RimWorld

RimWorld

1,250 ratings
AAAA(Allowed Area Automatic Adapter)
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
12.528 MB
9 Jun, 2024 @ 12:26am
12 Jul @ 8:25am
27 Change Notes ( view )

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AAAA(Allowed Area Automatic Adapter)

Description
Overview
AAAA is a managed mod that automatically issues evacuation orders to Colonists and Pets in response to the onset of a threat.
It automatically switches the allowed area in response to the arrival of raiders and manhunter packs, predation by wild animals, the landing of hostile pods and the landing of mechanoid cluster, Insect hive emergence.
Furthermore, once the threat is eliminated, the permitted area automatically returns to its original value, and you can return to your daily life.
This mod cannot promise you perfect safety, but it does reduce the risk of threats, especially to children and pets.

It only takes 3 steps to use
1. Set a pair "any name" and "any name#safe".


2. Set "any name" as your normal mode.


3. When an enemy appears, the allowed area will automatically change.


Compatible mod
Hospitality
Your inn guests can also change their Allowed Area.

FAQ
Q: Does not respond when enemies appear.
A: Did you read the explanation? It doesn't work in Unrestricted setting or "CurrentAllowedAreaName#safe" does not exist.It is not okay to have anything with #safe attached, the names must be paired.
Additionally, if a Colonist is already drafted when a threat appears, it will not change the allowed area.
There is a risk of conflicts occurring when using AAAA in conjunction with mods that change the management method of allowed area.
If you include special characters such as spaces in the suffix, the area name will not match and AAAA will no longer work.
If this doesn't work, try changing the suffix back to #safe.

Q: Does unrestricted#safe work?
A: No.Instead of unrestricted, use allowed area, which allows the entire map. You can easily create it by using the area inversion function.

Q : It detects the appearance of enemies, but does not automatically cancel the evacuation even if they are defeated.
A : Evacuation orders and evacuation lifting are determined based on whether it is safe or not for the entire map, not on a restricted zone basis.
The reason the evacuation has not been lifted is probably because there are still enemies remaining somewhere in the map.
Are there any bugs in the cave or dormant mechanoid clusters? If you have high sensitivity mode on, try turning it off.
If it really bothers you, you can add a button to manually cancel the evacuation all at once in the mod settings, so please use that.

Q: How much of a negative impact does it have on performance?
A: There is almost no negative impact on performance, so please use it with confidence.

Q: Does this mod support multiple Allowed Area pairs with different names?
A: Yes, this supports multiple Allowed Area pairs.
When enemies appear, you can direct civilians to evacuation areas and soldiers to armory or killboxes.

Q: I found a bug.
A: If you include HugsLib log with Rimworld version and bug conditions, I will investigate the cause of the bug.

Special Thanks
Thank you to 風鈴 [www.pixiv.net] for the wonderful preview image.

Caution
Redistribution of this MOD data is prohibited.

Memo
I have other wonderful mods published, so I would be happy if you would take a look. (^ω^)

If you are impressed by this mod, you can treat the author to coffee as an option.
[ko-fi.com]
336 Comments
HighFlyer96 14 Jun @ 2:51am 
Muad, I can confirm with around 50 pawns and ~80-130 animals that use zones, it works well. Nothing noticed during gameplay and when activated no significant lag noticed. Undrafting all pawns causes more TPS drops
Muad'dib 13 Jun @ 9:28am 
I appreciate the response. I've used Home#safe and Guests#safe and love it. I've got so many animals and awakened dryads now that I'm to the point that if they die in a raid then it happens :D
seeki  [author] 12 Jun @ 10:31am 
Home#safe is supported.
Not tested in conjunction with Area Unlocker.
Muad'dib 12 Jun @ 10:20am 
Ok, thank you for the information. Sadly I am using almost all my zones so I think I'll have some issues unless I find a mod that allows more zones.

Home (Not sure if you support Home#safe)
Inside
Inside Pets
Outside Pets
Dryads (because I have awakened dryads I want in their own area)
Guests
Guest Shopping
I think 1 or 2 others as well.

I guess my 2 follow up questions is if Home#safe works with the default home and also if I find one of the mods that adds more zones if it'll work with this.
seeki  [author] 12 Jun @ 8:29am 
1. This mod is lightweight because it uses the vanilla enemy monitoring system.
2. Only pawns that have "indoor pets" will be changed to "indoor pets#safe". I recommend you to make "shopping#safe", "guest#safe", and "outside pets#safe".
Muad'dib 12 Jun @ 8:03am 
2 questions
1: How is this performance wise? I've got a lot of pawns and animals and such and so performance is kind of a big concern for me.
2: I just want to be clear with your instructions, adding #safe after a zone name only changes people that are in the zone with a matching name? So if I have a zones "shopping", "guest", "outside pets" and "indoor pets" and I make "indoor pets#safe" then only the indoor pets will change zones? because I was hoping everyone would move to the indoor pets, including people in home zone.
HighFlyer96 2 Jun @ 1:34pm 
I see, I didn't know it lasts an hour. I assumed I could use the speaker to reset the alertness state to safe.

Thanks for your reply!
seeki  [author] 2 Jun @ 10:28am 
When a wild animal targets a colonist, AAAA will change the colonist's area setting to a safe area.
In this case, even if the wild animal is shot and killed immediately, the colonist will remain in the safe area setting for at least an hour.
This is to prioritize the safety of the colonist.

If you want to immediately remove the safe area for one colonist, change the Allowed Area setting in the normal way.
The AAAA virtual speaker is used to issue instructions to all colonists, so using it to remove the evacuation of just one person will cause confusion in the colony.
HighFlyer96 2 Jun @ 9:25am 
When an animal hunts one colonist, he gets the safe area assignement. But it doesn't remove it anymore. When clicking manually, it flips them around, turns on for some, off for others. It activates twice in a row and clicking once more gives the deactivation sound twice.

Activating it later on because of a random manhunt event resulted in the zones being activated for the animals ONLY.

In summary, there is an extensive back and forth and selective activation with the manual button. Lacking a visual feedback in which mode I am in now (alert or not) it is confusing. Checking every pawn and animal gives contradicting feedback.
seeki  [author] 21 May @ 1:34am 
After enabling virtual speakers from the settings screen, a speaker icon will be added to the bottom of the game screen.