RimWorld

RimWorld

AAAA(Allowed Area Automatic Adapter)
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.
Gotaku 21 May @ 1:16am 
where is the manual switch button?
Mazon 14 May @ 3:03pm 
The amount of times a pawn of mine took a leisurely stroll to that slate chunk across the map during a LITERAL ACTIVE SIEGE and was promptly beaten to death was starting to drive me insane. Thank you.
Frank Skins (O original) 2 May @ 11:28am 
owo
Hoonteri 21 Mar @ 12:13am 
you are the best for this!!! 🧡
wellsroderick2 16 Feb @ 12:50pm 
Works with Mechs and Animals too!
PreKhajiit 16 Feb @ 7:06am 
awesome. thank you for your additional works.
seeki  [author] 16 Feb @ 6:06am 
Added manual only mode.
seeki  [author] 16 Feb @ 4:09am 
Due to multiple requests, I will be revisiting the manual-only mode.
seeki  [author] 16 Feb @ 4:07am 
First of all, I apologize for my insufficient explanation.
It is not SightStealer that vanilla system and AAAA do not react to, but SightStealer in stealth state.
It is inevitable that the system will mistakenly think that "enemy has been repelled" when an exposed SightStealer becomes stealth under vanilla rules.
Ludeon designed SightStealer and Revenant as fearsome assassins that sneak up on you in your daily life, and I think that AAAA should generate false alarms.

If you want to completely eliminate false alarms, install a lot of proximity detectors in your colony.
You may be dissatisfied with the performance of AAAA, but AAAA does not want to give resistance to SightStealer and Revenant. Sorry.
Darian Stephens 16 Feb @ 3:57am 
I would appreciate a 'manual only' option for the mod.
I already switch my areas manually, it being able to switch them for everyone at once with a single button press would save a lot of time and annoyance.
PreKhajiit 16 Feb @ 2:45am 
i understand your intend what about automatic only.

but manual evacuation is affected by automatic area change when activate AAAA(and dependency) only.
so in my game, Whenever at least one sightStealer stealths, it changes from #safe to normal.

i did reSubscribe and redownload this mod, and remove and regenerate setting file in appdata, but it steel remain. my native language to english also not affect this problem

I remember automatic did not affect to manual, but it happens now. could you check about this one?
seeki  [author] 15 Feb @ 10:01pm 
Sorry, I don't understand why you want to turn off automatic area change.
When fighting a SightStealer, AAAA's automatic area change will not respond. This is the specification of vanilla DangerWatcher.
If you manually issue an AAAA alert in this state, the evacuation will not be automatically canceled by AAAA afterwards. Therefore, it seems that the AAAA automatic area change function will not be an inconvenience to you.

And if manual-only mode is implemented, when a problem occurs where "AAAA does not work," it will be necessary to assume that "the user unintentionally turned on manual-only mode."
I am reluctant to add manual-only mode because it complicates troubleshooting and goes against the concept of this mod.
PreKhajiit 15 Feb @ 7:16pm 
could you add 'manual only' option to this mod?
automatic allow area change is wonderful, but it's...... annoying with sightStealer (also revenge of A animal)

