RimWorld

RimWorld

Brrr and Phew
77 Comments
Lanthrudar 24 Feb, 2020 @ 4:32pm 
Got it, thanks!
Lanthrudar 24 Feb, 2020 @ 4:17pm 
@Pelador Heya, any idea when we might see this 1.1 compatible? :)
Pelador  [author] 24 Sep, 2019 @ 9:59am 
@lights

Not noticeably.

(It hooks into the existing pawn think tree logic so it is using vanilla processes to assign any response with related jobs. i.e. it doesn't add an additional engine to check for the situational responses or in applying the AI tasks).
test 24 Sep, 2019 @ 9:28am 
does it affect performance
Pelador  [author] 4 Sep, 2019 @ 8:38pm 
@Update

German translation by Trunken.
Pelador  [author] 15 Jul, 2019 @ 3:32am 
@Update

Added Multiplayer support (Beta Version).
Überkatze (RAPEMAXXING) 5 Jul, 2019 @ 11:03am 
@Pelador
Nothing, completly nothing, i guess im just going to zipp around with the mod on the list, maybe this will change something
Pelador  [author] 5 Jul, 2019 @ 9:17am 
@Plague Doctor

You've activated the mod?

Colonists are either "humanlike" or "animals"?

No red errors on load from this or any other mod?

In the case of a potential mod conflict have you first tried re-positioning this mod in different places in the mod ordering?
Überkatze (RAPEMAXXING) 5 Jul, 2019 @ 5:44am 
For some reason it doesnt work for me. Colonists still react just like in vanilla
Pelador  [author] 28 Jun, 2019 @ 1:25pm 
@Bud

ty, also I left some comments on the More events mod discussion regarding recovery times, which is relevant to its use.
Bud 28 Jun, 2019 @ 1:23pm 
yep, after extensive testing seems like all is well!
Bud 28 Jun, 2019 @ 12:51pm 
sure thing, give me a moment
Pelador  [author] 28 Jun, 2019 @ 12:40pm 
@Bud

Please can you try it now. (remember might need to turn it back on in the mod settings).
Bud 28 Jun, 2019 @ 12:08pm 
i'll get back to you after a couple ingame days, though after i switched it off everyone immediately went to bed instead of just standing around, some moving across the paths i have between rooms. but i'm not sure if this is enough as it is night time
Pelador  [author] 28 Jun, 2019 @ 12:00pm 
@Bud

Let me do some further testing.

Also do you get the same issue when Gasp is turned off in the mod settings?
Bud 28 Jun, 2019 @ 11:51am 
there is a small issue with the ai, they are kind of just standing around now i've tried it out though it is a beta after all
Pelador  [author] 28 Jun, 2019 @ 11:35am 
Link in the description above now provided to a compressed file on Github for non-steam users.
Bud 28 Jun, 2019 @ 11:23am 
ah thank you ^^
Pelador  [author] 28 Jun, 2019 @ 11:20am 
@Update @Bud

Beta Version of "Gasp" added: Common sense reaction to the "More events": Heavy air event that can result in oxygen starvation when not under a roof.
Bud 28 Jun, 2019 @ 9:22am 
will there be support for events from mods like "more events"'s "heavy air" which suffocates pawns outside?
Intyalle 23 May, 2019 @ 1:07am 
Thank you! :D I mostly just use sleeping spots, so size definitely wasn't the issue XD They were often roofed but outdoors, though.
Pelador  [author] 21 May, 2019 @ 11:00pm 
@Update @Inytalle

Yuk AI improved to find safe sleeping beds/spots for animals.

(Note that when animals try to find beds they will do so according to their size, so an animal such as a Muffalo will not recognise a sleeping box as a valid bed, but will recognise an animal sleeping spot or animal bed as valid).
Pelador  [author] 21 May, 2019 @ 10:30pm 
@Intyalle

Scratch that about the beds, I think I found what the problem is (to do with animal beds technically being outdoors or considered outdoors even if roofed).

