RimWorld

RimWorld

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Need Bar Overflow
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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4. aug. 2021 kl. 19:39
17. juli kl. 17:16
30 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.
Support all pawns with needs (humans, animals, mechanoids (may need additional configuration), etc.)
However, some needs (Room Size, Slave Suppression, Child Learning, Child Play, Authority, Sadism) currently have no way of overflowing without other mods (I don't know if those mods exist, but if someone makes a "magical learning pill" in the future, it'd probably be supported).

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
Settings are applied as soon as you close the settings window.
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 of some races, with health conditions/genes, or clothing from overflowing the food bar (useful in case of potential soft incompatibilities with race mod / body part mods / gene mods).

Compatibilities
Potential Mod Incompatibilities for now:
- Alpha Books (There are reports that pawns can't read books but haven't tested yet so I'm not sure)
- 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.

The following mods already have built-in compatibility patches:
- RimHUD
- Character Editor
- CM Colored Mood Bar
- WVC - Xenotypes and Genes (Disables overflow for pawns with active "Dead Stomach" Gene)
- Vanilla Nutrient Paste Expanded (Disables overflow for pawns fed with nutrient paste dripper)
- Vanilla Races Expanded - Fungoid (Disables overflow for pawns with active "Mind Coalescence" Gene)
- Vanilla Faction Expanded - Ancients (Disables overflow for pawns with some headgear / powers)

Compatible with RimWorld 1.2-1.6, as well as all DLCs.
This mod is safe to add/remove mid-save. After you remove the mod and load a save which had the mod active, it may show errors once, but should not happen again after you save-load the savefile again without the mod. Backup is recommended.

RimWorld versions 1.1 and earlier won't be supported due to lack of Harmony support.
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.

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

Languages
Included: English, Chinese (Simplified, Traditional)
Russian(Русский) translation Patch thanks to kamikadza13

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), released under GPLv3[www.gnu.org].
I'd appreciate it if you let me know of your redistribution, but it's not required.
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344 kommentarer
AmCh  [ophavsmand] 19. juli kl. 18:05 
模组 1.4.0 版本已经在 GitHub [github.com] 更新了。
这个版本针对模组兼容性做了大改。现在它支持你自己像写CE补丁一样添加自己的兼容补丁了(目前仅支持在一些情况下禁止需求条溢出)。
这个版本的代码做了很大的改动,所以可能不稳定。记得备份存档!
AmCh  [ophavsmand] 19. juli kl. 18:03 
Mod version 1.4.0 has been released on GitHub [github.com] for testing.
This version got a big change for mod compatibility. Now it support writing your own patches (to disable needs overflow situationally) with XML, kinda like Combat Extended patches.
This version saw a lot of code changes though, so it might not be stable; back up your saves!
Zairya 18. juli kl. 9:55 
I hope, you're not both trying to fix it xD
Anyway, the defName is Crows_DustBunnyRace
AmCh  [ophavsmand] 18. juli kl. 9:06 
@Zairya
Hahaha that's funny story.
I think I should add the Dust bunny to the default list of excluded races then. It'd probably be easier than asking Crow for a patch.
Zairya 18. juli kl. 2:15 
Hello AmCh,

I'd like to share a funny story with you:
I'm playing with Crow's dust bunnies. they eat filth when tamed and of course newly tamed animals have no area restrictions. I found out, my pawns tamed a dust bunny around 2 ingame days afterwards and my colony was almost sparkling. The poor dust bunny had a food bar of 1021% still runnig around like a mix of pacman and kurby.
I added them to your exclusion list. thank you for this feature! I also told Crow about this. it's really hilarious^^
AmCh  [ophavsmand] 18. juli kl. 0:18 
@Guineatown20806
Glad to hear it helped! Though "disable overflow by gene" need to be enabled in the mod settings and should contain the "Mind Coalescense" gene - it should already be there by default, but check just to make sure and let me know if it isn't showing for some reason.
Guineatown20806 18. juli kl. 0:09 
I was about to ask if the issue with VE Races Fungoid has been fixed. The Mind Coalescense gene stuff. Then I read the compatibility patches. Thank you a lot for fixing this. The error spam and social interaction screen on Fungoid Pawns being bugged was a nightmare on 1.5.
AmCh  [ophavsmand] 17. juli kl. 17:27 
模组 v1.3.5 版本已经更新至 创意工坊 和 GitHub [github.com]
Mod version v1.3.5 has been uploaded to both Steam Workshop and GitHub [github.com]
修复了上文@D 提到的问题。
Fixed issued noted by @D
AmCh  [ophavsmand] 17. juli kl. 7:32 
@D I will upload a fixed version in a few hours!
This error only appears once per game and doesn't affect anything other than the visual(placement) of the tick mark.
---
现有版本心情/美观等有那个趋势标号的需求条在溢出时可能报错,但每次启动游戏只会报一次,除了标号绘制外观/位置之外没有别的影响。
我几小时后更新一下修复。
D 17. juli kl. 2:01 
Mood drawing bar percent > 1 : 1.074532
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.Need:DrawBarInstantMarkerAt (UnityEngine.Rect,single)
NeedBarOverflow.Patches.Need_DrawOnGUI:PrefixMethod (RimWorld.Need,UnityEngine.Rect,int,single,bool,bool,System.Nullable`1<UnityEngine.Rect>,bool)
...

This happens when a pawn using a psychic harmonizer at above 100% mood, in my case, a death resting pawn at 150% mood

You may need to draw the Mood bar further in the Needs tab as you do with other bars.