RimWorld

RimWorld

Need Bar Overflow
334 Comments
Jedia Kyrol 5 hours ago 
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.
AmCh  [author] 1 Jul @ 11:24pm 
@D
I'll see if I can write a compatibility patch with Nutrient Paste Expanded this weekend.
Regarding "Colonists and mechs are also seemingly continuing to feed pawns when full" do you mean with some item/machine in the Nutrient Paste Expanded mod (meaning that I need to patch their machines), or just always when the Nutrient Paste Expanded mod is enabled (meaning that they've patched pawn's AI and I need to patch their patch), or always even when that mod is not installed (meaning there's a bug in my mod)? I can look into that too.
D 1 Jul @ 10:54pm 
With Nutrient Paste Expanded, pawns are being fed past 500% with the dripper. Colonists and mechs are also seemingly continuing to feed pawns when full.
AmCh  [author] 29 Jun @ 11:21pm 
模组版本1.3.0已经更新到创意工坊,支持边缘世界1.6!:steamhappy:
The mod version 1.3.0 has been updated on Steam Workshop to support RimWorld 1.6.
Please let me know if you notice any bugs. If you need specific past version, you can manually get them from GitHub.
如果发现任何BUG还请告诉我~如果需要历史版本,可以从GitHub手动下载。
AmCh  [author] 29 Jun @ 11:21pm 
@ZebraRabbit
感谢你的感谢喵
ZebraRabbit 28 Jun @ 7:56am 
谢谢你更新,佬。如果不是有需求溢出,体型越小越饭桶-_-||
AmCh  [author] 27 Jun @ 5:19am 
I have updated the mod to version 1.3.0 to support RimWorld 1.6 on GitHub [github.com]
我已经在GitHub上上传了支持1.6的模组版本1.3.0 [github.com]
Please let me know if you notice any bugs, thanks! If not I will upload it to Steam workshop in a few days.
如果发现BUG还请告诉我下,多谢!如果没有发现BUG,我会在几天后更新到创意工坊(我改主意了决定提前更新)。
AmCh  [author] 21 Jun @ 12:04pm 
@Frozen_Starfall
可以设置,游戏主界面->选项->Mod选项->需求条溢出->禁止部分种族需求条溢出,在下面的文本框输入你想禁止溢出的种族名称。
可以输入“人类”或者“Human”以及其它任何你想要禁止溢出的种族,如果字体变色了,那说明模组认识了这个种族,并且不会对这些种族生效。
Frozen_Starfall 20 Jun @ 5:55am 
请问有没有办法只开启动物的饮食条溢出,而关闭其他生物的饮食条溢出呢
AmCh  [author] 19 Jun @ 11:41am 
@Frozen_Starfall
所有有需求条(包括饮食条)的生物(人类,动物,机器人等等)都支持。
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All pawns (human, animals, mechanoids, etc.) with need bars (nutrition, etc.) are supported.
Frozen_Starfall 19 Jun @ 4:17am 
动物的饮食条可以溢出吗,动物老是40饥饿就吃东西
Bronips 14 Jun @ 8:48am 
1.6?
AmCh  [author] 1 May @ 10:33pm 
@Sayaga
I do not know how to speak French, unfortunately.
If someone who understands French is willing to translate the mod, I'd be glad to add the translation to the mod itself, though I'd recommend them making a separate translation mod like this one for Russian and I will feature a link to the translation mod in this page.
Sayaga 1 May @ 10:54am 
Is this possible to have a french translation ? Thanks you :)
Thanks. this will allow me to tailor it to better specs.
AmCh  [author] 20 Apr @ 1:02am 
As for the genes, I think I need to add the function "disable overflow of X need when pawn has Y gene" at some point...
I don't like that those mods try to "disable" a need by manually refilling the needs periodically... IMO that's very performance-inefficient, but I think I have to deal with these mods existing and try to make my mods compatible anyways. I probably also need to think about if I can find some way to automatically detect these cases, so I won't have to patch them in a case-by-case basis as they get reported.
AmCh  [author] 20 Apr @ 12:57am 
@infra-dan-accelerator unit 84725
The 300% cap and the -20% moving are the mods' default settings which you can change. In your case you might prefer to change the former to infinity and the latter to disabled.
Also: i am noticed that is is still capped: to 300%. somebody pigged out and it ended up going to 300% but not higher.
From the mod WVC - Xenotypes and Genes, adding this mod causes pawns with the Dead Stomach gene from that mod causes 300% food all the time (this might occur with any gene that causes the food bar to be passively replenished). the -20% Moving is pretty annoying.
gaming_redacted 1 Jan @ 1:07pm 
this should be pretty helpful my pawn landed in a marsh and the food is deteriorating fast but I don't want to focus on storage
AmCh  [author] 16 Dec, 2024 @ 8:58pm 
Cont. Previous Comment:
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Because (1) is loaded at startup and constant within a game, so the mod can simplify a lot of checks and stay fast.
For (2), since the player can create new gene combinations mid-game, filtering for them requires the mod to check against existing genotypes every time anyone's need bars tick -- which IMO would hurt game performance too much. I could try to use some caches and triggers to mitigate the performance impact but it already sounds like a headache to be compatible with other mods, so I probably won't do that.
Instead, filtering by the name of GeneDef might work, since genes are usually loaded similar to (1).
AmCh  [author] 16 Dec, 2024 @ 8:58pm 
@Guineatown20806
I could try to add a new "filter if pawn has X gene" filter in the future.

