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Not tested in conjunction with Area Unlocker.
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.
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".
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.
Thanks for your reply!
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.
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.
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.
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.
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?
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.
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.
After loading your save data, please wait about 30 minutes in-game time before trying again.
For example if I wanted dirtmoles to stay inside during daytime
Turn off the Sound effect setting
Ah ok, that might be it! I will keep high sensitivity mode on.
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.
Basically, it will detect manhunters too.
Try high sensitivity mode first.
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.
{LINK REMOVED}https://drive.google.com/file/d/1dimR45fTAl1ou5MVqOOCHJiq9Oa1AvS6/view?usp=drive_link
https://gist.github.com/HugsLibRecordKeeper/ba43395b753d3db1455897f043318d79
https://drive.google.com/file/d/1dimR45fTAl1ou5MVqOOCHJiq9Oa1AvS6/view?usp=drive_link
If you don't provide the HugsLib log and save data, the only response will be "Cause unknown." I'm not an omnipotent God.
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.