RimWorld

RimWorld

1trickPwnyta's Anomaly Patch
65 Comments
The Blind One Apr 10 @ 4:36am 
Lmao I thought one of my creeps was a guy but it turned out to be a girl this whole time 🤷🏻‍♂️
1trickPwnyta  [author] Mar 24 @ 6:51am 
@摄魂狼 Thanks!
摄魂狼 Mar 24 @ 5:36am 
Hello, I like this mod of yours very much, so I made a Chinese translation for it, I hope you don't mind( translation :smilechillet:
泥头车 Mar 15 @ 11:12pm 
Thx , it works well! ~
1trickPwnyta  [author] Mar 15 @ 10:55pm 
@泥头车 Try disabling the creep joiner romance option in the mod settings.
泥头车 Mar 15 @ 10:51pm 
Using with Humanoid Alien Races will cause an error.

"Error during patching 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_Patch1 (RimWorld.Pawn_RelationsTracker,Verse.Pawn): IL_0021: call 0x0000000b"
1trickPwnyta  [author] Mar 13 @ 9:34am 
@XCD This mod should be safe to add to existing saves.
XCD Mar 13 @ 6:40am 
Can't this mod be added halfway? Why can't humans and aliens confess to being in love after using this mod in my saves? And when I manually choose to fall in love on the social interface, it shows zero probability, even if both parties have never been married, and the mutual favorability value is very high
1trickPwnyta  [author] Mar 12 @ 9:53am 
@Punful Guy Since it seems that this is a common issue, I made the creepjoiner love setting require a game restart when changing to allow better compatibility. So, if you find that the two mods are incompatible, disabling the setting for creepjoiner love in this mod should fix it. (Make sure you have the updated version of this mod from today.)
Punful Guy Mar 12 @ 4:47am 
Is this compatible with Integrated Creep Joiners? I ask because I see there was incompatibility with other mods that allow romancing creepjoiners and that one also does that
Agusfer Mar 1 @ 1:52pm 
Just tried selecting a wall while the pawn is inside for deconstruction and making him go then cancel and forcing him to study with door disallowed, works for a 3x3 with the steel platform, as a workaround for not being able to right click the ground inside.
I'll do anything to not build bigger rooms if I don't want to xD
Agusfer Mar 1 @ 1:47pm 
Haha yeah I found out while trying to force the pawn to do it inside the 3x3 room, if you right click the spot/platform and manually make it study, it will do it right next to the anomaly, and then go back to the door to continue, so either you stop the pawn and manually do it each time inside, or, disallow the door and let him do it automatically next to the spot/platform and allow door again when it ends.
Easier done on the holding spot apparently because you can move the pawn with right click around it, unlike with the steel platform.
Here's a couple pics for demonstration of what I mean: https://imgur.com/a/Ef0glaK
1trickPwnyta  [author] Mar 1 @ 12:01pm 
@Agusfer Oh, like standing on the platform even? I wasn't aware they could even do that! I'll have to look into it.
Agusfer Mar 1 @ 11:16am 
Oh, then making it work right next to the anomaly on the spot/platform would involve a lot more coding if it's even possible I guess xd
Thanks for explaining it.
1trickPwnyta  [author] Mar 1 @ 10:26am 
@Agusfer It should already work that way. Even in vanilla, I believe the pawn will try not to stand in the doorway, if possible, when doing dark study, with the exception of the initial position they stand in, in which case the game doesn't care. This mod is supposed to change that so that they care even for the initial position, if that makes sense? If they are still standing in the doorway, there may be no other "standable" spot for them. Generally there needs to be a tile adjacent to the holding platform that is clear of any obstacles.
Agusfer Mar 1 @ 9:45am 
Would it be possible to make the patch that workers won't stand in the containment doors apply also to the void study job?
I mean I can manually hold a pawn inside the 3x3 cell and make it study inside of it instead of standing on the door for that, or put him inside, disallow door for the duration and he will do it automatically the same way.
Would certainly be helpful for tight rooms, even if it's not a 3x3, if it had enough space for 2 or 3 holding spots for example it would hold the door open for the one closest to it usually.
AliceHealer Feb 28 @ 3:15pm 
tysm
1trickPwnyta  [author] Feb 26 @ 9:42pm 
@AliceHealer The GitHub for this mod is https://github.com/1trickPwnyta/AnomalyPatch
AliceHealer Feb 26 @ 8:55pm 
I'm having trouble with steam workshop recently. If its not too much to ask, do you have a mirror link like github?
StockSounds Feb 19 @ 5:07pm 
Would it be possible to add one where Xenotype textures take priority over the Ghoul textures?
Dizzy Feb 2 @ 12:35am 
Hey, just a heads up, this mod isn't marked as requiring Anomaly in the About.xml. (I started a new Anomaly-less playthrough, and used my previous modlist as a base, and forgot to remove this one since it wasn't marked as missing a dependency, causing some errors.)
Aidy0123 Jan 30 @ 3:17am 
Confirmed working for me, thanks a bunch!
1trickPwnyta  [author] Jan 29 @ 4:32pm 
@Victor @Aidy0123 @Rempty I think I found the problem and just published a fix. It will remove the creepjoiner love setting and all its functionality if the big and small mod is enabled, since that mod actually does the same thing anyway. Let me know if there are still problems!
Rempty Jan 29 @ 3:00pm 
I have the same log error posted by Aidy0123, looks like last update created an incompatibility with Big and Small mod
Aidy0123 Jan 29 @ 1:30pm 
I don't really know whats up but after the latest update my game fails to load, it just reaches a screen where the UI completely disables and it goes to the vanilla background. I don't see why it would be related but removing this mod seems to fix it. Here's a link to my log, hope it helps https://github.com/Aidy01234/fantastic-octo-doodle/blob/main/Player.log
J Jan 29 @ 6:03am 
@1trickPwnyta:

