RimWorld

RimWorld

1trickPwnyta's Anomaly Patch
97 Comments
Vivi 30 Aug @ 11:38pm 
@1trickPwnyta Disabling the creepjoiner love feature worked! Thank you.
Luckspeare 29 Aug @ 7:55pm 
Might be a good idea to turn that creepjoiner romance option off by default.
-=GoW=-Dennis 27 Aug @ 6:27pm 
Thanks, sounded similar!
1trickPwnyta  [author] 27 Aug @ 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 27 Aug @ 6:09pm 
1trickPwnyta  [author] 27 Aug @ 2:23pm 
@Darian Stephens I didn't know about that but I'll see what I can do!
Darian Stephens 27 Aug @ 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] 27 Aug @ 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] 22 Aug @ 9:28pm 
@Vivi thanks! I'll look into it.
Vivi 22 Aug @ 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 20 Aug @ 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 9 Aug @ 6:37pm 
Nice, I'll enable it again then :)
1trickPwnyta  [author] 8 Aug @ 7:58pm 
@Agusfer The fix is published!
amefurashi 7 Aug @ 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] 7 Aug @ 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.
amefurashi 7 Aug @ 10:31am 
When this mod's "Creepjoiners and non-creepjoiners can now form romantic relationships with each other" option is enabled, there is a bug that prevents characters of different races from romancing each other.
Of course, it's entirely possible that this issue is only happening to me.
I have confirmed that at least Cinder from the "Cinders of the Embergarden" mod and Moelotl from the "MoeLotl Race" mod cannot romance Baseliners no matter how friendly they become.
For both Cinder and Moelotl, this issue occurs with pawns plucked from other factions, but does not occur when changing the race of the initial companion in the Character editor
Anon 5 Aug @ 11:37am 
Would be great if you could fix the devourers and their overall "break every combat mechanic in the game" concept. e.g: Why they can leap while they are all stacked in one tile for example creating a mega stack that instantly leaps at your entire colony. Or why they can cause severe organ injuries by merely ingesting a pawn and before the 30 sec digestion.
1trickPwnyta  [author] 5 Aug @ 8:15am 
@Agusfer Thanks for reporting! I've actually noticed that as well but wasn't sure what was causing it. I will look into it. For now, feel free to disable that option in the mod settings.
Agusfer 5 Aug @ 8:02am 
Seem that the "Don't perform work in a containment or prison cell doorway" patch has some kind of problem and affects all doors now, I was going crazy trying to figure out if it was allow tool, achtung!, door clearance or something else but it was that config in this mod causing it lol.

Drafted pawns can't stand on doors with that enabled, it puts the pawn either behind or in front of it.

No idea if it's a conflict with something else but I don't recall having this problem before, not sure honestly.
1trickPwnyta  [author] 22 Jul @ 1:57pm 
@[Zerg03] MrHydralisk Depending on how those custom mechanics are implemented, yes it could prevent it. I'm that case you would need to disable that behavior in the settings.
[Zerg03] MrHydralisk 22 Jul @ 1:04pm 
How exactly "Pawns will not study entities if ... studying the entity provides no other benefits" determines that? Cause while it good for DLC anomalies, wouldn't it prevent pawns from studying modded anomalies with custom mechanics.
femoral2 15 Jul @ 6:51pm 
I like all your patches. Thanks!
1trickPwnyta  [author] 13 Jul @ 5:20pm 
@Teemo Thanks! I'll look into it when I have a chance.
Teemo 13 Jul @ 8:53am 
Also to mention, in case it matters, I have all dlcs active, do not have the monolith active, and am playing an odyssey run. Still in the first area and that was the first raider.
Teemo 13 Jul @ 8:39am 
I tested with no mods other than hugslib, harmony, and anomaly patch and I was unable to feed a prisoner. I removed harmony patch and I could feed the prisoner.

https://gist.github.com/HugsLibRecordKeeper/a8a3a45944fe01f684a160c0569170fd

This is the error that happened when trying to feed the prisoner.
Shadow started 10 jobs in one tick. newJob=FeedPatient (Job_120625) A = Thing_MealNutrientPaste32813 B = Thing_Human31293 jobGiver=RimWorld.JobGiver_Work jobList=(FeedPatient (Job_120605) A = Thing_MealNutrientPaste32813 B = Thing_Human31293) (FeedPatient (Job_120607) A = Thing_MealNutrientPaste32813 B = Thing_Human31293) (FeedPatient (Job_120609) A = Thing_MealNutrientPaste32813 B = Thing_Human31293)


full error is here https://pastebin.com/swNbb9mq
VitaKaninen 4 Jul @ 9:54pm 
That's weird. Well, at least you are aware of it.

Since I have you here, would you consider adding an option to make the bioferrite extractors automatically drop the contents on the ground when they are full, or every 24 hrs or so? When I have 30 or more extractors, it takes forever to go around an empty them all, and wastes a lot of time. If the bioferrite is dropped on the ground, then my animals can just come by and pick it up whenever.
1trickPwnyta  [author] 4 Jul @ 9:01pm 
@VitaKaninen Thanks! Yeah. Steam takes it down for 24-48 hours every time I update it, even if I just edit the description on the steam page. It's the only mod this happens for and unfortunately there's also nothing I can do about it :\
VitaKaninen 4 Jul @ 8:37pm 
Just an fyi that your defaults mod has been offline all day. Not sure if you are working on it, or if Steam messed something up.
VitaKaninen 19 Jun @ 12:21pm 
@FirstKing, I would recommend using Block Unwanted Minutiae to disable the messages completely.
1trickPwnyta  [author] 19 Jun @ 10:38am 
@FirstKing No, unfortunately it only mutes the sound they make. I'll have to look into making a way to disable them at a later time.
FirstKing 19 Jun @ 10:34am 
It says it will mute the notification but will it completely turn them off, because I am doing a death pall perma run and it is annoying
pug 13 Jun @ 11:28am 
1.6 hell yeah! thanks for the update!
The Blind One 10 Apr @ 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] 24 Mar @ 6:51am 
@摄魂狼 Thanks!
摄魂狼 24 Mar @ 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 15 Mar @ 11:12pm 
Thx , it works well! ~
1trickPwnyta  [author] 15 Mar @ 10:55pm 
@泥头车 Try disabling the creep joiner romance option in the mod settings.
泥头车 15 Mar @ 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] 13 Mar @ 9:34am 
@XCD This mod should be safe to add to existing saves.
XCD 13 Mar @ 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] 12 Mar @ 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 12 Mar @ 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 1 Mar @ 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 1 Mar @ 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] 1 Mar @ 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 1 Mar @ 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] 1 Mar @ 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 1 Mar @ 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 28 Feb @ 3:15pm 
tysm
1trickPwnyta  [author] 26 Feb @ 9:42pm 
@AliceHealer The GitHub for this mod is https://github.com/1trickPwnyta/AnomalyPatch