RimWorld

RimWorld

Smarter Visitors
Počet komentářů: 125
AndGoatz04 11. čvn. v 10.07 
"i feel like i should leave" "what makes you say that?" [The tox emitter mech drop on the opposite side of the map: :hero_wz2:
Mlie  [autor] 27. říj. 2024 v 23.19 
@urmumwasvrince Pawns already will try to leave of they cannot find food. If they dont they usually cant due to pathfinding or some other error
urmumwasvrince 27. říj. 2024 v 16.43 
Can you modified the mod so that you tell visitors/guest to leave similar to caravan dismissal. I've had scenarios were people I rescue just wont leave the map and end up starving to death.
GVLT 1. říj. 2024 v 11.39 
@Arthur GC
Try Trading Controle
ferny 28. zář. 2024 v 11.42 
My bad I tried, my log publisher is geeking out. I'll try and figure it out
Mlie  [autor] 28. zář. 2024 v 11.39 
@ferny Please see the Reporting Issues section described above
ferny 28. zář. 2024 v 11.35 
Can corroborate that the spot doesn't work, at least on a large list. My modlist is my Progression modpack
Arthur GC 17. srp. 2024 v 19.37 
I would love an option to force *anyone* friendly (not just traders) to leave: Sometimes visitors die from starvation or hypothermia rather than simply leaving the base.
kongkim 28. čvc. 2024 v 12.16 
For years back there have been a problem no one have fixed when using "Trade Spot" mods, that visitors and guests sometimes just wander around until they die of hunger. Is it possible to add a funtion to make them more smart so they are forced to leave/pass to world if they are close to death/hunger/cold etc. something like that.
NuanKi 22. čvc. 2024 v 9.22 
@Chilling cat Use Locks and disable visitors and animals from the fridge doors
Mlie  [autor] 21. čvc. 2024 v 7.16 
@Chilling cat The features of the mod are listed above
Chilling cat 21. čvc. 2024 v 5.54 
does it prevent visitors from going into my fridge? it's frustrating af
Ren 15. čvc. 2024 v 22.13 
@SolidSnake Allies are Helpful is what you're looking for
Mlie  [autor] 12. čvc. 2024 v 14.17 
@SolidSnake Not sure it fits the content of this mod, this is more focused on the self-preservation of the visitors
Chronic Froggy 12. čvc. 2024 v 13.40 
Is there anyway you can get the NPCs to heal your player rather than watch them bleed out?
Dümbük Enişte 2. kvě. 2024 v 14.18 
It would be lovely if there was an option for refugees.
Mlie  [autor] 25. dub. 2024 v 22.56 
@Kianyx Please see the Reporting Issues section described above
Kianyx 25. dub. 2024 v 22.36 
This mod doesn't really seem to work for me, no matter where i place it in my mod list.

I'm not fussed by the leaving when threats are around but the spot they're meant to hang around they never seem to go to it
Michiko 24. dub. 2024 v 22.32 
Man I could've used this yesterday. Some visitors were trying to leave exactly where the mechs were sleeping. They woke up the mechs, got a few of their people killed, and we had to rescue the survivors. It was very messy especially since we had to beat the mechs first before we could actually rescue them.

Another example of a mod that really should be vanilla by now.
Yekaterinnani 16. dub. 2024 v 6.34 
Thank you! I discovered the mod with the bug, it's not yours, my bad
Mlie  [autor] 14. dub. 2024 v 22.18 
@Yekaterinnani Please see the Reporting Issues section described above
Yekaterinnani 14. dub. 2024 v 21.14 
Hello, I am not sure that the cause of this exception is this mod, in fact this mod is not mentioned but it is triggered every time a visitor comes to my colony, and since I cannot find the causing mod, I dare to share the log here just in case it could be this mod that relates to visitors, sorry for the inconvenience.

