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When you say they stopped aging, do you mean that they didn't get growth moments? Or they literally just never got older?
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.
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.
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.
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.
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!
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.
So, I think that's why I couldn't find any other mods, even, that do it.
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.
@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.