V.O.I.D. turns hostile after your time is over, it's game on. A raid is not guaranteed to happen on the same day they turn hostile, however if they do, it is likely an incident sent by your storyteller

Misc. Information:
- Most items added in this mod are not to be craftable.
- Monsters from 1.2 version have been nerfed in terms of health, this is due to the addition of several new ones.
- Much implants have been nerfed, some removed entirely compared to 1.2, however there are now more implants added accurate to source material.
- It is possible to take control and capture the Nerotonin Type-4 variants
- It is possible to be recruited by V.O.I.D.
- It is possible to convince V.O.I.D. to declare peace with all friendly factions
- Lw vwb apizm bpm nyqqambc.



Things to consider before installing this mod:
- This is not vanilla friendly.
- Not safe to add or remove mid-save unless you have Vanilla Expanded Framework that allows this to smoothly happen
- Not safe to disable mid save.
- This will be compatible for Combat Extended, because the Combat Extended boys are a bunch of chads
- This mod is not fair. It is intended for players who have highly unbalanced mods in their favour and are seeking challenges. That or masochists like Rarr, Halfway Gaming, The Grim Kleaper, Trmplays and Mr. Streamer.
- Would you be willing to sell your soul in order to join the monsters you swore to destroy like they did?



FAQ:
Why is this mod so ez bro, this a joke right? Make it harder
No.

VOID is difficult and many times unfair, but they are designed to be beatable. I'm happy players can beat them. It isn't hard to start the game with OP tools and install mods with 9999% more damage or protection than whatever item this mod offers, at the end of the day, it's meant to challenge players and for them to have fun.

This mod is not designed to be the "Unbeatable faction mod" because that was not my vision for the mod as much as people believe it to be. In spite of all of their power, you are fighting fallible human beings made of flesh and blood.

Why is this mod so edgy?
Source material for VOID and the N4 monsters are from Dead Frontier, a horror game. Horror games tend to be dark in tone and tend to explore dark themes.

What is the code?
Please do not ask what the code is here. Please do not share what the code is here.

Players want to find the easy way out instead of investigating for clues on their own, at the end of the day, being given the answer to a puzzle is fun being spoiled for yourself. The only clue to be shared is here:

"I am who you look for, L nloohg wkh udglr vwdu. Who am I?"

Other queries, incompatibilities, please visit the sticky thread



Please consider to:
It helps contribute to developing new mods and features faster, but they will get done either way even if slower. Your support will be highly appreciated, but please ensure you look after yourself first before donating.[ko-fi.com]




Credits to:
Mehni - C# Coding
Dninemfive - C# Coding
Taranchuk - C# Coding
Jecrell - C# Coding
Morphium - .xml
Fiendakko - Textures
Tittymcswaggy - Textures
Odz - Textures
JangoD'Soul - Textures
AOBA - Textures
Neil Yates - Dead Frontier
Greg Taylor - Original Dead Frontier artist
Clayton - Dead Frontier artist
VOID - Major Anderson
Cube instrumental - Karl Casey @ White Bat Audio
Scott Cawthon - SFX
Valve - SFX
Techland - SFX
Creaky Corpse Ltd - SFX
Arquebus - Bug fixes

Ko-Fi supporters, special thanks for helping support this mod!
Alex
TL
Anonymous (Ko-fi supporter)
Anonymous (Ko-fi supporter)
The Last Eternal
getodog
BlueBottle


BEFORE REPORTING AN ISSUE, CHECK "KNOWN INCOMPATIBILITIES" THREAD BELOW TO SEE IF YOUR PROBLEM IS ALREADY KNOWN
Popular Discussions View All (31)
78
3 Jun @ 7:04pm
PINNED: Known Incompatibilities list
Chicken Plucker
76
8 Jun @ 9:28pm
Mods that "might" survive Void
BrenTenkage
10
12 Dec, 2024 @ 11:43pm
[bug] N-4 monsters not rendering
Mycario
1,672 Comments
Radiosity 2 hours ago 
Continued again:

Combine those with some high-end weapons (the M87 anti-materiel rifle mod, or something like Celestial Manufacturing Corp) and you can send a single colonist in to solo a VOID base. You might also want to take a look at the Cosmic Odyssey mod series, which has some neat stuff in it that can also help. Basically, the above mods can let you take aiming time to 1%, which turns high-powered single-shot weapons into VOID-killing machineguns :)
Radiosity 2 hours ago 
Continued due to char length limits:

Honestly, the whole point is to put together an OP mod pack of your own. I've killed VOID using a bunch of different things, including building an SoS2 ship and using that to destroy them with capital ship weapons. But the number one mods that let you go toe-to-toe are GiTS Cyberbrains, specifically the top tier HADES combat brain. Greyscythe Cybergenetics and Bionics, specifically the hyper tier transcendent bionics. And for extra oomph, the Archotech genetics mod that allows you to kit out your people with skin that provides 150% armour and other bonkers boosts.
Radiosity 2 hours ago 
@Titan - Yes. All VOID members have their implants, it just depends on their overall rank as to how many they have. The top tier reincarnation implants are on the higher end dudes (if their value is 600k or 1.2M then they should have the 4B serum).

I also had the bright idea to try nuking one of their bases with the Liberator from RimAtomics. Nope, VOID have missile defences, lol. Not even joking, the game said the missile was shot down, so clearly the mod has patches for other OP mods to ensure you can't cheese VOID bases too badly ;p
Titan 3 hours ago 
So is EVERY pawn inside a void base supposed to be that roided up on cybernetics? Seriously I get they're supposed to be hard to kill by any number of normal colonists. That's fine, it's the vibe of the mod.

But I got the smart idea of trying to raid their base from a completely different map using missiles, I dropped an antigrain missile directly on them from across the map and literally nothing happened.

I'm not even mad, just bewildered at what I'm supposed to do without actually sending a pawn in to get murdered. Is there ANY sort of missile or shell that actually works on these fuckers? At this point I really don't know what I'm expected to do here.
𝕄𝕒𝕪𝕓𝕖 18 Jun @ 8:36pm 
это что за пиздец
Radiosity 5 Jun @ 9:46am 
@OcN.Helbrecht - Thanks for the reminder, I actually saw an option for planetary killer in that mod, but completely forgot.

@Humble - None of the implants have any hidden negative effects (not that I've observed, and I've played dozens of hours against VOID).
Humble 5 Jun @ 7:32am 
Ok. Guys. Question. Lives are at risk (in rim world, agent.) CAN I ACTUALLY stick the N4-B serum "resurrecting one if im understanding correctly) in my colonist without it morphing him into a play dough man?
OcN.Helbrecht 4 Jun @ 11:24pm 
I found another mod that allows it to be disabled, incident disabler worked super well for it and any future modded scenarios.
Radiosity 4 Jun @ 4:02am 
Looking at the XML, it seems to be treated as a mech cluster, so it's quite possible the only way to disable it is to turn of mech clusters entirely, which isn't ideal.

I'm guessing it's a storyteller issue, because I normally only play on Randy Random, and he doesn't send events on any particular schedule. A storyteller like Cassandra probably has a higher chance of firing this event simply because she sends events on a consistent basis. I wonder if Perry Persistent might screw me over if I used him with VOID, since he's all about sending lots of events. Might test that at some point, heh.
OcN.Helbrecht 3 Jun @ 11:45pm 
I've been removing it via dev mode and they launch another within a week, had it happen on several new colonies now, I did not see an option to disable it in scenario editor, but will look again.