https://gist.github.com/HugsLibRecordKeeper/560624738a79ccb7d6cfbe23708b1064
Mlie  [autor] 14. dub. 2024 v 10.57 
@divineDerivative Should be fixed now, sorry about that.
divineDerivative 12. dub. 2024 v 13.14 
You need to put may require on the toxic spewer defof, it's causing an error without Royalty.
Deadmano 2. bře. 2024 v 12.35 
@Mlie: Thank you!! It works beautifully, and I really appreciate you being willing to do so! :love:
Mlie  [autor] 1. bře. 2024 v 14.03 
@Deadmano Should be added now, thanks for the code!
Deadmano 29. úno. 2024 v 20.53 
Could you please make it that these spots can only be placed once, like for trading spots or orbital drop spots? It can be easy to forget where one has placed a spot on larger colonies. I'll send you a DM with an example of what I did for another spot I only wanted one of. :love:
lilairen 22. pro. 2023 v 12.11 
Frisk, you want Trading Control for dismiss trader option:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2007107588
Mlie  [autor] 20. pro. 2023 v 21.53 
@_Frisk I think this is already implemented in the Hospitality mod?
_Frisk 20. pro. 2023 v 18.26 
Hi I have an idea for a feature for this mod. So I don't like visitors to be in the middle of my base all the time and making a dirty mess. When an enemy arrives, the chance for friendly fire or nonsense reputation loss is always possible. I also just don't enjoy the crowded space, so I always use Character Editor to give one of them a heatstroke so they can leave due to dangerous temperature right after im done trading with them. Anyway I can just click a button to butt them out?
Snowcraft 17. pro. 2023 v 3.11 
Weird. Might be be because it was one of the VIE: Big Infestation events? The bugs were specifically part of an enemy faction before being tamed.
Mlie  [autor] 16. pro. 2023 v 10.44 
@Snowcraft Sorry, Ive been testing this with infestation as well now and cannot recreate the issue.
Snowcraft 16. pro. 2023 v 2.42 
The Jellypots came from a hostile faction, since they came from an Infestation event. I suspect something may not have fully/properly cleared the fact they were from the insectoid faction rather than simply animals when tamed.
Mlie  [autor] 16. pro. 2023 v 1.25 
@Snowcraft Tested this and visitors have no issues with tame Jellypots. Perhaps you had another danger on your map somewhere. The only animals that should affect visitors are manhunting animals or animals from hostile factions.
Mlie  [autor] 9. pro. 2023 v 23.21 
@Snowcraft Can you link to that mod?
Snowcraft 9. pro. 2023 v 17.19 
There seems to be a small issue with this mod if you happen to have tamed insects in your colony. I noticed it with the Biomes! Caverns Jellypot insectoid, which is docile and can be tamed.

So I tamed some... and every single time I had guests attempting to visit or leave, I was having them have to act about the danger which did not exist.
FaPaThY 26. říj. 2023 v 15.17 
Not sure if anyone brought up this idea yet, but sometimes a raid happens immediately after visitors enter or start leaving the map.
Would it be possible to add an interaction or comm option to warn them? Like telling visitors entering the map to turn around and leave until it's safe, and telling visitors leaving the map to go back to the visitor spot.
If not, it's cool. Probably only an issue on 400x400 maps.
爾虞我詐 敵眾我寡 歲不我與 17. říj. 2023 v 21.22 
Apologies for asking, i didn't see it at first since it was beside the other green spot, caravan spot i think
Mlie  [autor] 15. říj. 2023 v 6.09 
@Boni Misc menu along with the other spots
爾虞我詐 敵眾我寡 歲不我與 15. říj. 2023 v 6.08 
I can't seem where to find the spot thingy
Mlie  [autor] 14. říj. 2023 v 3.36 
@llunak Because there already is a trading spot-mod and (at least for me) visitors and traders should not hang around in the same areas. I never have traders inside my base for example
llunak 14. říj. 2023 v 3.00 
@Mlie: That seems odd. The rest of the mod applies to traders as well, doesn't it? What good reason there would be to treat trading and non-trading visitors differently?
Mlie  [autor] 14. říj. 2023 v 1.32 
@llunak That is correct, the visitor spot is for visitors, not traders
llunak 14. říj. 2023 v 1.06 
The visitor spot does not seem to work for caravans. I thought I could drop the Trading Spot mod, but I have to use both. E.g. in save (*) the caravan is at the top of the base, but the spot is at the bottom (near graves).
(*) https://uloz.to/tamhle/3hxztftDjxZr#!ZGyyMwR2Awp5Zmt0BQN2MQRlBTAyLaWnrTcvn3uiHGMKBTSvAD==
zebra03 13. říj. 2023 v 16.00 
You're a damn legend Mlie
Mlie  [autor] 12. říj. 2023 v 10.53 
@UltiMulti No, is the description unclear in some way? It even mentions how it interacts with Hospitality
UltiMulti 12. říj. 2023 v 10.51 
isn't this just hospitality?
Pablo Discobar 8. říj. 2023 v 14.55 
Handy! This should be good.
gpbrent 28. zář. 2023 v 23.13 
@Svela For issues like that, I sometimes use Character Editor to give the visitors enough warm-weather gear to keep them alive for a few hours. I play a lot of cold-weather bases and it's frustrating rescuing somebody only to have them keep freezing as they try to walk off the map because they don't have the brains to accept a nice warm parka.