RimWorld

RimWorld

1trickPwnyta's Anomaly Patch
132 Comments
1trickPwnyta  [author] 10 hours ago 
@Killer29687 I just reviewed the code, and as far as I can tell, there is no way this mod should be able to cause any errors with SecondaryLovinChanceFactor if the creepjoiner love option is disabled in the mod settings as the entire Harmony patch does not get applied (note that the game must be restarted after disabling the option). I am also unable to find the log on the discord server so I'm not sure how to test this. If you can provide a log that shows the error you're getting, I can fix it.
Killer29687 Nov 7 @ 9:07pm 
no prob, apologies if this ends up as a wild goose chase. love your other mods
1trickPwnyta  [author] Nov 7 @ 9:04pm 
@Killer29687 Okay thanks, I'll try and look for that and see if I can reproduce it.
Killer29687 Nov 7 @ 8:58pm 
it was disabled from this mod side and then niilo qol? or tweaks galore had it enabled... however the issue still came from the anomoly patch... pretty sure you can find a persons log about it on the rimword discord just need to do a search for secondarylove
1trickPwnyta  [author] Nov 7 @ 8:06pm 
@Killer29687 As far as I'm aware, that bug goes away when you disable the creepjoiner love option in the mod settings. Or are you not using another mod that makes that same change?
Killer29687 Nov 7 @ 7:07pm 
havent tried this new version but did ya fix the secondarylove thing that it was causing? (only discovered it was due to this mod cause of rimworld discord) no clue why this mod would cause that bug
1trickPwnyta  [author] Nov 7 @ 10:14am 
@Agusfer Thanks for reporting that! I'll add it to my list to look into.
Agusfer Nov 7 @ 4:25am 
Actually, it's 4 different instances of the same error on the same pawn, copy to clipboard on dev mode copies everything, just noticed lol.
Agusfer Nov 7 @ 4:21am 
Anyway, no idea if it's because of the way the buildings/entire mod is coded or why it conflicts with the anomaly containment cell feature but just wanted to report it, here's one red error happening to an alien player pawn: https://pastebin.com/WWkMFayu
Agusfer Nov 7 @ 4:21am 
Yo, reporting that the error @... talked about a while ago from the creepjoiner romance config still happens at game start.
Also the thing I came to report in the first place:
While playing with the new "Alien | Rimworld" mod with the alien start, and after adding some mods I got a bug that ♥♥♥♥♥♥ up my game a couple times.

Now I started on removing mods to find out the cause and it was the config from here called "Don't perform work in a containment cell doorway" since apparently the zone for the "nest spot" and/or the other buildings on the hive tab that are used on the mod seem to conflict with that setting for some reason.
The bug causes every alien pawn of the player and sometimes the rest on the map to have a recurring red error of "started 10 jobs in one tick" and so they all freeze up standing in place forever.
Agusfer Nov 7 @ 4:21am 
Lol right before posting I just noticed the earlier discussion about the same setting affecting another mod, well, here goes xD
-=GoW=-Dennis Nov 6 @ 11:06pm 
Thank you, I'll try on the weekend and let you know. Also thanks for looking into and attempting a fix despite me not having been able to give a easy reproduction case!
1trickPwnyta  [author] Nov 6 @ 6:00pm 
@-=GoW=-Dennis I just posted an update that splits the option to allow only applying to containment cells.
1trickPwnyta  [author] Nov 3 @ 4:05pm 
@-=GoW=-Dennis You're right. It is a bit odd that this feature applies to a vanilla situation as well. Overstepping a bit, you might say. I'll see about adding an option to apply it only to containment cells.
-=GoW=-Dennis Nov 3 @ 3:41pm 
I can try once I have vacation, but that will unfortunately only be in two weeks.

I assumed that a simple way to resolve this maybe exists - for example not checking prisoner rooms, e.g. requiring a holding spot in the room for it to be effective to begin with. After all I was totally confused why a patch applies that is intended to fix an anomaly specific issue, but triggers in my very "normal" prison that has no anomaly content yet at all.
1trickPwnyta  [author] Nov 3 @ 10:53am 
@-=GoW=-Dennis Are you able to reproduce this issue with all other mods disabled? And if so, do you have a save file I can use to test with, since this sounds like a very specific issue that would be difficult to set up to test correctly otherwise?
-=GoW=-Dennis Nov 3 @ 2:44am 
I understand that I can easily fix this by just quelling the unrest (but I usually work at something else and ignore it) or turning the patch off, but I find it odd that it only happens with the patch despite this is not even an anomaly situation and would likely want its functionality for where it is intended. I don't mind my colonists being stuck in a loop of delivering food for a bit, as the prisoners will typically resolve their issues themselves rather quickly and the pawns affected have this as their only job. But that is not the case anymore, given performance with this patch comes to an halt when it occurs, which is not the case with it off. The loop itself costs no notable performance. If the patch is off, the pawns will run hence and forth for a bit until prisoners downed each other and normal operation continues - I do not even notice it happened. I only did because the TPS slowdown and looking for whats going on.

