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1trickPwnyta's Anomaly Patch
   
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Mod, 1.5, 1.6
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1.359 MB
2024 年 5 月 7 日 下午 10:55
6 月 12 日 上午 11:43
11 項更新註記 (檢視)
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1trickPwnyta's Anomaly Patch

描述
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
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
熱門討論 檢視全部(1)
1
1 月 2 日 下午 4:27
The error report for the bug I posted a comment about.
The Viral Divinity
76 則留言
femoral2 7 月 15 日 下午 6:51 
I like all your patches. Thanks!
1trickPwnyta  [作者] 7 月 13 日 下午 5:20 
@Teemo Thanks! I'll look into it when I have a chance.
Teemo 7 月 13 日 上午 8:53 
Also to mention, in case it matters, I have all dlcs active, do not have the monolith active, and am playing an odyssey run. Still in the first area and that was the first raider.
Teemo 7 月 13 日 上午 8:39 
I tested with no mods other than hugslib, harmony, and anomaly patch and I was unable to feed a prisoner. I removed harmony patch and I could feed the prisoner.

https://gist.github.com/HugsLibRecordKeeper/a8a3a45944fe01f684a160c0569170fd

This is the error that happened when trying to feed the prisoner.
Shadow started 10 jobs in one tick. newJob=FeedPatient (Job_120625) A = Thing_MealNutrientPaste32813 B = Thing_Human31293 jobGiver=RimWorld.JobGiver_Work jobList=(FeedPatient (Job_120605) A = Thing_MealNutrientPaste32813 B = Thing_Human31293) (FeedPatient (Job_120607) A = Thing_MealNutrientPaste32813 B = Thing_Human31293) (FeedPatient (Job_120609) A = Thing_MealNutrientPaste32813 B = Thing_Human31293)


full error is here https://pastebin.com/swNbb9mq
VitaKaninen 7 月 4 日 下午 9:54 
That's weird. Well, at least you are aware of it.

Since I have you here, would you consider adding an option to make the bioferrite extractors automatically drop the contents on the ground when they are full, or every 24 hrs or so? When I have 30 or more extractors, it takes forever to go around an empty them all, and wastes a lot of time. If the bioferrite is dropped on the ground, then my animals can just come by and pick it up whenever.
1trickPwnyta  [作者] 7 月 4 日 下午 9:01 
@VitaKaninen Thanks! Yeah. Steam takes it down for 24-48 hours every time I update it, even if I just edit the description on the steam page. It's the only mod this happens for and unfortunately there's also nothing I can do about it :\
VitaKaninen 7 月 4 日 下午 8:37 
Just an fyi that your defaults mod has been offline all day. Not sure if you are working on it, or if Steam messed something up.
VitaKaninen 6 月 19 日 下午 12:21 
@FirstKing, I would recommend using Block Unwanted Minutiae to disable the messages completely.
1trickPwnyta  [作者] 6 月 19 日 上午 10:38 
@FirstKing No, unfortunately it only mutes the sound they make. I'll have to look into making a way to disable them at a later time.
FirstKing 6 月 19 日 上午 10:34 
It says it will mute the notification but will it completely turn them off, because I am doing a death pall perma run and it is annoying