RimWorld

RimWorld

Need Bar Overflow
368 Comments
AmCh  [author] 7 Oct @ 2:52am 
@ggfirst
I can and had been working in the background to support that, though I haven't found any mods that are (1) small enough for me to try it on (e.g. not RimWorld of Magic right away), (2) can benefit from needs overflowing in a way that I think is a real QoL improvement (e.g. "Sanity" and "Aspirations" from Vanilla Expanded and "Hygiene" from Dubs' mods makes sense to be capped at 100%), any suggestions?
AmCh  [author] 7 Oct @ 2:44am 
@邮电部诗人 感谢支持OwO
邮电部诗人 26 Sep @ 12:05am 
非常好的模组
ggfirst 15 Sep @ 3:40am 
any possibility adding needs from otherm ods?
... 10 Sep @ 1:23am 
@AmCh 感谢回复,可能是其它mod的问题,我再研究一下。并且这个报错并不影响使用
AmCh  [author] 4 Sep @ 12:51am 
@...
有些奇怪……我的模组根本不碰这个函数会碰的任何信息……
把我的模组原地加回来,报错也会回来吗?(确定是“关闭此Mod会恢复正常”而不是“重启游戏会恢复正常”吗?)
这份报错信息另外提到了萌螈和CommunityFramework。我的模组上次更新是8月22,萌螈上次更新都是8月20,CommunityFramework是8月初,突然开始报错也很奇怪。
能发一份完整存档+模组列表吗?光现有的信息看不出来怎么能跟这个模组有关系的。
... 3 Sep @ 1:21pm 
突然开始报错了,关闭此Mod会恢复正常:

Error while determining if Axolotl45543 should have Need Chemical_Alcohol: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 198235D9]
at CF.ShouldHaveNeedPatch+ShouldHaveNeed.Postfix (System.Boolean& __result, RimWorld.NeedDef nd, Verse.Pawn ___pawn) [0x0000f] in <574eda3d80c14370903c6f8a83093082>:0
at RimWorld.Pawn_NeedsTracker.ShouldHaveNeed (RimWorld.NeedDef nd) [0x006a7] in <24d25868955f4df08b02c73b55f389fe>:0
- PREFIX com.Axolotl.rimworld.mod: Boolean Axolotl.Pawn_NeedsTracker_ShouldHaveNeed_Patch:Prefix(Boolean& __result, NeedDef nd, Pawn ___pawn)
AmCh  [author] 29 Aug @ 7:38pm 
@shaneyao32
我之前研究过这个!可惜这块的阈值分散在很多很多小人AI的代码里面,想改的话补丁数量/设置选项/代码复杂度都要高好多,而且对模组兼容性和游戏性能危害都挺大的……所以恐怕暂时不会做这个=w=
shaneyao32 29 Aug @ 7:38am 
感谢作者!想问一下能不能加个设置修改一下小人的吃饭睡觉娱乐阈值?我想让小人平时基地里100%的时候就自己去吃饭睡觉娱乐拉到200%,这样有事要拉出去远征的时候也能保持一天的良好状态
pipeboom 28 Aug @ 3:27am 
非常好mod,看着爆开的饮食条仿佛能听到小人在说家人们味真足:selphinehappy:
Impos! 27 Aug @ 6:46am 
Successfully used this to fix a bug with the food bar reading as -200000 something food in it.
AmCh  [author] 21 Aug @ 9:30pm 
模组1.4.5版本已经更新:对 "Tweaks Galore" 模组的“不要携带食物”设定增加了兼容。修复了 "CM Colored Mood Bar" 模组兼容补丁不生效的问题。
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Mod is now updated to version 1.4.5.
Compatibility: Now the "Don't pack food" option from the mod "Tweaks Galore" works as expected. And compatibility patch for "CM Colored Mood Bar" should actually work now.
Ogodai 17 Aug @ 5:34pm 
Works perfectly, thank you!
AmCh  [author] 16 Aug @ 8:13am 
Mod is now updated to version 1.4.4.
Should've fixed error noted by @Ogodai
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模组1.4.4版本已经更新:应该修复了 @Ogodai 发现的问题(没有模组设置文件的时候模组失效)。
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@Ogodai Sorry that I forgot to check the case when there's no mod settings file... should be fixed now!
