RimWorld

RimWorld

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Need Bar Overflow
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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4 Aug, 2021 @ 7:39pm
11 Jul @ 4:25pm
29 Change Notes ( view )

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Need Bar Overflow

Description
Description
Pawn's Need Bars are no longer clamped to 100%.

In a vanilla game, when a pawn eats a full meal, around 10%-20% of the food is wasted due to hunger being capped at 100%; this gets worse if you consider children, modded races with small body size, or small animals. Similarly, if a colonist just woke up and decides to take their daily dose of wake-up or Ya-yo, the effects are just wasted. Dealing with these requires a lot of micromanagement, or avoiding those meals and drugs altogether.

This mod allows food and other need levels to temporarily overflow. Chickens can now digest a whole bush without wasting nutrition. Other mod's large meals (with >1 nutrition) now also makes sense. You can also put your colonists on a regular schedule of Wake-up and know that they will always receive the full +100% rest effect. Your Legendary thrumbofur armchair and golden grand sculpture can also provide the full comfort and beauty benefit they are capable of.

Pawns will still think of 100% as their cap. So they won't actively try to overflow their need bars when it is already nearly full. If they are near 100% on food, they won't start eating (you have to force feed them to further increase nutrition level), and when they reach 100% rest, they will wake up immediately (you have to force them to rest (requires other mods that force rest) or use drugs to further increase rest level), and when they reach 100% recreation, they will stop playing (need force recreation(require other mods)/use drugs to further increase).

简体中文介绍在这

Manual Download & Source Code & Updates
You can find latest & previous versions on GitHub[github.com] (Version 1.1.1 is the previous stable version, save game compatible but mod settings incompatible (may show errors on roll back unless you manually delete the mod settings file))
Update Notes are here

Supported Needs
Currently supports all base game + DLC needs.
Support all pawns with needs (humans, animals, mechanoids (may need additional configuration), etc.)
However, some needs (Room Size, Slave Suppression, Child Learning, Child Play, Authority, Sadism) currently have no way of overflowing without other mods (I don't know if those mods exist, but if someone makes a "magical learning pill" in the future, it'd probably be supported).

Additional Effects
There are various optional buffs/de-buffs related to each need overflowing. The current version supports:
Food: Hunger drains faster, Heal faster, Move slower, occasional vomit reaction, disallow eating when food level is above some threshold;
Rest: Gets tired faster, sleep less effective;
Recreation: Gets bored faster, recreational activities less effective.

Configuation
Settings are applied as soon as you close the settings window.
By default (configurable) only food, sleep, and recreation needs can overflow, too full on food would slightly reduce movement speed and makes eating slower.
You can disable pawns of some races, with health conditions/genes, or clothing from overflowing the food bar (useful in case of potential soft incompatibilities with race mod / body part mods / gene mods).

Compatibilities
Potential Mod Incompatibilities for now:
- Alpha Books (There are reports that pawns can't read books but haven't tested yet so I'm not sure)
- I got one report saying that the mod affects HP of items too -- it should not, and I have never seen it happen on anyone else, so it's probably due to another mod.

The following mods already have built-in compatibility patches:
- RimHUD
- Character Editor
- CM Colored Mood Bar
- WVC - Xenotypes and Genes (Disables overflow for pawns with active "Dead Stomach" Gene)
- Vanilla Nutrient Paste Expanded (Disables overflow for pawns fed with nutrient paste dripper)
- Vanilla Races Expanded - Fungoid (Disables overflow for pawns with active "Mind Coalescence" Gene)
- Vanilla Faction Expanded - Ancients (Disables overflow for pawns with some headgear / powers)

Compatible with RimWorld 1.2-1.6, as well as all DLCs.
This mod is safe to add/remove mid-save. After you remove the mod and load a save which had the mod active, it may show errors once, but should not happen again after you save-load the savefile again without the mod. Backup is recommended.

RimWorld versions 1.1 and earlier won't be supported due to lack of Harmony support.
It is always possible that some mods expect some needs to be always ≤100% and behave strangely otherwise, let me know if you notice such behavior so I can take a look at it.
UI mods may see overflowing bar visuals, send me a screenshot if you see any so I can fix them.

Load Order
Anywhere after Harmony, the base game, and the DLCs.

Languages
Included: English, Chinese (Simplified, Traditional)
Russian(Русский) translation Patch thanks to kamikadza13

Performance
There should be negligible impact on game speed, as most patches take <0.005 milliseconds per game second on average in my tests;
All patches are applied conditionally on game start–enabling new features may now require a game restart, but features you don't use have 0 impact on the game;
Almost everything outside of game startup/saving/loading is O(1) (in another word, fast).

Licenses
All codes are written by me (AmCh). I'd appreciate it if you let me know of your redistribution, but it's not required.
Popular Discussions View All (3)
19
8 Jul @ 8:58am
1.6
moo
4
11 Jul @ 4:26pm
机械体的能量需求条也发生了变化
C.Delete
1
17 Jun, 2024 @ 7:37am
Possible issue
CrusaderRO
334 Comments
Jedia Kyrol 20 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。
---
"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。