RimWorld

RimWorld

Run away, Stupid!
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.
Urist Flaccidbarrels  [author] 13 May @ 5:21pm 
Arget03, I added it. Didn't seem a huge hit on performance when I tested it. I made it an option which is off by default, so go into the options and enable it.

Basically, a pawn will check to see if any predators which might attack them can make it to the skydreaming spot without passing through closed doors. They do the same for naturerunning except they make the check after every leg of the naturerun, so, if something comes into an area where they are naturerunning, they'll notice it once they reach the end of that leg of the journey.

This does NOT check to see if the pawn will pass through an area the predator can reach on their way to their naturerun or skydreaming target. If the predator can't reach said target they may be able to get the pawn on their way to said target. That would be a far more complex check, I think, and I don't think it should happen very often either.

So, go give it a shot and let me know if you have any problems.
Urist Flaccidbarrels  [author] 13 May @ 3:10pm 
It just checks if there are predators on the map, so, even if the predators can't physically get to them then they won't nature-run or skydream.

I think what you're saying could be done, but it'd probably be really computationally expensive to loop through every predator on a map, every time that a kid wants to nature-run or completes one circuit of a nature-run, and then check to see if they can reach the kid especially if there are lots of predators, lots of kids, or big/complex maps.

I'll take a look and see if it can be done efficiently. If I'm able, I'd probably make it a flag you could check or uncheck depending on your situation rather than default behavior.
arget03 11 May @ 6:55am 
Will kids nature run/sky dream in a safe place? Like if you've got a map where there's a cave, inside a safe area, but it's far enough away/defended from predators that they can't get to them?
Urist Flaccidbarrels  [author] 11 May @ 3:08am 
The alerts are also clickable, so should take you to the child or predator in question.
Urist Flaccidbarrels  [author] 11 May @ 2:48am 
Added some on-screen warning notifications for when a kid is in danger from tox gas, can't nature-run/skydream because of predators, or can't floordraw/skydream because of temperatures or predators.

These can be enabled/disabled in the mod options.

I think I got the tox gas warning to not spam you and tested it out a bunch of times, but if it does just let me know. It should only trigger roughly once every thirty seconds, based on your tick rate, if the kid remains in tox gas.
Urist Flaccidbarrels  [author] 7 Jan @ 4:13pm 
Awesome. Thank you!
Power of OxiClean 7 Jan @ 2:17pm 
Glad you find it helpful and thank you very much for testing! Definitely adding your mod to my modlist!
Urist Flaccidbarrels  [author] 7 Jan @ 2:00pm 
If there are errors that you find, though, just let me know and I will take a look.
Urist Flaccidbarrels  [author] 7 Jan @ 2:00pm 
Based off some quick tests, Oxiclean, it doesn't look like there's any conflict. Here's what I tested:

1. Tox gas and hypothermia: It looks like the fleeing tox gas behavior will trigger before the "brr" job to recover from hypothermia. I think that makes sense.

2. Nature-running and hypothermia: If a kid goes to nature-run when the temperature is good but then it drops down and they get hypothermia mid-run, the "brr" job from that other mod won't trigger.

3. Tox gas and going outside because of cabin fever: Kids will prioritize running away from tox gas if they encounter it while going outside because of cabin fever for that other mod.

Basically, both of our mods just use the built-in job functionality, so they shouldn't cause any errors that I can see.

By the way, I haven't seen that mod before but it looks useful, so, thanks you!
Power of OxiClean 7 Jan @ 8:57am 
Is it known how this interacts with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195938471&searchtext=phew Brr & Phew? Trying to determine if these are an "either" or an "and" for the modlist.
Urist Flaccidbarrels  [author] 25 Dec, 2024 @ 12:19am 
Added a mod settings menu so you can disable or enable behavior as you wish as well as verbose logging (mainly for me). I tested it a few times and everything seemed to still work so let me know if anything broke.
Urist Flaccidbarrels  [author] 22 Dec, 2024 @ 12:00am 
Also, I found out that colony animals that happened to be predators would also cause kids to not skydream or naturerun, which I fixed.
Urist Flaccidbarrels  [author] 21 Dec, 2024 @ 11:59pm 
Made a dumb mistake and broke skydreaming. I didn't notice because my last game didn't have much opportunity for kids to skydream so I never noticed. I think I fixed it.

Came up with a crappy way of picking a new learning desire after it cancels the job for skydreaming/naturerunning because of predators or temperature or whatever and I will make it better later. It will cancel the current learning desire and randomly pick another if possible.
Urist Flaccidbarrels  [author] 21 Dec, 2024 @ 3:38pm 
Updated to add a fix for pawns getting stuck trying to nature run or skydream ad infinitum because of a predator on the map. Right now it just clears their learning desires entirely but they should pick up new ones eventually.
Urist Flaccidbarrels  [author] 15 Dec, 2024 @ 7:48pm 
Added an update so kids should not nature-run if there are predators on the map which are large enough to hunt them. It will check this after every leg of their run, too.
Urist Flaccidbarrels  [author] 15 Dec, 2024 @ 2:01pm 
PlinkPinko, I don't think it's possible, unfortunately, even with Harmony. The variable to alter is part of a static constructor, and Harmony can't change that: https://harmony.pardeike.net/articles/patching-edgecases.html#static-constructors

So, I think that's why I couldn't find any other mods, even, that do it.
PinkPlinko 7 Dec, 2024 @ 2:59pm 
No problem if you can/can't! Absolutely loving the work you've done regardless!
Urist Flaccidbarrels  [author] 7 Dec, 2024 @ 2:43pm 
Updated skydreaming and floordrawing to also check for the presence of tox gas when they start the job because I noticed that they would get stuck in a loop of trying to run to X position to floordraw/skydream, see tox gas, run away a bit, then try to floordraw/skydream again, run away, and so on.

And PlinkPinko, I think the idea you had is good but in looking through the code I think it will be something I have to use harmony to modify. I am going to try to do it but it will take longer than I thought.
Urist Flaccidbarrels  [author] 6 Dec, 2024 @ 10:42pm 
Updated skydreaming and floordrawing to check for temperatures. I also found out that nature-running has a check already built in for temperature so scratch that idea, though I could have sworn I've seen them doing it before.
Urist Flaccidbarrels  [author] 6 Dec, 2024 @ 9:35pm 
@Fairywhiz, that is my other mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3251175012

@PlinkPinko, do you mean the thing that prevents children from nature-running within X distance of a building? If so, I will give it a shot! I don't actually know how to make things like toggles or options for mods yet, but it is something I was going to learn anyways.
PinkPlinko 6 Dec, 2024 @ 2:07pm 
Very very nice, thank you so much for this mod. If possible/you're interested, could we also have options to shrink nature-running prevention radius (if that makes sense), so you aren't shooting yourself, and your kid's education in the foot by having a Massive base?
fairywhiz 5 Dec, 2024 @ 3:06pm 
Thank you! Also, where might I be able to obtain lamball plushies for my colony?
Yakubian Tricknologist 5 Dec, 2024 @ 8:12am 
Hawk Tua
HIM 4 Dec, 2024 @ 12:54pm 
Hawk Tua