i already used better pawn control, but it should be set with emergency area and safe area separately. it was bothering. so i love this mod's method.
seeki  [author] 6 Feb @ 6:27pm 
Please unsubscribe, wait a while, and then subscribe again. This will explicitly update the version to the latest version.
After loading your save data, please wait about 30 minutes in-game time before trying again.
Blake81 6 Feb @ 5:19pm 
Unsure, how do I check that?
seeki  [author] 6 Feb @ 4:55pm 
There was a similar problem with the old version, which was fixed in the past. Are you using old AAAA files stored locally?
Blake81 6 Feb @ 4:44pm 
Is this mod supposed to work with Player Mechs as well? For me, it works fine for colonists, but not mechs for some reason...
Dyspeptic Icarus 24 Jan @ 6:06am 
interesting mod
zilrty 13 Jan @ 8:27am 
Thank you. I always appreciate the great modes.
seeki  [author] 13 Jan @ 8:09am 
Thank you for your detailed report. I have fixed it.
zilrty 13 Jan @ 7:42am 
I am enjoying using your mod. I would like to report an issue with the Korean translation file. In the `Keyed.xml` file of the Korean translation, the `LanguageData` tag is closed twice on line 80. This prevents the translation from being applied correctly. I initially thought the translation was missing and started working on it myself before discovering this issue.
WACKYneer 11 Jan @ 11:17am 
Is there a way to make the area change automatically based on the time of day?
For example if I wanted dirtmoles to stay inside during daytime
seeki  [author] 3 Jan @ 1:10am 
@ED-9527
Turn off the Sound effect setting
ED-9527 2 Jan @ 11:14pm 
Can I add a setting to cancel the delay and alarm when switching zones manually? I felt very tired after listening to the piercing sirens for countless times
Iirly 30 Dec, 2024 @ 10:01am 
My game is not automatically changing when there is a threat on the map. its very early game. I think it was Better Pawn Control keeping it from working. I remove that mod, And I still have to switch areas manually. Any ideas how i can get it to work. It has worked for me on my last game (2 weeks ago)
Draconicrose 29 Dec, 2024 @ 3:37pm 
@seeki
Ah ok, that might be it! I will keep high sensitivity mode on.
seeki  [author] 29 Dec, 2024 @ 3:28pm 
If your colony's army is overwhelmingly stronger than the enemy raiders, Rimworld will consider it a minor threat and will not play battle music. AAAA will not react to this judgment. In such cases, please turn on high sensitivity mode.
Draconicrose 29 Dec, 2024 @ 1:45pm 
@seeki
I think something might be going wrong in my game, because the mod used to be working perfectly but at some point it stopped changing areas even for normal attacks unless high sensitivity is on.
seeki  [author] 28 Dec, 2024 @ 12:00pm 
@Draconicrose
Basically, it will detect manhunters too.
Try high sensitivity mode first.
Draconicrose 28 Dec, 2024 @ 9:37am 
The mod doesn't seem to be detecting maddened and manhunter animals as a threat.
seeki  [author] 26 Dec, 2024 @ 6:59pm 
Added an option to allow the Coloist to determine danger even when only defensive enemies are present, only attacking when the Coloist gets close.
iF 26 Dec, 2024 @ 9:31am 
@seeki I also believe that the root cause lies in the original game. Unfortunately, AAAA happens to require this condition as a reference for the alert. Once again, thank you for your hard work.
seeki  [author] 26 Dec, 2024 @ 7:09am 
@iF
The cause of your trouble has been discovered.

The hostile mechanoids have not yet been destroyed, but they have switched to area defense mode. In vanilla Rimworld, such mechanoids are considered harmless and combat mode ends. Therefore, the background music has returned from battle to calm. AAAA has issued an evacuation cancellation in accordance with vanilla Rimworld's judgment. And combat resumed immediately afterwards.
So, even if this case seems like an AAAA bug to you, it is not an AAAA bug, but a vanilla Rimworld bug.

However, since this is an obstacle to using AAAA, we will add an option in the future to consider mechanoids, insects, and raiders in area defense mode as threats.
seeki  [author] 23 Dec, 2024 @ 9:04am 
Thanks for the report. I'll check it out when I have time.
iF 23 Dec, 2024 @ 6:13am 
@seeki I change the access policy, sorry for the inconvenience.
{LINK REMOVED}
seeki  [author] 23 Dec, 2024 @ 4:56am 
Google Drive access denied. Please make it publicly accessible or use a different uploader.
iF 23 Dec, 2024 @ 3:53am 
I use the save file from system restore and tried to replicate, the log archive and save file are on below. (Since the mech is very close to the kill box, auto switching will not be that frequent after the main building is destroyed on this safe file, but it appear once on this safe file and remain one mech unit.)

https://gist.github.com/HugsLibRecordKeeper/ba43395b753d3db1455897f043318d79
https://drive.google.com/file/d/1dimR45fTAl1ou5MVqOOCHJiq9Oa1AvS6/view?usp=drive_link
iF 23 Dec, 2024 @ 3:17am 
@seeki My save file is override by new one, so.. I'll keep the file and try to get some log on next time if it's still can duplicate.
seeki  [author] 22 Dec, 2024 @ 4:35pm 
@IF
If you don't provide the HugsLib log and save data, the only response will be "Cause unknown." I'm not an omnipotent God.
iF 22 Dec, 2024 @ 9:49am 
@seeki Thanks for the explain about anomaly.
But for the mech I already turn on the high sensitivity, it seems still keep switch between safe and not safe area. Not sure it's because I destroy their main building before kill all the units. In that case the game will show mech already defeated, but the mech units still killing my pawns. AAAA will put to safe mode while mech still on the way, and only active if pawn meet the mech.