RimWorld
Smarter Visitors
125 σχόλια
AndGoatz04 11 Ιουν, 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  [Δημιουργός] 27 Οκτ 2024, 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 Οκτ 2024, 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 Οκτ 2024, 11:39 
@Arthur GC
Try Trading Controle
ferny 28 Σεπ 2024, 11:42 
My bad I tried, my log publisher is geeking out. I'll try and figure it out
Mlie  [Δημιουργός] 28 Σεπ 2024, 11:39 
@ferny Please see the Reporting Issues section described above
ferny 28 Σεπ 2024, 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 Αυγ 2024, 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 Ιουλ 2024, 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 Ιουλ 2024, 9:22 
@Chilling cat Use Locks and disable visitors and animals from the fridge doors
Mlie  [Δημιουργός] 21 Ιουλ 2024, 7:16 
@Chilling cat The features of the mod are listed above
Chilling cat 21 Ιουλ 2024, 5:54 
does it prevent visitors from going into my fridge? it's frustrating af
Ren 15 Ιουλ 2024, 22:13 
@SolidSnake Allies are Helpful is what you're looking for
Mlie  [Δημιουργός] 12 Ιουλ 2024, 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 Ιουλ 2024, 13:40 
Is there anyway you can get the NPCs to heal your player rather than watch them bleed out?
Dümbük Enişte 2 Μαϊ 2024, 14:18 
It would be lovely if there was an option for refugees.
Mlie  [Δημιουργός] 25 Απρ 2024, 22:56 
@Kianyx Please see the Reporting Issues section described above
Kianyx 25 Απρ 2024, 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 Απρ 2024, 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 Απρ 2024, 6:34 
Thank you! I discovered the mod with the bug, it's not yours, my bad
Mlie  [Δημιουργός] 14 Απρ 2024, 22:18 
@Yekaterinnani Please see the Reporting Issues section described above
Yekaterinnani 14 Απρ 2024, 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  [Δημιουργός] 14 Απρ 2024, 10:57 
@divineDerivative Should be fixed now, sorry about that.
divineDerivative 12 Απρ 2024, 13:14 
You need to put may require on the toxic spewer defof, it's causing an error without Royalty.
Deadmano 2 Μαρ 2024, 12:35 
@Mlie: Thank you!! It works beautifully, and I really appreciate you being willing to do so! :love:
Mlie  [Δημιουργός] 1 Μαρ 2024, 14:03 
@Deadmano Should be added now, thanks for the code!
Deadmano 29 Φεβ 2024, 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 Δεκ 2023, 12:11 
Frisk, you want Trading Control for dismiss trader option:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2007107588
Mlie  [Δημιουργός] 20 Δεκ 2023, 21:53 
@_Frisk I think this is already implemented in the Hospitality mod?
_Frisk 20 Δεκ 2023, 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 Δεκ 2023, 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  [Δημιουργός] 16 Δεκ 2023, 10:44 
@Snowcraft Sorry, Ive been testing this with infestation as well now and cannot recreate the issue.
Snowcraft 16 Δεκ 2023, 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  [Δημιουργός] 16 Δεκ 2023, 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  [Δημιουργός] 9 Δεκ 2023, 23:21 
@Snowcraft Can you link to that mod?
Snowcraft 9 Δεκ 2023, 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 Οκτ 2023, 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.
Apologies for asking, i didn't see it at first since it was beside the other green spot, caravan spot i think
Mlie  [Δημιουργός] 15 Οκτ 2023, 6:09 
@Boni Misc menu along with the other spots
I can't seem where to find the spot thingy
Mlie  [Δημιουργός] 14 Οκτ 2023, 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 Οκτ 2023, 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  [Δημιουργός] 14 Οκτ 2023, 1:32 
@llunak That is correct, the visitor spot is for visitors, not traders
llunak 14 Οκτ 2023, 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 Οκτ 2023, 16:00 
You're a damn legend Mlie
Mlie  [Δημιουργός] 12 Οκτ 2023, 10:53 
@UltiMulti No, is the description unclear in some way? It even mentions how it interacts with Hospitality
UltiMulti 12 Οκτ 2023, 10:51 
isn't this just hospitality?
Pablo Discobar 8 Οκτ 2023, 14:55 
Handy! This should be good.
gpbrent 28 Σεπ 2023, 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.