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1trickPwnyta's Anomaly Patch
   
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Mod, 1.5, 1.6
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1.363 MB
7 mai 2024 à 22h55
8 aout à 19h57
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1trickPwnyta's Anomaly Patch

Description
Support for version 1.6 is confirmed, but more testing is needed. Please report any bugs in the comments. Thank you!

This mod makes a handful of small tweaks to the Anomaly DLC that are intended to make the game a bit more enjoyable without changing the gameplay too much. Each tweak can be toggled on or off in the mod settings.

Anomaly incidents
  • Pawn silhouettes (when zoomed out) are no longer hidden in unnatural darkness.
  • Death pall resurrection messages no longer make a noise so you won't get inundated with beeps during death palls. Don't worry - you'll still see the message, and you'll still hear the gross corpsey sound of them resurrecting nearby.
  • Pit gates don't cause horror music to play unless you go into them, and horror music stops when you leave, and enemies in the undercave don't cause combat music to play unless you're in there with them, and combat music stops when you leave.
  • When returning from the labyrinth created by a warped obelisk, any items transferred to your home map will be set to forbidden unless they appear in the home zone.

Study, suppression, and containment
  • Enables study and suppression of entities, including non-living entities such as obelisks, by default
  • Pawns will not study entities if no Anomaly research project is active and studying the entity provides no other benefits (like learning about obelisks or how to destroy the golden cube)
  • Colonists are no longer forced to finish suppressing obelisks in order to take breaks (useful for pawns with lower psychic sensitivity).
  • When multiple obelisks reach dangerous (90%) activity levels, the alert on the right side of the screen will show the highest activity level instead of showing no acitivty level.
  • Selecting multiple bioferrite harvesters shows the total amount of bioferrite contained (and increase per day) in all of them
  • When working, colonists will try to find a spot to stand in that doesn't hold a containment cell or prison door open if possible. This way they won't compromise entity containment while building flooring etc. in a containment cell or allow a prisoner to escape.
  • Holding platforms needed alert is disabled.

Psychic rituals
  • The psychic ritual dialog sorts pawns by psychic sensitivity or by age, at your option.
  • Colonists will adhere to zone restrictions while gathering offerings for psychic rituals and while moving to the psychic ritual spot.
  • Suppresses the "Colonist needs rescue" alert for targets of psychic rituals
  • Bug fix: Void provocation rituals can spawn devourer water assaults on maps with no valid water to spawn from, resulting in the ritual doing nothing
  • Bug fix: Void provocation rituals can spawn unnatural darkness on a different map from the one the ritual was performed on.

Dark entities
  • Corpses initially spawned around the void monolith are forbidden by default.
  • Disables "Disturbing vision" letter because it doesn't actually do anything other than remind you that the monolith exists.
  • Certain entity stats are no longer hidden (nociosphere, metalhorror, revenant).
  • Ghouls can hunt prey just like your animals can.
  • Caravan dialog food auto selection prioritizes twisted meat for ghouls and carniverous animals, then human/insect meat, then other meat.
  • Dead ghouls remain in the colonist bar until buried/destroyed, just like colonists do. Ghouls are also shown in the caravan colonist bar.
  • Creepjoiners and non-creepjoiners can now form romantic relationships with each other.
  • Bug fix: Female creepjoiners use male body type

Miscellaneous
  • The "need warm clothes" alert on the right side of the screen won't show up if you have a powered and fueled atmospheric heater.
  • Prevents inhumanized pawns from having any personal feelings (mood bonuses/penalties) about their pregnancies
  • Pawns will avoid wearing dread leather if they don't like it



Updates
08/08/2025: Fixed bugs with containment/prison door feature.
06/12/2025: Updated to 1.6, updated settings UI
03/12/2025: Add a few new tweaks, make creepjoiner love feature require restart when changing to deal with mod compatibility issues
01/29/2025: Fix incompatibility with Big and Small Framework
01/28/2025: Show ghouls in the colonist bar any time a colonist would be, allow creepjoiners to love non-creepjoiners, fix unnatural darkness void provocation bug, disable disturbing visions, adjust ghoul hunting logic
12/15/2024: Fix bug where archonexus structures are study-enabled by default
10/10/2024: Remove friendly shambler in schedule tab bug fix (fixed in vanilla now)
07/09/2024: Fix friendly shambler in schedule tab bug for human shamblers too!
07/09/2024: Sort prisoners and downed colonists last in psychic ritual dialogs, fix friendly shambler in schedule tab bug
06/10/2024: Added many new tweaks, added settings to toggle each tweak
05/08/2024: Fixed world map bug when selecting any tile on starting world map screen, or selecting any tile while multiple bioferrite harvesters are selected

Credits
Discussions populaires Tout voir (1)
1
2 janv. à 16h27
The error report for the bug I posted a comment about.
The Viral Divinity
85 commentaires
1trickPwnyta  [créateur] Il y a 12 heures 
@Agusfer The fix is published!
amefurashi 7 aout à 21h51 
Yes, these mod races can be romanced with Baseliners. Changing the load order might help. I'll give it a try
1trickPwnyta  [créateur] 7 aout à 21h15 
@amefurashi Thanks for letting me know! With this mod disabled, are those races able to romance baseliners in the first place? The vanilla logic at least requires them to have the same ThingDef (their race, basically), which they do not. So if it does work, those mods are probably patching the same method I am in order to achieve this, and that might be causing a conflict. Have you tried changing the order of those mods in relation to this mod in your mod list? Sometimes that makes a difference.
amefurashi 7 aout à 10h31 
When this mod's "Creepjoiners and non-creepjoiners can now form romantic relationships with each other" option is enabled, there is a bug that prevents characters of different races from romancing each other.
Of course, it's entirely possible that this issue is only happening to me.
I have confirmed that at least Cinder from the "Cinders of the Embergarden" mod and Moelotl from the "MoeLotl Race" mod cannot romance Baseliners no matter how friendly they become.
For both Cinder and Moelotl, this issue occurs with pawns plucked from other factions, but does not occur when changing the race of the initial companion in the Character editor
Anon 5 aout à 11h37 
Would be great if you could fix the devourers and their overall "break every combat mechanic in the game" concept. e.g: Why they can leap while they are all stacked in one tile for example creating a mega stack that instantly leaps at your entire colony. Or why they can cause severe organ injuries by merely ingesting a pawn and before the 30 sec digestion.
1trickPwnyta  [créateur] 5 aout à 8h15 
@Agusfer Thanks for reporting! I've actually noticed that as well but wasn't sure what was causing it. I will look into it. For now, feel free to disable that option in the mod settings.
Agusfer 5 aout à 8h02 
Seem that the "Don't perform work in a containment or prison cell doorway" patch has some kind of problem and affects all doors now, I was going crazy trying to figure out if it was allow tool, achtung!, door clearance or something else but it was that config in this mod causing it lol.

Drafted pawns can't stand on doors with that enabled, it puts the pawn either behind or in front of it.

No idea if it's a conflict with something else but I don't recall having this problem before, not sure honestly.
1trickPwnyta  [créateur] 22 juil. à 13h57 
@[Zerg03] MrHydralisk Depending on how those custom mechanics are implemented, yes it could prevent it. I'm that case you would need to disable that behavior in the settings.
[Zerg03] MrHydralisk 22 juil. à 13h04 
How exactly "Pawns will not study entities if ... studying the entity provides no other benefits" determines that? Cause while it good for DLC anomalies, wouldn't it prevent pawns from studying modded anomalies with custom mechanics.
femoral2 15 juil. à 18h51 
I like all your patches. Thanks!