RimWorld

RimWorld

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Need Bar Overflow
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Mod, 1.2, 1.3, 1.4, 1.5
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4. aug. 2021 kl. 19:39
5. juli 2024 kl. 14:49
25 ændringsbemærkninger ( vis )

Abonner for at downloade
Need Bar Overflow

Beskrivelse
Description
Pawn's Need Bars are no longer clamped to 100%.

In a vanilla game, when a pawn eats a full meal, around 10%-20% of the food is wasted due to hunger being capped at 100%; this gets worse if you consider children, modded races with small body size, or small animals. Similarly, if a colonist just woke up and decides to take their daily dose of wake-up or Ya-yo, the effects are just wasted. Dealing with these requires a lot of micromanagement, or avoiding those meals and drugs altogether.

This mod allows food and other need levels to temporarily overflow. Chickens can now digest a whole bush without wasting nutrition. Other mod's large meals (with >1 nutrition) now also makes sense. You can also put your colonists on a regular schedule of Wake-up and know that they will always receive the full +100% rest effect. Your Legendary thrumbofur armchair and golden grand sculpture can also provide the full comfort and beauty benefit they are capable of.

Pawns will still think of 100% as their cap. So they won't actively try to overflow their need bars when it is already nearly full. If they are near 100% on food, they won't start eating (you have to force feed them to further increase nutrition level), and when they reach 100% rest, they will wake up immediately (you have to force them to rest (requires other mods that force rest) or use drugs to further increase rest level), and when they reach 100% recreation, they will stop playing (need force recreation(require other mods)/use drugs to further increase).

简体中文介绍在这

Manual Download & Source Code & Updates
You can find latest & previous versions on GitHub[github.com] (Version 1.1.1 is the previous stable version, save game compatible but mod settings incompatible (may show errors on roll back unless you manually delete the mod settings file))
Update Notes are here

Supported Needs
Currently supports all base game + DLC needs.
However, some needs (Room Size, Slave Suppression, Child Learning, Child Play, Authority, Sadism) currently have no way of overflowing without other mods.

Additional Effects
There are various optional buffs/de-buffs related to each need overflowing. The current version supports:
Food: Hunger drains faster, Heal faster, Move slower, occasional vomit reaction, disallow eating when food level is above some threshold;
Rest: Gets tired faster, sleep less effective;
Recreation: Gets bored faster, recreational activities less effective.

Configuation
Most settings are applied as soon as you close the settings window, but game restart is sometimes required to enable additional functions.
By default (configurable) only food, sleep, and recreation needs can overflow, too full on food would slightly reduce movement speed and makes eating slower.
You can disable pawns with some races or health conditions from overflowing the food bar (useful in case of potential soft incompatibilities with race mod / body part mods).

Compatibilities
Known Mod Incompatibilities for now:
Vanilla Races expanded Fungoid -- the "Mind Coalences" gene with mood overflow causes errors.
Vanilla Nutrient Paste Expanded -- would overfeed pawns (minor issue).
Any modded biotech genes that tries to periodically refill a need bar -- causes soft incompatibility as they would keep the need constantly overflowing. Known cases include the "Dead Stomach" gene from "WVC - Xenotypes and Genes".

Compatible with RimWorld 1.2-1.5, as well as all DLCs; RimWorld versions 1.1 and earlier won't be supported due to lack of Harmony support.
This mod is safe to add/remove mid-save.
It is always possible that some mods expect some needs to be always ≤100% and behave strangely otherwise, let me know if you notice such behavior so I can take a look at it.
UI mods may see overflowing bar visuals, send me a screenshot if you see any so I can fix them.
Now compatible with Vanilla Faction Expanded - Ancients.

I got one report saying that the mod affects HP of items too -- it should not, and I have never seen it happen on anyone else, so it's probably due to another mod.

Load Order
Anywhere after Harmony, the base game, and the DLCs.

Languages
Included: English, Chinese (Simplified, Traditional)
Russian(Русский) translation Patch thanks to kamikadza13
Leave a comment if you wish to provide other language translations.

Performance
There should be negligible impact on game speed, as most patches take <0.005 milliseconds per game second on average in my tests;
All patches are applied conditionally on game start–enabling new features may now require a game restart, but features you don't use have 0 impact on the game;
Almost everything outside of game startup/saving/loading is O(1) (in another word, fast).

Licenses
All codes are written by me (AmCh). I'd appreciate it if you let me know of your redistribution, but it's not required.
Populære diskussioner Vis alle (1)
1
17. juni 2024 kl. 7:37
Possible issue
CrusaderRO
309 kommentarer
Bronips 14. juni kl. 8:48 
1.6?
AmCh  [ophavsmand] 11. juni kl. 16:43 
All of my mods (those that lists myself as the only contributor) will not get any updates on the workshop until the official release of 1.6, at which point they may be updated all at once. While updates shouldn't break back-compatibility, you are recommended to make a back up just in case when 1.6 comes
---
我的全部模组(指那些我独自创作的模组)在1.6正式发布前不会有任何创意工坊更新。1.6正式发布后再一起全部更新。虽然理论上更新不应破坏旧版兼容,我仍然推荐你以防万一本地备份一下你的全部模组~
AmCh  [ophavsmand] 1. maj kl. 22:33 
@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 1. maj kl. 10:54 
Is this possible to have a french translation ? Thanks you :)
infra-dan-accelerator unit 84725 28. apr. kl. 12:29 
Thanks. this will allow me to tailor it to better specs.
AmCh  [ophavsmand] 20. apr. kl. 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  [ophavsmand] 20. apr. kl. 0:57 
@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 19. apr. kl. 21:52 
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 19. apr. kl. 20:03 
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. jan. kl. 13:07 
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