RimWorld
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需求条溢出
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Mod, 1.2, 1.3, 1.4, 1.5
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更新日期
544.501 KB
2021 年 8 月 4 日 下午 7:39
2024 年 7 月 5 日 下午 2:49
25 项改动说明 ( 查看 )

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需求条溢出

描述
简介
解除小人需求条的100%上限。

原版里面因为饮食值上限100%,小人吃东西的时候会浪费10%-20%营养,更小体型的生物浪费的就更多了。类似的各种药效也会因为休息值达到100%之类的原因消失。

这个模组允许小人的需求条略微溢出, 使得小孩/小体型的非人种族/宠物都可以一次吃下一份食物的0.9营养值。其他模组的>1营养值的食物也有意义了。小人哪怕刚睡醒就吃清醒丸也能获得100%的休息值加成。你的传奇敲击兽皮沙发也能够提供它能提供的完整舒适度/美观度加成了。

手动下载&源代码&更新日志
最新版和过往旧版本可以在这里下载[github.com] 上一个稳定版本是v1.1.1,注意虽然游戏存档兼容但模组设置不兼容,回滚需要你手动把旧模组设置文件删掉。
更新历史在这

现有特性
支持所有原版游戏+DLC的需求条。
不过部分需求条(房间大小、奴隶压制、孩子学习、孩子玩耍、威严值、虐待值)在没有别的模组支持的情况下没有溢出的方法。

与此同时新版本也添加了一些可选的buff/debuff:
饮食:溢出后饿的更快、伤愈更快、吃的更慢、移动更慢、溢出太多导致呕吐效果
休息:溢出后睡眠效率更低、累得更快
娱乐:溢出后更容易无聊、娱乐效率更低

设置
全部数值设置都可以在关闭设置窗口及时生效,无需重启游戏。
默认情况下只开启了 饮食、休息、娱乐 三个条的溢出,同时饮食值溢出会减一点移速。

兼容
更新后兼容1.2-1.5以及全DLC。因为如今版本的Harmony框架只支持1.2+版的游戏,不考虑支持1.1以前的游戏版本。
可以随时添加/移除这个模组, 无需开新存档。
目前没有发现硬冲突的模组,兼容绝大部分其它模组。但是因为总有可能有模组没预料到需求条可以超过100%,软性不兼容的情况还是有可能发生的。
UI类模组可能会出现需求条变形的问题,这个只能报告给我我一个个修。

排序
放在Harmony、游戏本体、DLC 的后面。

语言支持
自带中文(简体+繁体)+英文。
kamikadza13的俄语(Русский)翻译
如果你会别的语言, 也欢迎你向我提供翻译文本。

优化
新版本大改了算法(除了 启动游戏/存档/读档 以外基本都是O(1)算法了),用了更快的数据结构、整体上应该快了很多(我自己测试里大多数补丁平均耗时都<0.000005秒)。
另外改用了很多Transpilers,缺点是碳基生物难看懂代码了,优点是运行起来快很多。

授权相关
此模组的所有代码都是我(AmCh)写的。以CC BY-NC-SA 4.0[creativecommons.org]发布。这个授权应该比我之前发布的版本更宽松也容易理解一些。
如果你分享我的模组,欢迎告知我一下,但不必须。
热门讨论 查看全部(1)
1
2024 年 6 月 17 日 上午 7:37
Possible issue
CrusaderRO
307 条留言
AmCh  [作者] 4 小时以前 
@Sayaga
I do not know how to speak French, unfortunately.
If someone who understands French is willing to translate the mod, I'd be glad to add the translation to the mod itself, though I'd recommend them making a separate translation mod like this one for Russian and I will feature a link to the translation mod in this page.
Sayaga 16 小时以前 
Is this possible to have a french translation ? Thanks you :)
infra-dan-accelerator unit 84725 4 月 28 日 下午 12:29 
Thanks. this will allow me to tailor it to better specs.
AmCh  [作者] 4 月 20 日 上午 1:02 
As for the genes, I think I need to add the function "disable overflow of X need when pawn has Y gene" at some point...
I don't like that those mods try to "disable" a need by manually refilling the needs periodically... IMO that's very performance-inefficient, but I think I have to deal with these mods existing and try to make my mods compatible anyways. I probably also need to think about if I can find some way to automatically detect these cases, so I won't have to patch them in a case-by-case basis as they get reported.
AmCh  [作者] 4 月 20 日 上午 12:57 
@infra-dan-accelerator unit 84725
The 300% cap and the -20% moving are the mods' default settings which you can change. In your case you might prefer to change the former to infinity and the latter to disabled.
infra-dan-accelerator unit 84725 4 月 19 日 下午 9:52 
Also: i am noticed that is is still capped: to 300%. somebody pigged out and it ended up going to 300% but not higher.
infra-dan-accelerator unit 84725 4 月 19 日 下午 8:03 
From the mod WVC - Xenotypes and Genes, adding this mod causes pawns with the Dead Stomach gene from that mod causes 300% food all the time (this might occur with any gene that causes the food bar to be passively replenished). the -20% Moving is pretty annoying.
gaming_redacted 1 月 1 日 下午 1:07 
this should be pretty helpful my pawn landed in a marsh and the food is deteriorating fast but I don't want to focus on storage
AmCh  [作者] 2024 年 12 月 16 日 下午 8:58 
Cont. Previous Comment:
-----
Because (1) is loaded at startup and constant within a game, so the mod can simplify a lot of checks and stay fast.
For (2), since the player can create new gene combinations mid-game, filtering for them requires the mod to check against existing genotypes every time anyone's need bars tick -- which IMO would hurt game performance too much. I could try to use some caches and triggers to mitigate the performance impact but it already sounds like a headache to be compatible with other mods, so I probably won't do that.
Instead, filtering by the name of GeneDef might work, since genes are usually loaded similar to (1).
AmCh  [作者] 2024 年 12 月 16 日 下午 8:58 
@Guineatown20806
I could try to add a new "filter if pawn has X gene" filter in the future.

For "why isn't fungoid race being recognized":
In the game, "race" can describe two separate things, if I understood correctly:
1. Full-on species (RaceDefs) -- like human, mechCentipede, thrumbo, or HAR races;
2. Gene types that depend on the Biotech DLC, like pigskin, or races from Vanilla Races Expanded.
At least for now, unfortunately the mod can only recognize races of the (1) kind.