Also improving the YUK AI with better recognition conditions for potential safe cells.

In the process of testing a solution now.
Pelador  [author] 21 May, 2019 @ 10:05pm 
@Intyalle

Looking into it now, but one thing that this potentially indicates is that the animal beds aren't recognised as beds for the animals, so unsure if you are using modded animal beds?

Despite that, where a sensible bed is not found available for use this AI should find a safe spot for them to use, so checking these conditions now.
Intyalle 21 May, 2019 @ 8:43pm 
Both way out in the middle of nowhere, and literally two squares away from buildings/roofing. The latter is especially maddening because even with multiple attempts to get them to pick a new spot (Using Down For Me to fake down and then stop faking so they try to rest anew), they still don't get under a roof. It's almost like they're avoiding roofed areas
Intyalle 21 May, 2019 @ 7:42pm 
Toxic fallout, tons of roofed animal beds... animals sleeping all over the map in the open trying to recover from toxic buildup >.>
Torres 13 May, 2019 @ 3:40pm 
This is a great QoL mod, get your thumbs up
Yolo$wagger 8 May, 2019 @ 5:26pm 
@Pelador

Alright, thank you for answering! :)
Pelador  [author] 6 May, 2019 @ 7:10pm 
@Yolo$wagger

This mod provides the AI behaviour.
Yolo$wagger 6 May, 2019 @ 4:44pm 
@Pelador

I completely understand what you are saying - however, I specifically meant colony ANIMALS (such as chickens,etc.). Do they natively exhibit such behaviour? Or did you program it into them?
Pelador  [author] 6 May, 2019 @ 7:45am 
@Yolo$swagger

Most pawns have some behaviour to respond to "unsafe" temperature ranges as part of vanilla.

Whereas this mod intervenes for the grey area between uncomfortable ranges and unsafe where conditions that can impact health can arise. And certainly for toxic fallout the game won't prevent over-exposure by default.
Yolo$wagger 6 May, 2019 @ 7:30am 
Greetings, do animals exhibit this kind of behaviour without this mod (i.e. in vanilla version)?
Neronix17 17 Apr, 2019 @ 7:35pm 
Perfect thanks!
Pelador  [author] 17 Apr, 2019 @ 5:52pm 
@Update @Neronix17

Mod support added for pawns with differing need requirements.

In the case of races that do not require sleep they will still attempt to find a resting location which in the absence of a bed would mean a safe area and utilise the floor to lay down and rest for the purposes of recovery.
Neronix17 17 Apr, 2019 @ 2:51pm 
To deal with a race that doesn't have food (a vanilla code option) or sleep (also a vanilla code option) maybe having it actually account for a null reference there would help. There are a few races kicking about with no food or sleep need, including three of my own.
Sentient_Worm 16 Apr, 2019 @ 8:11am 
Well the issue doesn't interfere with normal gameplay and I only see it when doing my 2 colonies 1 map style of play. I tell ya tho that one is nightmareishly hard to manage since the 1 is ment to only be out at night lol
Pelador  [author] 16 Apr, 2019 @ 8:03am 
@Sentient_Worm

Spoke with the author of Alien Races framework and checked the Kurin mod to see if there was anything that might be a conflict. Erdelf didn't see anything amiss with the code that would prevent it working with his framework and confirmed that the only thing likely to be causing it was if something was preventing the correct use of the need definitions for food, joy or outdoors, which are obviously needed as a part of this mod's operation. The Kurin mod didn't appear to apply changes here.

As a result we both consider that you may have another mod that is effecting things and creating a conflict as a result. So it may be a process of elimination on your part to perhaps help identify what might be causing it.

There is a channel called #troubleshooting on the RimWorld discord that can help with this process, with dedicated moderators and other players on hand to help.
Pelador  [author] 15 Apr, 2019 @ 10:13pm 
@Sentient_Worm

As to the error(s):

The Alien Races Mod changes a lot of the underlying code in the game in how the aliens are treated with the use of harmony code changes and at this stage I cannot confirm or deny that there is a conflict here, but I suspect this is the case.

