RimWorld

RimWorld

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Anti-Septic Smell Patch (Discontinued)
   
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Mod, 1.3
File Size
Posted
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126.367 KB
Oct 28, 2021 @ 8:19pm
Oct 28, 2021 @ 8:43pm
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Anti-Septic Smell Patch (Discontinued)

In 1 collection by Awan
Rimworld Mod List
216 items
Description
Changes the Anti-Septic Smell effect from a consciousness reduction to a consciousness maximum. This will help to mitigate both pawns passing out from working with the trees and also pawns outright dying if they work with the trees while in pain, stoned, drunk or have alzheimer's.

To qualify, if the difference isn't intuitively clear:
A pawn affected by -10% consciosness and Max Consciousness 10% will have 10% Consciousness. Their Consciousness will not drop below 10% until their negative Consciousness exceeds 90%. Your pawns will still need to be affected by -100% Consciousness to die outright. This is opposed to unmodified VFE-M, where the trees, if stacked with even pretty benign consciousness modifiers, are fully capable of killing pawns.

I cannot update this mod but if anyone wants to make a version of it that does the same thing (or the percentage based effect described in the comments) I strongly encourage them to do so and let me know. Love you all <3
Popular Discussions View All (1)
2
Dec 22, 2021 @ 8:48pm
Further Vanilla Expanded Patch Suggestions
Awan
13 Comments
Mlie Jul 1 @ 11:19am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
Miguel V-DF Dec 17, 2021 @ 4:45pm 
I second the @FG_Remastered suggestion as I use a modlist that goes beyond 100%
[Khorne] Shits'N'Giggles Nov 3, 2021 @ 6:24am 
@Awan very interesting, ill take deeper look through and see if i can find out why. maybe its just the way its supposed to work and the text box doesnt accurately reflect it? ill compile my other suggestions and put them in the suggestions box as well :D
Awan  [author] Nov 3, 2021 @ 6:05am 
Under strong consideration.
FG_Remastered Nov 3, 2021 @ 4:19am 
Suggestion: Instead of max 90%, just make it a factor of .9 to consciousness. If you use mods that allow pawns to exceed 100% consciousness, they'll be extremely limited by this.
Awan  [author] Nov 1, 2021 @ 6:40pm 
@shits'n'giggles I looked into what you're talking about and couldn't find any hint of a dodge chance debuff in the def for chainmail or chestplate, and their movement offsets are seemingly as intended (-10% for Chainmail, -20% for chestplate), which either means something fucky is happening elsewhere or it's at the C# level, which is a little beyond me at this point.
https://i.imgur.com/xrYrJte.png
https://i.imgur.com/ct6U4Ub.png
However if you're able to find out where it IS dictated, I'd be willing to look into learning how to make the fix.
Awan  [author] Nov 1, 2021 @ 6:15pm 
Discussion created and issue logged, let me have a look.
[Khorne] Shits'N'Giggles Nov 1, 2021 @ 11:44am 
I'd be happy to compile a list and put it in the discussions here if thats what you'd like. most of it is pretty simple, for instance in the Vanilla Armors Expanded mod the movement malus for the chestplate and chainmail are switched, the infobox on the chestplate reads that it "restricts movement" yet the actual item gives only a measly 4.5% dodge chance debuff.
the chainmail on the other hand is supposed to be lighter but slaps you with a whopping 10% dodge chance debuff.
Awan  [author] Nov 1, 2021 @ 10:34am 
You're welcome! If you have any suggestions or issue you'd like me to look into, I'd be happy to do so. It's a good way to start learning to make my own things.
[Khorne] Shits'N'Giggles Nov 1, 2021 @ 8:34am 
thank you so much! i love the vanilla expanded mods but they never seem to revisit them to make any QOL or balance changes. you are truly doing the good work.