Ogodai 15 Aug @ 11:57pm 
@AmCh, the mod no longer seems to function. regardless, thank you for the great mod!
AmCh  [author] 15 Aug @ 7:31pm 
Mod version 1.4.3 is now updated.
Should've fixed error noted by @ZebraRabbit and @Varsia
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模组1.4.3版本已经更新:应该修复了 @ZebraRabbit 和 @Varsia 发现的问题。
Varsia 15 Aug @ 3:17pm 
For some reason whenever I try to change the configurations all of the needs are changed (I try to change max sleep and it changes it for all values) and I can only either have it enabled for everything or nothing because whenever I try to disable one it disables all of the options
ZebraRabbit 14 Aug @ 2:16am 
请问1.4.2版本为什么在设置里面所有的需求条都变成联动的了,修改饥饿值的溢出量为150%,所有需求条的溢出都会同时变为150。
AmCh  [author] 7 Aug @ 1:52am 
Mod version 1.4.2 is now on GitHub [github.com] and the workshop.
(1) (Hopefully) fixed issue noted by @PriinceShriika ; (2) now enables comfort/recreation/chemical need by default (configurable); (3) Support for "Dubs Performance Analyzer" (you can now see more about the performance of this mod).
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模组1.4.2版本已经在 GitHub [github.com]和创意工坊更新。
(1) (大概) 修复了 @PriinceShriika 提到的设置无法保存的问题; (2) 默认启用了舒适、美观、成瘾品需求的溢出 (3) 兼容Dubs Performance Analyzer(可以更详细的分析模组性能了).
PriinceShriika 30 Jul @ 1:10pm 
I keep having to open the mod settings, to enable deathrest overflow, and other changed settings. Everytime i load the game it's like the settings revert to default settings, super annoying :/
喵酱official 28 Jul @ 11:58pm 
原来是这样设计的,明白了
AmCh  [author] 28 Jul @ 3:10pm 
@喵酱official
你好,你好礼貌呀hhhh 多谢你的建议
在这里“饿的越快”的意思是“饮食值下降的速度加快”,不是“吃饱的人反倒比吃不饱的人先饿”的意思。等到吃饱的人饮食值下降到100%以内,他饿的速度也就回到正常人的速度啦。
这个是我出于类似“边际效应”的考量而 故意设置的,假如你100%饮食,12小时后可能掉到20%(下降80%),200%饮食12小时后可能就掉到80%了(下降120%)。后者虽然“饿的更快”,但还是能比前者坚持更久时间不吃东西。
原版游戏也是这样设计的,哪怕不考虑食物溢出,把小人放到快饿死再喂食的话 消耗食物的量会比正常喂食明显更少,也就是“越低饿的越慢,(相对的)越饱饿的越快”。
喵酱official 28 Jul @ 4:48am 
您好,我调整模组设置时注意到饱食度设计似乎是越高饿的越快,不知道是否有理解错误,如果没有,我认为这可能很奇怪,是否设置成越高饿的越慢比较合理?
Zairya 23 Jul @ 12:23am 
hurrei \o/
With the raceDef they seemed to revert sometimes (after save relaod I think). I report back if it happens again with your implementation.
AmCh  [author] 23 Jul @ 12:17am 
@Zairya
Should be fixed now with built-in compatibility patch for Dust Bunnies :steamhappy:
AmCh  [author] 22 Jul @ 11:53pm 
模组1.4.1版本已更新创意工坊和 GitHub [github.com]
启动游戏提速~10秒左右,提升兼容性,添加大量新设置(如果启动游戏发现红字,考虑把模组设置文件删掉让它重新加载)
Mod version 1.4.1 has been uploaded to the Workshop and GitHub [github.com]
~10 second improvement to game startup time, better mod compatibility, many more configuration options. (If you see setting-related errors at startup, consider deleting your mod config file and let it regenerate.)
Zairya 18 Jul @ 9:55am 
I hope, you're not both trying to fix it xD
Anyway, the defName is Crows_DustBunnyRace
AmCh  [author] 18 Jul @ 9:06am 
@Zairya
Hahaha that's funny story.
