RimWorld

RimWorld

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Less Explosive Tantrums
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Mod, 1.5, 1.6
File Size
Posted
Updated
890.394 KB
31 Oct, 2024 @ 1:20pm
26 Jul @ 12:00pm
6 Change Notes ( view )

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Less Explosive Tantrums

In 1 collection by themoistestwhale
themoistestwhale's mods
9 items
Description
STEVE STOP PUNCHING THE ANTIGRAIN WARHEADS AGAIN BECAUSE RAIDERS TOOK YOUR TABLE I SWEAR TO RANDY I WIL-

Stop colonists from punching explosives for stupid reasons! This mod prevents colonists from targeting explosive things during tantrum mental breaks like chemfuel or explosive mortar shells. You can also stop them from targeting valuables in mod settings if you'd like!


What does this mod do?
Less Explosive Tantrums prevents colonists from targeting explosives as they search for valid targets to attack during a tantrum mental break. Additionally, you can visit the mod settings and set a maximum market value for things tantrums can target (off by default).

Obviously this changes the balance of tantrum mental breaks to be less likely to end your entire run if you're unlucky, so decide your own balance here if you choose to use this mod or not, I guess. Your run, your choice.


Compatibility
  • Safe to add to save games. It's never safe to remove a mod from a save, but removing this mod should not cause significant issues.

  • Harmony is a required dependency. Zetrith's Prepatcher can also fulfill this requirement instead.

  • This mod uses a single postfix on the TantrumMentalStateUtility.CanSmash method, stopping anything with an explosive comp attached from being targeted. I doubt you'll run into any mod conflicts.

  • Yes, it works with Combat Extended.

Thanks
Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in the mod icon and preview image was created by Marnador.
23 Comments
Golden 17 Aug @ 12:16pm 
"when everything around you is too expensive to break so you genuinely start tweaking"
themoistestwhale  [author] 17 Jul @ 6:28pm 
@redanddead12345 It’s cool, no need to apologise to me, it’s more just concern for how most modders I know would react. From what I understand it breaks the license of many mods to do so, so just saying to be careful really. I don’t personally enjoy tools like GPT, but I also don’t really care if you feed it this mods source code lol

Also, if you ever need help related to rimworld modding, my DMs are open if you want to avoid using GPT and whatnot!
redanddead12345 17 Jul @ 7:14am 
lol i didn't actually use grok, that was just a joke. i actually used GPT's build that comes with VSC. if its because AI can save your code to freeload off, afaik GPT isnt allowed to do anything like that. but if you mean using AI in general, I'm sorry if it could have made you mad.:Asa:

anyway thank you very much for the kind words. hopefully I'll be able to help without the cheat machine open soon :)
themoistestwhale  [author] 17 Jul @ 4:20am 
@redanddead12345 Just pushed out v1.2.1 which fixes that issue, thanks for reporting it! Though, try not to feed mod code into LLMs like Grok (in this case it was just XML, so it was fine and I understand you were just trying to figure out what was wrong) as many modders would really not like that :p

It was a harmless red error with the system that displays updates when you have HugsLib also installed, so the actual mod functionality was fine regardless.
redanddead12345 17 Jul @ 3:58am 
the error went away after when i changed it. while not exactly a perfect test, locking a colonist in a brick room with chemfuel and forcing a tantrum, she never locked onto the chemfuel, so i assume the mod works fine
redanddead12345 17 Jul @ 3:44am 
hey boss, did you know your hugslib parentnames seem to be incorrect? I could be misunderstanding, my knowledge on code is potatoes, but it seems the error being thrown is because the updatefeaturedef name is letHLModUpdatesBase, but the 1.1.0 and 1.2.0 parentnames are both gitsCyberneticsHLModbase, which apparently has no definition

at least thats what the grok told me is true. and this monkey thinks it makes some sense
themoistestwhale  [author] 8 Jul @ 2:38pm 
@Honey Badger Implemented the feature you suggested, you can set a maximum market value tantrums will target now. I used market value because it's much easier to work with design wise instead of specific materials or items.
themoistestwhale  [author] 2 Jul @ 1:23pm 
@Honey Badger Absolutely, and slow deaths are always the most painful ones. By the way I'll just mention it in case you know how to write the postfix yourself, all my mods including this one has the source in the mod folder. So while on the live version here I don't want to include a postfix like that without figuring out how to make it an optional mod setting, feel free to just run a second postfix in LessExplosiveTantrums.HarmonyPatches for yourself till I find the time (and motivation) to give this a go myself.
Honey Badger 2 Jul @ 1:14pm 
Yeee, I mean steel, plasteel, wood, all that stuff I can live with being destroyed, sure it sucks, but components?! That stuff does NOT grow on trees especially with how much stuff breaks down or how much components you need in building. Obviously in the late game it becomes obsolete cause you can make it, but early game its near enough a death sentence if you're unlucky. Sure it ain't no antigrain, but its an equally terrifying death... A slow one! :winter2019sadbulb:
themoistestwhale  [author] 2 Jul @ 1:08pm 
@Honey Badger Oof, had a similar experience before myself but with plasteel. I then accidentally killed that colonist right afterwards too lol

I was already considering doing something like this with an optional mod setting, so I may give it a go when I find some time. My only issue right now is figuring out how to make it so a Harmony postfix only runs when a mod setting is checked, the postfix itself should be easy to write and can have it so it scales with a mod settings slider for the value you want to prevent getting banged up.