RimWorld

RimWorld

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1trickPwnyta's Anomaly Patch
   
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Mod, 1.5
File Size
Posted
Updated
1.201 MB
May 7, 2024 @ 10:55pm
Mar 12 @ 9:50am
10 Change Notes ( view )
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1trickPwnyta's Anomaly Patch

Description
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.

Full list of tweaks:
  • Selecting multiple bioferrite harvesters shows the total amount of bioferrite contained (and increase per day) in all of them
  • 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.
  • 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
  • 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)
  • Caravan dialog food auto selection prioritizes twisted meat for ghouls and carniverous animals, then human/insect meat, then other meat.
  • Ghouls can hunt prey just like your animals can.
  • 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.
  • 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.
  • 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.
  • 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.
  • Pawn silhouettes (when zoomed out) are no longer hidden in unnatural darkness.
  • Colonists will adhere to zone restrictions while gathering offerings for psychic rituals and while moving to the psychic ritual spot.
  • 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.
  • Certain entity stats are no longer hidden (nociosphere, metalhorror, revenant).
  • The psychic ritual dialog arranges pawns by psychic sensitivity for your convenience.
  • Corpses initially spawned around the void monolith are forbidden by default.
  • Colonists are no longer forced to finish suppressing obelisks in order to take breaks (useful for pawns with lower psychic sensitivity).
  • Holding platforms needed alert is disabled.
  • Creepjoiners and non-creepjoiners can now form romantic relationships with each other.
  • Bug fix: Void provocation rituals can spawn unnatural darkness on a different map from the one the ritual was performed on.
  • Carried ghouls and dead ghouls remain in the colonist bar until buried/destroyed, just like colonists do. Ghouls are also shown in the caravan colonist bar.
  • Disables "Disturbing vision" letter because it doesn't actually do anything other than remind you that the monolith exists.
  • Prevents inhumanized pawns from having any personal feelings (mood bonuses/penalties) about their pregnancies
  • Suppresses the "Colonist needs rescue" alert for targets of psychic rituals
  • Pawns will avoid wearing dread leather if they don't like it
  • Bug fix: Female creepjoiners use male body type



Updates
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
Popular Discussions View All (1)
1
Jan 2 @ 4:27pm
The error report for the bug I posted a comment about.
The Viral Divinity
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