I think I should add the Dust bunny to the default list of excluded races then. It'd probably be easier than asking Crow for a patch.
Zairya 18 Jul @ 2:15am 
Hello AmCh,

I'd like to share a funny story with you:
I'm playing with Crow's dust bunnies. they eat filth when tamed and of course newly tamed animals have no area restrictions. I found out, my pawns tamed a dust bunny around 2 ingame days afterwards and my colony was almost sparkling. The poor dust bunny had a food bar of 1021% still runnig around like a mix of pacman and kurby.
I added them to your exclusion list. thank you for this feature! I also told Crow about this. it's really hilarious^^
AmCh  [author] 18 Jul @ 12:18am 
@Guineatown20806
Glad to hear it helped! Though "disable overflow by gene" need to be enabled in the mod settings and should contain the "Mind Coalescense" gene - it should already be there by default, but check just to make sure and let me know if it isn't showing for some reason.
Guineatown20806 18 Jul @ 12:09am 
I was about to ask if the issue with VE Races Fungoid has been fixed. The Mind Coalescense gene stuff. Then I read the compatibility patches. Thank you a lot for fixing this. The error spam and social interaction screen on Fungoid Pawns being bugged was a nightmare on 1.5.
AmCh  [author] 17 Jul @ 5:27pm 
模组 v1.3.5 版本已经更新至 创意工坊 和 GitHub [github.com]
Mod version v1.3.5 has been uploaded to both Steam Workshop and GitHub [github.com]
修复了上文@D 提到的问题。
Fixed issued noted by @D
AmCh  [author] 17 Jul @ 7:32am 
@D I will upload a fixed version in a few hours!
This error only appears once per game and doesn't affect anything other than the visual(placement) of the tick mark.
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现有版本心情/美观等有那个趋势标号的需求条在溢出时可能报错,但每次启动游戏只会报一次,除了标号绘制外观/位置之外没有别的影响。
我几小时后更新一下修复。
D 17 Jul @ 2:01am 
Mood drawing bar percent > 1 : 1.074532
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.Need:DrawBarInstantMarkerAt (UnityEngine.Rect,single)
NeedBarOverflow.Patches.Need_DrawOnGUI:PrefixMethod (RimWorld.Need,UnityEngine.Rect,int,single,bool,bool,System.Nullable`1<UnityEngine.Rect>,bool)
...

This happens when a pawn using a psychic harmonizer at above 100% mood, in my case, a death resting pawn at 150% mood

You may need to draw the Mood bar further in the Needs tab as you do with other bars.
Jedia Kyrol 13 Jul @ 10:55am 
seems to be a conflict when loaded alongside AOC Cleanup Devil and Vanilla Anomaly Expanded - Insanity. if their sanity bar becomes active it causes a soft-lock when viewing their needs.
Not asking for a fix, just giving a heads up. (I just tossed Insanity out, wasn't really enjoying it)
AmCh  [author] 11 Jul @ 4:28pm 
模组版本1.3.4已经更新创意工坊: 修复了这里提到的外观错误
Version 1.3.4 have been updated on Steam Workshop: Fixed visual bug mentioned here
玉米罐头 10 Jul @ 7:58am 
伟大:steamthumbsup:
AmCh  [author] 10 Jul @ 12:46am 
模组版本1.3.3已经更新创意工坊
Version 1.3.3 have been updated on the workshop
AmCh  [author] 9 Jul @ 1:45pm 
Version 1.3.3 have been updated on GitHub [github.com]
模组版本1.3.3已经在GitHub上更新 [github.com]
Tweaks to the GUI looks. Now overflow part of the bar looks different.
修改了用户界面,(需求条)溢出部分会有不同的外观。
I will upload it to the Workshop in a few hours. 我几个小时后会更新到创意工坊。
AmCh  [author] 9 Jul @ 1:38pm 
关于 @玉米罐头 遇到的问题我聊过啦,现在说明一下:
“小人的AI仍然会把100%认作自己的上限”,所以如果吃小份的食物(干肉饼,生食等等)他们只会取用刚好满足到100%的食物,只有单份食物(相对进食者来说)够大的时候,才会看到显著的溢出。
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"Pawns will still think of 100% as their cap", so if you feed them pemmican/small pieces of food, they'd only take just enough to just reach 100% food, so they won't see lots of food overflow unless they get large meals (compared to their body size).