And yes, I realize how heartless I suddenly sound, LOL.
-=GoW=-Dennis Nov 3 @ 2:41am 
Yes, though way too many, for example Pick up and Haul and Common Sense and a tweak in a tweak mod that prohibits pawns from putting anything in doorways. (I believe FSF Tweaks)

My pawn does also cower and sometimes leaves the food item inside if it can get far enough inside, but it doesn't always do so.

Maybe the problem is scale:
My holding cell is small and contains like 20 prisoners, so when two or three fight near the door, the pawn does not really get a chance to drop an item there and goes back immediately. It will then cower - however I have 10 colonists that do nothing but deal with prisoners and there is 17 other prisoners needing food, e.g. other colonists will also try to deliver food and once every one has cowered (as noted I play with 900 TPS, in real time that is usually very fast) the first one already tries to deliver again. The result is that the door is basically used at all times, which I believe might be somehow triggering the patch.
1trickPwnyta  [author] Nov 2 @ 5:04pm 
@-=GoW=-Dennis Are you playing with any other mods enabled?
1trickPwnyta  [author] Nov 2 @ 5:03pm 
@-=GoW=-Dennis I think I did exactly what you did but I'm not getting any slowdown. But my pawns also aren't behaving the same way as yours. When my pawn goes in to deliver food, he flees, leaving the food by the door (but inside the prison) and then goes outside and cowers for a while. He doesn't attempt to feed any prisoners again until he's done cowering.
-=GoW=-Dennis Nov 1 @ 10:25pm 
Disabling the specific patch in your mod or drafting the pawn so it doesn't try to deliver food anymore will stop the TPS drop and your patch consumes no more notable time.
-=GoW=-Dennis Nov 1 @ 10:22pm 
Note the pawn must try to deliver food by work assignment, direct forcing to deliver food does not cause the issue, as the pawn will not flee.
-=GoW=-Dennis Nov 1 @ 10:22pm 
I actually can reproduce this issue, it is caused by a prison holding cell in which one of the prisoners is berserk and attacks other prisoners. When a pawn that is set to flee stance tries to deliver food, he will go into the room, flee, go before the door, try to enter again to deliver food, flee, and repeat until berserk state is over. During that time, when your patch is activated, TPS drop from 900 to 80.
1trickPwnyta  [author] Nov 1 @ 10:20pm 
@-=GoW=-Dennis I will take another look at that when I circle back to this mod. I'm adding it to my list. Thanks!
-=GoW=-Dennis Nov 1 @ 10:10pm 
Hey,
could you take a look at optimizing your Anomaly Open Door patch?

It is causing massive lag for me, and that despite I don't even play with anomaly content so far - I don't have any holding platforms or engaged with the monolith yet: https://ibb.co/xKvtYY26
VitaKaninen Oct 30 @ 8:08am 
Thanks so much!
1trickPwnyta  [author] Oct 30 @ 7:56am 
@VitaKaninen That sounds like a good idea. I'll add it to my list!
VitaKaninen Oct 30 @ 7:53am 
I don't suppose you could make it so that bioferrite extractors would just spit the contents out on the ground when they get close to being full instead of needing to be manually emptied?

I end up selecting all my extractors every few days, and manually ejecting the contents so that my animals can haul it and save my people all the extra time. It would make sense to have them manually collect it if bioferrite deteriorated or spoiled, but it doesn't.

