RimWorld

RimWorld

Consciousness Patch
32 Comments
Vex  [author] 16 Jul @ 6:39am 
Gonna have to check what is causing the error. Fix may be out in a few days.
フレシェット 16 Jul @ 5:32am 
When I open the mod settings, this red code will be displayed, and there is nothing on the settings interface.I have 3 mods that all report the same error, so I'm not sure if your mod has any bugs.
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: Method not found: UnityEngine.Rect Verse.Listing_Standard.Label(string,single,string)[Ref 6E57C48F] at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x00073] in <fcfab19af5d14a608a65ebd77f29482f>:0 at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <fcfab19af5d14a608a65ebd77f29482f>:0 UnityEngine.StackTraceUtility:ExtractStackTrace ()Verse.Log:Error (string)Verse.Window:InnerWindowOnGUI (int)UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Kokorocodon 11 Jul @ 7:55pm 
update?
mtmfs324215 16 Jun, 2024 @ 1:04am 
谢谢,这个mod很方便的提升了我小人的意识。
Ceratophora 4 May, 2024 @ 3:46pm 
Putting the mod right after the official DLCs at the top worked, whatever that is overriding it doesn't anymore
Ceratophora 4 May, 2024 @ 3:36pm 
Same issue as Thongor, It was working initially, but at some point I noticed it's capped at %100 doesn't go beyond that. Probably another mod is overriding the calculation somehow. Not sure load order would make a difference
Thongor 23 Jan, 2024 @ 12:59pm 
Thanks bunches for this. Although I ran into a weird problem, kinda. I activated the max setting in the mod options, trying to cap the value to 150. well... it kinda always capped it at 100 then. not getting any error. I suppose it is a mod conflict, but with over 400 mods... yeah. no chance of finding that without any errors. welp. hopefully they don't start going over 300. Ludeon really should consider redoing the whole health and stat system. So many things are connected that shouldn't be, while those that should are not.
Anyways. Thanks again for this. :D
Veythara 8 Jan, 2024 @ 10:52pm 
got the same issue as Turtleshroom
DisKorruptd 24 Jun, 2023 @ 1:29am 
oops, I misread
Vex  [author] 23 Jun, 2023 @ 3:59pm 
@DisKorruptd That is the entire point of this patch. To allow stats over 100% to affect consciousness
DisKorruptd 23 Jun, 2023 @ 2:01pm 
you should add a setting if there isn't already to allow over 100% to affect consciousness too
Twitxx 11 Apr, 2023 @ 11:56pm 
Fair enough, might've just been a weird thing happening and then I overreacted. Had some other 100+ "volunteers" in the meanwhile and I haven't noticed the "issue" again.
Flex ape 11 Apr, 2023 @ 9:32am 
@Twitxx They have a chance to die if they are knocked down and their consciousness is below a certain level, which is also a vanilla thing
Twitxx 8 Apr, 2023 @ 4:49am 
Are we sure that the mod doesn't reduce the consciousness further more? I know it's vanilla behaviour for a pawn to die if the consciousness is reduced too much but I've never had one die because of wounded (not destroyed) organs and I routinely harvest my prisoner's organs whenever there's a raid (like any other casual Rimworld enjoyer of course).
Vex  [author] 7 Apr, 2023 @ 2:12pm 
@Twitxx That is the default rimworld behaviour.
Twitxx 7 Apr, 2023 @ 12:54pm 
Tried this mod earlier and I'm pretty sure that lower breathing, bloodpumping and blood filtration change consciousness when bellow 100% as well. As in, one of my colonists had reduced consciousness due to a scarred lung which was affecting breathing. Also, one prisoner died due to anaesthesia because he had reduced consciousness affected in turn by the damaged organs that caused lower breathing and bloodpumping. No missing organs, just from several wounds.

Just to make it clear, having this mod can kill your pawns if they happen to take too many wounds to lungs, kidneys and heart as their consciousness will be reduced furthermore.
Vex  [author] 25 Feb, 2023 @ 2:22am 
I honestly do not know how. But can try to take a look into it.
kamikadza13 25 Feb, 2023 @ 1:49am 
Can you add Translation/Keyed?
Wyrd 11 Feb, 2023 @ 4:20am 
Awesome, cheers for sussing that out, the hunt continues then
Vex  [author] 10 Feb, 2023 @ 7:43am 
Checked to make sure. And no differences for calculations below 100% that I can see.
Vex  [author] 10 Feb, 2023 @ 7:39am 
@Wyrd, It should not affect these calculations if the given stats are below 100%. 50% breathing is the same with and without the mod from what I tested. But I can take a look again.
Wyrd 10 Feb, 2023 @ 7:09am 
Does this affect how consciousness is calculated when these stats are less than 100% as well? Something I've downloaded is causing downed enemies to get up really quickly and I'm trying to narrow it down.
AnotherAbyss 9 Jan, 2023 @ 7:15am 
This is great. Thanks for putting this together.
bonafide boofer 7 Jan, 2023 @ 7:17pm 
for some reason, i had come to the conclusion that this was already vanilla. thanks.
SanguinarcAQL 5 Jan, 2023 @ 4:25pm 
Oh okay thanks !!
Vex  [author] 5 Jan, 2023 @ 12:52pm 
@TurtleShroom Works without issue in 1.3 when I just tested it.
Vex  [author] 5 Jan, 2023 @ 12:48pm 
@SanguinarcAQL
The mod uses the basic Vanilla calculations, but uncaps them.
Breathing and Blood Pumping should Scale by 20%, for each point over 100%. Blood Filtration should scale by 10% for each point over 100%. Meaning if you have 150% blood filtration, you get 5% more consciousness.

I haven't directly touched the calculations itself, so I didn't think it would need a mod menu, but can try to add it.
SanguinarcAQL 5 Jan, 2023 @ 12:11pm 
I love the idea ! But can we know the calculation behind this mod ? Is there a mod menu to edit it ?
TurtleShroom 5 Jan, 2023 @ 11:24am 
Does this Mod work with V1.3 ?
Vex  [author] 5 Jan, 2023 @ 11:05am 
@Masterofgaming22 Unless CE edits PawnCapacityWorker_Consciousness, it is CE compatible.
But feel free to make a patch.
Masterofgaming22 5 Jan, 2023 @ 10:13am 
ce?