玉米罐头 8 Jul @ 8:05am 
我现在发现动物可以吃的更多,人却不行,很奇怪。
玉米罐头 8 Jul @ 6:07am 
是纯原版小人,无基因什么的,而且就穿了一套部落装。(部落真硬核,拜树就能觉醒灵能)
玉米罐头 8 Jul @ 6:04am 
就是我设置的比如室内值最高是150%,小人的需求是可以看到1.5个原来的需求值,是多出半截的。但是小人吃的东西上限现在就是1.0,以前我没有额外修改mod设置是可以额外吃的,修改之后我发现小人的胃最大就是1.0,(尽管我设置的上限不止这么多,而且设置超过200%才不会主动吃)可能是其他模组的冲突?
AmCh  [author] 8 Jul @ 4:21am 
@玉米罐头
测试了一下没发现问题……能详细讲一下你游戏观察到是怎么样,认为应该是怎么样吗。
“只吃1.0”如果指的是“吃一次食物只涨1.0营养”:这大概是正常的,食物能提供多少营养就只能涨多少。这个模组不会给你加强食物数据。
如果指的是“吃到1.0就不自动吃了”:这是正常的,小人仍然会默认100%是它的最大值,不会主动去吃东西超过100%。
如果指的是“吃完东西还是锁100%营养上限,多出的营养消失了”:那可能是你的小人因为属于特殊的种族/有特别的健康状况/衣物/基因,不过如果你把相关的模组设置都关了,应该不会影响才对。
还有一些少数特别情况会为了模组兼容而禁止食物溢出,不过对绝大多数小人应该都没影响才对。
玉米罐头 7 Jul @ 7:08pm 
1.6饮食我设置的一个额外吃1.5营养值和原食量300%,最后也只吃1.0
AmCh  [author] 4 Jul @ 3:43am 
模组版本1.3.2已经在GitHub发布供测试 [github.com]
1. 新的可设置选项:根据基因禁止小人需求条溢出。
2. 修改饮食条默认溢出值到200%(可修改)
3. 对以下模组改善了兼容性:原版营养膏拓展,原版种族拓展——真菌,WVC更多基因
如果没有人发现错误,我几天后会把这个版本上传到创意工坊。感谢各位玩我写的模组!
AmCh  [author] 4 Jul @ 3:43am 
Mod version 1.3.2 released on GitHub for testing [github.com]
New configuration feature: Disable Need Overflow by active gene.
Modified default food overflow to 200% (configurable)
Improved compatibility for the following mods: Vanilla Nutrient Paste Expanded, Vanilla Races Expanded - Fungoid, WVC - Xenotypes and Genes
I will upload the update to the WorkShop in a few days if no one finds more bugs.
This should've fixed the issues mentioned by the following people:
[@CMaia][@Takk][@Guineatown20806 ][@infra-dan-accelerator unit 84725 ],[@D ]
Thank you for playing with my mod!
AmCh  [author] 3 Jul @ 5:21am 
Mod version 1.3.1 released: Fixes a minor bug related to mod settings.
模组版本1.3.1已经更新:修复了一个涉及模组设置的小BUG
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This is unrelated to the bug report from @moo , I don't think my mod was the cause of error in their modlist, but I looked into it and you can read the discussions "1.6" for details.
以上跟楼下@moo 发的BUG报告无直接关系,我认为他的模组列表有其他模组造成了报错,具体分析讨论可以看"1.6"讨论链接。
moo 2 Jul @ 4:11pm 
1.6 bug. I put a discussion up
D 1 Jul @ 11:34pm 
I think it's the dripper interacting weirdly with warden/doctor job, whichever feeds pawns...but I am not sure. I caught my Paramedic mechs feeding a bedridden prisoner while his food was at 107% , but that might also have been due to the dripper feeding the pawn while the mech was already on its way to feed the prisoner.