I can speak to the author of the mod however as he frequents the RimWorld Discord Mod development channel. But there may not be an immediate solution to this.

You could experiment with the mod options in disabling certain features of the mod, like Ooh, if this is the only problematic area. But it may be more prevalent than that based on the fact that the Alien Races mod has a lot of functionality that it has to incorporate for it to operate like it does.
Pelador  [author] 15 Apr, 2019 @ 10:08pm 
@Sentient_Worm

I doubt it will be the area restriction issue as if a valid cell or region for the ooh behaviour is not found it simply would not issue a job to perform. But it overrides restrictions for this use so would even use areas outside of their designated zones if needed. Even if belonging to another faction/group/race etc.

A colonist sleeping on the ground is possible if unable to find an owned bed or an available one that is valid for them. But again if modded versions of bed are in use or alien versions are in use then they may not be recognised for use. But this would occur when the definitions have been altered not to use the base class normally recognised for a bed. Hence, the covering/contingency situation of finding a safe piece of floor if this is the case as the place for them to recover.
Sentient_Worm 15 Apr, 2019 @ 9:20pm 
I use the kruins but I do not know if theres any modifiers on their needs.
This error is from one of my experimental colonies.

Said experiment involves running 2 seperate colonies side by side on the same map.

The kurins are restricted to a mountan base and sometimes they disreguard area restrictions to engage in the ohh activity.
As for the yuk activity I had a colonist sleeping on the ground instead of their own bed.

The kurins are the ones that show the error tho so my first thought is that area restrictions are causing some kind of issue. I do not have an area for them to go "outside" in their part of the map.
Pelador  [author] 15 Apr, 2019 @ 8:59pm 
@Sentient_Worm

Yes, there will be many errors as it is on a repetitive thought cycle. So you'll get multiples of the same error occurring over time until it reaches the limit.

At this stage the logs don't really provide much insight other than location of the problem, but it suggests that something in terms of definitions for the pawn are at odds with what it is trying to achieve as it is finding a null exception. It might take some detective work to find out what the problem might be.

At this stage, can I ask if you are using any Alien races that could be considered humanlike? And if so, might they also have modifications to their needs be it food, joy or outdoors values?
Sentient_Worm 15 Apr, 2019 @ 8:33pm 
https://pastebin.com/X2UyVVeR

1 of sooo many errors XD

Output logs are automaticlly removed <,<
Echo Demon 14 Apr, 2019 @ 5:53am 
@ Pelador hey this is awesome. Thanks for adding cabin fever! Now I have one less thing to brood over.
RedSaintNino 13 Apr, 2019 @ 10:51pm 
This is a break through in this game. Much respect.
versus 13 Apr, 2019 @ 8:55pm 
very cool
Sedrido 13 Apr, 2019 @ 8:35pm 
moist :lunar2019piginablanket:
Pelador  [author] 13 Apr, 2019 @ 5:11pm 
@Biodeamon

It doesn't interrupt a job task, it re-evaluates when the job queue becomes free what their current situation is and reacts accordingly. The interruptions mentioned above are, if anything, helpful to allow the pawn to eat or get essential recreation when in a process of recovery and is more relevant to longer term recoveries like toxic build-up ("Yuk").

You'll find that by "intentional" design this is a preventative process with the idea helping to manage exposure to unfavourable conditions. You also have the ability to tune the sensitivity of the responses in the mod options.
Bio[redacted] 13 Apr, 2019 @ 5:02pm 
so does it force them to quit a task? because this could be dangerous for when a pawn does not to do some work in unfavourable conditions
Someone Else 13 Apr, 2019 @ 4:32pm 
Awesome mod!

The update to the colony animal behavior is super sweet!

Thanks so much!!!