Thanks for the explanation, I played Anomaly on release and already forgot how this worked. Couldn’t find anything on the Wiki.
1trickPwnyta  [author] Jan 29 @ 5:25am 
@J There aren't actually any visions. The whole disturbing vision mechanic is just a letter. Unless you're talking about the mental break, which is called dark visions I believe? Dark visions is not affected.
J Jan 28 @ 11:29pm 
@1trickPwnyta:

Regarding the latest update, the change log says “disable disturbing visions”—you meant the letter, not the visions themselves?
1trickPwnyta  [author] Jan 28 @ 3:59pm 
@Victor I'm sorry to hear that. Unfortunately I don't see any references to this mod in your log so I'm not sure what the issue might be.
Victor Jan 28 @ 3:45pm 
Even disabling all the settings doesn't solve the issue
1trickPwnyta  [author] Jan 28 @ 3:19pm 
@Victor Try disabling the bottom 5 or 6 settings in this mod and see if the error goes away.
Victor Jan 28 @ 2:53pm 
1trickPwnyta's Anomaly Patch + Big and Small Framework + Visual Exceptions causes a bug with the console, and I can't upload logs, here's the Player.log (I had to delete some repeating lines) https://pastebin.com/UpH9G9dX

This began happening since the last update...
BrilliantScholar49 Jan 2 @ 3:35pm 
any way to get harbinger trees spawning in ambient horror mode? the wiki says they'll only spawn from seeds in that mode and that seems kinda lame.
1trickPwnyta  [author] Dec 28, 2024 @ 7:12pm 
@The Viral Divinity It is likely related to the feature that tries not to block containment cell doors while performing work. You can disable that feature in the mod options if it's not working for you.
The Viral Divinity Dec 28, 2024 @ 6:34pm 
I also appear to have a ticking error that I've tracked down to here. However, mine is with animals. Can't post the error log because it's too big, but basically there is some sort of part of this mod, "AnomalyPatch" that is messing with doors, and pathing AI, reflected in game by stopping my colonists from doing handling tasks, forcing them to default to standing, which then almost always gets looped. Going to disable this mod for now and hopefully that fixes this.
Eclair Dec 18, 2024 @ 3:05pm 
Sorry for late, but it seems that this bug has occurred with only this mod, and without smarter construction. So, I assume you did in wrong way.
1trickPwnyta  [author] Dec 3, 2024 @ 9:27am 
@Eclair I tried the same scenario with both this mod and Smarter Construction enabled and was still unable to reproduce the error. Does the issue still happen for you with only this mod and Smarter Construction enabled, or with only this mod enabled? Do you have other mods enabled? It could be a conflict with some other mod, but I don't know which one. I'm sorry I wasn't able to find a fix.
1trickPwnyta  [author] Dec 2, 2024 @ 6:54am 
@Eclair Okay thanks, it might be a conflict with the smarter construction mod then. I'll look into that probably tomorrow.
Eclair Dec 2, 2024 @ 6:21am 
@1trickPwnyta 1.Yeah, its room is containment cell. So I assumed your patch named don't block doors? caused this bug.
2. Yeah, disabling the option solved this issue. thx.
1trickPwnyta  [author] Dec 2, 2024 @ 5:58am 
@Eclair I'm not able to reproduce the issue on my end. A couple questions:

1. Is the door involved a prison or containment cell door?
2. If you turn off the option "Don't perform work in a containment or prison cell doorway" in the mod settings, does the issue still occur?
Eclair Dec 1, 2024 @ 10:48pm 
Maybe your mod appears to cause a 10 jobs in one tick bug.
https://gist.github.com/HugsLibRecordKeeper/384ff5a9c1b29e729362f7a582d7b742
My colonist tried to work on constructing a floor and froze.
My situation is like;
■ = door, ● = my colonist, □ = frame on working, ◆ = wall
◆■●
◆□◆◆

I'm not sure smarter construction mod involves this.
femoral2 Nov 9, 2024 @ 3:54pm 
Hero!, thanks for your tweaks!
1trickPwnyta  [author] Oct 8, 2024 @ 12:43pm 
@VitaKaninen ah ok gotcha. Yeah sorry I have no idea.
VitaKaninen Oct 8, 2024 @ 12:07pm 
I know it wasn't this mod causing it, I just wondered if you knew which one it was.
1trickPwnyta  [author] Oct 8, 2024 @ 11:40am 
@VitaKaninen I think ghouls have always shown in the colonist bar. In vanilla, anyway. Not sure if you have a mod causing them not to, but this mod isn't supposed to do that at least.
VitaKaninen Oct 8, 2024 @ 10:47am 
Do you know why Ghouls don't show in the colonist bar? I think this has to do with a mod, but I am not sure which one.
1trickPwnyta  [author] Oct 8, 2024 @ 10:40am 
@VitaKaninen Hmm yes I just saw that update. This is great news! Looks like they're also fixing shamblers not being able to go through open doors (again), which is a new feature for this mod that I haven't published yet but am already testing lol. Looks like I'll be making an update to this mod soon.
VitaKaninen Oct 8, 2024 @ 10:21am 
I think the devs fixed the bug with deadlife shamblers showing in the colonist bar and other places.
VitaKaninen Oct 5, 2024 @ 6:37am 
Thanks!
1trickPwnyta  [author] Oct 5, 2024 @ 6:34am 
@VitaKaninen That's a great idea! I'll have to look into it, but not sure when I'll get to it since I have a backlog.