RimWorld

RimWorld

Not enough ratings
Run away, Stupid!
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
1.779 MB
4 Dec, 2024 @ 10:46am
3 Jul @ 12:03pm
17 Change Notes ( view )

Subscribe to download
Run away, Stupid!

In 1 collection by Urist Flaccidbarrels
Tua's mods
3 items
Description
TL;DR:
1. Kids will try to avoid tox gas when not drafted by either running away (like if an enemy came too close) or running to their bedrooms/other colonists.
2. Kids will try to avoid floordrawing and skydreaming in dangerous temperatures. Nature-running already has a temperature check built into it.
3. Kids won't nature-run or skydream if there are predators on the map which are large enough to make prey of said kid. They should make this check at the start of nature-running as well as after every leg of their run. There is an option you can enable (It's disabled by default) which will further check and see if any of those predators can reach their naturerunning or skydreaming target location. If the predators are present but can't reach those targets, then the kids will naturerun and skydream anyways. This won't stop the kid from passing through an area on their way to the target which the predator can reach but I do not think this is a very common occurrence.

Description:

Tua thinks other kids shouldn't hang around in tox gas! Makes kids run away from tox gas if they aren't drafted and aren't immune/resistant to it. They will first try to run a short distance to a tile without gas. If they can't find one (There's too much gas around), they will try to run to their bedroom. If that fails, they'll run towards the nearest colonist that isn't in tox gas. If that fails, they will basically look a long distance to try and find a place to run. That doesn't have great performance though so it should happen very rarely.

Kids will also check for the temperature of an area where they want to floordraw or skydream before they do it, so hopefully this stops them from freezing to death because of it in most cases. It's possible they could make that check, go to floordraw or skydream, and the temperature goes out below their comfortable range but there's not an easy way to check that.

Lastly, kids won't nature-run or skydream if there are dangerous predators on the map. Each predator has a "size of creature I will prey on" stat, so that is compared with the child's size. You can check an option which will see if predators have a path to the skydreaming or naturerunning location and only cancel the job if they do, rather than if there are just predators on the map which is the default.

Not finished yet. There's a bunch of extra logging and probably some performance stuff to fix. You can toggle on or off pretty much everything as you desire, including the warning messages that will pop up on the screen when one of the danger conditions triggers.

TODO:
1. Check if enemies are on the map before nature-running or skydreaming.
34 Comments
Urist Flaccidbarrels  [author] 3 Jul @ 12:04pm 
Tattooofhername, I tested it on 1.5 and found some problems. Not sure if they are related to what you saw, but I think I forgot to recompile it with the 1.5 dll or something (That's why you don't mess with stuff while half asleep.) Tested it again, so, please give it a shot and let me know.
Urist Flaccidbarrels  [author] 3 Jul @ 11:18am 
Interesting. I'll boot up 1.5 and take a look to make sure I didn't break something without realizing it.

When you say they stopped aging, do you mean that they didn't get growth moments? Or they literally just never got older?
tattooofhername 3 Jul @ 12:39am 
Since the update I've had to disable this one because the children stopped ageing or learning. They worked full time instead, which is useful, but once I unplugged this mod they started behaving normally. I'm still on 1.5 so that might be the issue. Could also be a mod conflict, I have a fair few mods installed.
Urist Flaccidbarrels  [author] 30 Jun @ 10:56pm 
Prometheus, pushed an update so that the run away from tox gas job won't trigger at all unless pawns are a part of your faction. Let me know if you run into any more problems. Appreciate the feedback!
Urist Flaccidbarrels  [author] 30 Jun @ 10:39pm 
Thanks Prometheus. I'll take a look at it. I don't normally play with child raiders on so that would explain why I missed it.
Prometheus 30 Jun @ 8:28am 
Had a child-only raid, the tox-gas alert also counts the enemy children.
Urist Flaccidbarrels  [author] 27 Jun @ 9:18pm 
Found some strange behavior that I do not recall seeing in 1.5. Things like naturerunning can get cancelled by a predator, and you'll see errors like this:

Alan started 10 jobs in one tick. newJob=NatureRunning (Job_2077987) A = (77, 0, 85) jobGiver=RimWorld.JobGiver_Learn jobList=(NatureRunning (Job_2077977) A = (73, 0, 85)) (NatureRunning (Job_2077978) A = (82, 0, 89)) (NatureRunning (Job_2077979) A = (76, 0, 89)) (NatureRunning (Job_2077980) A = (75, 0, 90)) (NatureRunning (Job_2077981) A = (76, 0, 86)) (NatureRunning (Job_2077982) A = (81, 0, 89)) (NatureRunning (Job_2077983) A = (83, 0, 85)) (NatureRunning (Job_2077984) A = (73, 0, 89)) (NatureRunning (Job_2077985) A = (75, 0, 87)) (NatureRunning (Job_2077986) A = (83, 0, 87)) (NatureRunning (Job_2077987) A = (77, 0, 85))

Everything works and the kid doesn't nature-run which is intended so it seems harmless, but errors aren't good. So I'm trying to track this one down.
Urist Flaccidbarrels  [author] 16 Jun @ 11:09am 
Updated for 1.6. I tested all the scenarios and they seem to work fine. Please let me know if you run into any problems.
Urist Flaccidbarrels  [author] 11 Jun @ 11:39am 
Was checking out compatibility for 1.6 and then realized I made a dumb mistake which broke the skydreaming + can predator actually path here check, so, I fixed that.
Urist Flaccidbarrels  [author] 15 May @ 3:49pm 
Let it be known that it DOES help to actually push out updates to Steam Workshop if you make changes to mods rather than just dreaming that you did it.