It already has an eject button on it, so it would be nice if it did it on its own without me needing to do it myself or have my colonists wasting their time.
1trickPwnyta  [author] Oct 30 @ 7:29am 
@jaeger972 I'll add it to my list, thanks!
jaeger972 Oct 30 @ 7:15am 
it would be cool if you could add an option for allowing extract bioferrite as a default
this would help immensely with medieval anomaly runs
부산국밥홍보대사 Sep 25 @ 7:07am 
Thanks!! :happypopo::happypopo:
1trickPwnyta  [author] Sep 25 @ 6:57am 
@부산국밥홍보대사 Added to my list. I'll probably make it so the music stops once the flesh can no longer expand.
부산국밥홍보대사 Sep 25 @ 6:41am 
Could you please add a feature that prevents combat music from playing while a Fleshbeast Heart is on the map? I often play by walling off a Fleshbeast Heart in a corner and living with it. The constant combat music during this time is quite bothersome.
1trickPwnyta  [author] Sep 12 @ 10:24am 
@... Try disabling the creepjoiner love feature in the mod settings and then restart the game.
... Sep 12 @ 8:01am 
red error on startup, if I disable this mod, everything is fine:

Error during patching RimWorld.Pawn_RelationsTracker :: Single SecondaryLovinChanceFactor(Verse.Pawn) with: pre | post: Void SecondaryLovinChanceFactorPostfix(Verse.Pawn, Verse.Pawn, Single ByRef) | trans: System.Collections.Generic.IEnumerable`1[HarmonyLib.CodeInstruction] SecondaryLovinChanceFactorTranspiler(System.Collections.Generic.IEnumerable`1[HarmonyLib.CodeInstruction])
System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Pawn_RelationsTracker.SecondaryLovinChanceFactor_Patch3 (RimWorld.Pawn_RelationsTracker,Verse.Pawn): IL_0044: call 0x0000000f
pillbug2 Aug 30 @ 11:38pm 
@1trickPwnyta Disabling the creepjoiner love feature worked! Thank you.
Luckspeare Aug 29 @ 7:55pm 
Might be a good idea to turn that creepjoiner romance option off by default.
-=GoW=-Dennis Aug 27 @ 6:27pm 
Thanks, sounded similar!
1trickPwnyta  [author] Aug 27 @ 6:26pm 
@-=GoW=-Dennis No, this mod only shows the full stats for entities in the info screen, for entities that it's normally hidden for.
-=GoW=-Dennis Aug 27 @ 6:09pm 
1trickPwnyta  [author] Aug 27 @ 2:23pm 
@Darian Stephens I didn't know about that but I'll see what I can do!
Darian Stephens Aug 27 @ 2:04pm 
Is there a fix for the bug where you cannot leave the labyrinth with the warped obelisk?
My entire colony got teleported in there from an obelisk that reached maximum activity, and now we appear to be stuck.
It's apparently caused by things blocking the place where the obelisk wants to teleport pawns, most commonly a mountain in the way.
I do have one on the map in a matching spot, but outside of dev mode, no way to resolve this.
Without that, it's a complete colony wipe.
1trickPwnyta  [author] Aug 27 @ 11:39am 
@Vivi You should be able to disable the creepjoiner love feature in the mod settings, then restart the game, and it should work okay. Let me know if it doesn't.
1trickPwnyta  [author] Aug 22 @ 9:28pm 
@Vivi thanks! I'll look into it.
pillbug2 Aug 22 @ 9:00pm 
Hello, thank you for the mod! I think I found an incompatibility between this mod and the Humanoid Alien Races mod.

"Allow creepjoiners to romance non-creepjoiners and vice versa" enabled causes a red error on launching the game. I do not know what effect this has in game. This error does not occur if either mod is removed from the load order.

Full log, error on line 347:
https://gist.github.com/HugsLibRecordKeeper/2346a1ddce7d268a66764a3c772bd9aa

Load order:
Harmony
Rimworld
Rimworld - Royalty
Rimworld - Idealogy
Rimworld - Biotech
Rimworld - Anomaly
Rimworld - Odyssey
HugsLib
1trickPwnyta's Anomaly Patch
Humanoid Alien Races
squidd Aug 20 @ 1:53pm 
i noticed while doing some of my own tweaking that serums use DrugSynthesisSpeed as the workSpeedStat, but they also have crafting as the workSkill (used for indicators?) -- and some of them even have crafting skill requirements on them. i've fixed this on my end but i figured you might be interested
Agusfer Aug 9 @ 6:37pm 
Nice, I'll enable it again then :)
1trickPwnyta  [author] Aug 8 @ 7:58pm 
@Agusfer The fix is published!
amefurashi Aug 7 @ 9:51pm 
Yes, these mod races can be romanced with Baseliners. Changing the load order might help. I'll give it a try
1trickPwnyta  [author] Aug 7 @ 9:15pm 
@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.