For "why isn't fungoid race being recognized":
In the game, "race" can describe two separate things, if I understood correctly:
1. Full-on species (RaceDefs) -- like human, mechCentipede, thrumbo, or HAR races;
2. Gene types that depend on the Biotech DLC, like pigskin, or races from Vanilla Races Expanded.
At least for now, unfortunately the mod can only recognize races of the (1) kind.
Guineatown20806 16 Dec, 2024 @ 6:21am 
Found the issue. Apparently centain VE-Traits cause issues with Mind Coalence. The permanent mood boosts caused by some traits are the issue.
Guineatown20806 16 Dec, 2024 @ 6:08am 
@AmCh Hi, I am currently having an issue with Vanilla Races expanded Fungoid. Basically I have some colonists with this Xenotype, but they are causing issues due to their "Mind Coalences" gene (This gene is shared mood amongst other pawns with the same gene). The issue isn't game breaking but is causes errors and causes mood errors (Can't see what is affecting mood + and -) . In short there is some mood multiplier that conflicts with the gene I mentioned and the bar overflow, so I wanted to disable the Fungoid and also the Mycromorph from alpha genes from being affected by the bar overflow. Problem is I can't exclute the race in the mod options because it isn't accepting the def names of them (not turning orange).
AmCh  [author] 16 Dec, 2024 @ 4:14am 
@HelleboreFlower
In the game's code, the psyfocus bar is a separate mechanic from all the needs. So unfortunately this mod does not support psyfocus overflow right now.
HelleboreFlower 15 Dec, 2024 @ 6:35pm 
I found this mod when searching for a way to go above 100% for psyfocus. someone in redit said this mod had a setting that i could change in order to do that. I have not found a setting, i could just be blind though.
Takk 12 Dec, 2024 @ 4:14am 
@CMala it's not a bug, nutrient paste expanded has an inflation fetish feature where bedridden pawns are forcefully pumped with sloppy paste until they pop in a 4K animation that you're forced to pan to. The process takes a quadrum to finish so you should uninstall to save the pawn... if you don't like the idea ;D
AmCh  [author] 4 Nov, 2024 @ 9:16pm 
@CMaia
That requires me patching their mod... I might do that at some point, but I don't have the time right now unfortunately.
CMaia 16 Sep, 2024 @ 2:15pm 
I noticied that nutrient paste dripper from vanilla nutrient paste expanded is always overfeeding pawns on beds. Can you make it not to overfeed?
萌军 5 Sep, 2024 @ 6:35pm 
苹果皮!(bushi)
csc001 27 Jul, 2024 @ 1:55am 
感谢
AmCh  [author] 5 Jul, 2024 @ 2:54pm 
Version 1.2.9 is now on WorkShop as well as GitHub [github.com]
Fixed previously mentioned issue noted by @赫斯
Let me know if you notice any bugs (there might be some since 1.2.8 has not been tested much yet).
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1.2.9版本已经更新创意工坊,同时已经上传 GitHub [github.com]
应该修复了 @赫斯 发现的问题。
如果还有其它bug随时戳我(因为1.2.8还没怎么测试所以可能有bug)
AmCh  [author] 5 Jul, 2024 @ 1:44pm 
@赫斯
发现了确实有之前没遇到过的bug,这个bug只有创意工坊发布的版本会出现(虽然创意工坊和GitHub版本的mod文件是完全一致的),我修一下
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Some weird bug occurred for 1.2.7 and it could only be reproduced on the Workshop release and not on the local download release (despite them having the exact same files) and I am working to fix it now.
赫斯 5 Jul, 2024 @ 12:19pm 
mod选项里找不到这个mod设置,很奇怪
AmCh  [author] 4 Jul, 2024 @ 11:24pm 
Version 1.2.7 is now on Workshop and a new version 1.2.8 is available for testing on GitHub [github.com]
1.2.8 adds new minor functionality for Vanilla God Mode & Character Editor Mod: When you use the +/- sign or the arrows to modify a character's need bar, hold shift to +/- 100% or hold ctrl to +/- 1%.
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1.2.7版本已经更新创意工坊,同时新的1.2.8版本已经上传至 GitHub [github.com]供测试!
1.2.8对原版上帝模式的以及人物编辑器模组新添加了一个小功能:调节需求条满足度的时候按住shift可以一次调节100%,按住ctrl可以一次调节1%。