RimWorld

RimWorld

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While You Are Nearby
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
521.107 KB
25 Mar, 2022 @ 4:00pm
15 Jul @ 2:07pm
17 Change Notes ( view )

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While You Are Nearby

In 1 collection by pureMJ
Common Sense +
5 items
Description
Colonist will now be more likely to do jobs nearby instead of walking long distances.



Have you been tired of seeing your colonist walking 100 tiles just to harvest that single corn before walking another 100 tiles back to sow the empty healroot fields, and then walk to the corn again because another corn plant just matured? Fear not as this mod comes into rescue to boost the efficiency of your colony.

Updates
v0.8.0 Now supports 1.6.
v0.7.1 Emergent bug fix: Error messages by v0.7.0.
v0.7.0 Now mechs from Biotech DLC can work nearby too! (1.4 and older versions will not be updated anymore)
v0.6.0 Now supports 1.5.
v0.5.1 Fixed a major bug introduced by v0.5.0. Now the AI logic won't crash on non-work jobs. As a byproduct, also improved the mod performance.
v0.5.0 Added settings to exclude work types from long distance work and from nearby work.
v0.4.0 Now supports 1.4.
v0.3.0 Added multiple language support. Now has an option to display debug messages in dev mode.
v0.2.4 Fixed a major bug. Colonist will no longer stand still when there are unreachable floors to smooth nearby.
v0.2.3 Fixed minor bugs/conflicts with some other mods so that basic jobs like go to medical beds will no longer by overridden by nearby job search.
v0.2.2 Performance improvement.

Details
- Nearby Job Search
Pawns will now boost priorities of work jobs nearby (12 tiles radius) by 1. This only activates if vanilla decides to give a work job that is too far away (32 tiles away). Non work jobs (eating, sleeping, etc.) are not affected.

- Vanilla Chance:
There is a 5% chance that colonist skip this mod logic and always stick to vanilla behavior. This makes sure that colonist will not be bind to the same location for too long.
(5% means we reduced the long walking cost by 20 times, which should be enough for efficiency purposes)

- Configuration:
The numbers mentioned above can be changed in the mod settings.

Tips: You can set the Priority Boost setting to 0 and it will still have an effect: You pawn will do works nearby first when it has the same priority with a far away job.

Recommendation: Use Fluffy's Work Tab mod so you have more priority tier to configure.

F.A.Q
How much impact does this mod have on performance?
  • In practice I tested multiple games and there is no observable performance impact.
  • Using Dubs Performance Analyzer I measured the impact in real game play and the number is tiny.
  • Theoretically, the average impact of this mod should be almost 0 and the worst case performance is the same as the worst case vanilla game performance.

Misc
Safe to add or remove from saves.

中文教程:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2786959896


Planned Feature Next
- Add more tiers for priority boost based on distance.
- Different settings for each colonist.

Known Issues:
- Occasionally a colonist will stubbornly do what vanilla game tells them to do and ignore this mod for a few seconds. Once that high priority job is done, the colonist will again be able to trigger this mod and search job nearby again. It's harmless and safe to ignore. The root cause is unclear but it's most likely some sort of cached job logic.

Recommended Mods
This mod is in the category of QOL mods that change behavior and make sense.
A few mods of the same type I really like are:
  • Common Sense
  • Pickup and Haul
  • While You're Up / PUAH+

Credits & Links

Many thanks to the members of the #mod-development channel on the Rimworld Discord server!

If you enjoy this mod, please check out my other Rimworld mods on Steam Workshop!
Popular Discussions View All (5)
51
7 Jun @ 10:29pm
Bug Report Thread
pureMJ
1
4 May, 2022 @ 8:53pm
Bug : BurnItForFuel
Winter
0
11 Jul @ 10:16pm
the age old "1.6 when"
Kowhaifan
255 Comments
Balthazad 7 hours ago 
could pls all Pick Up And Haul, CommonSense, While You Are Nearby & While You're Up modders come together and make something functional as we had in times long, long ago?
literally half of all the ppl that ever bought rimworld are subbed to these mods - and as of now, it seems to not be working as intended for anyone.

@GoW Dennis
i know that error very well, it even plagued me enough to make it into my nightmares, but as i'm writing this i can state that your error is caused by something else because i have both those mods active (+over 300 others) and i'm not getting that error. i would assume tho that you have PUAH active too and there's 3 1.6-versions of that atm, with a lot of bug complaints.
······无言 29 Aug @ 8:41am 
现在跟While You're Up 兼容吗
boh mingle 25 Aug @ 6:28pm 
Thank you thank you thank you!!!!!!!!!!!!!!!
pureMJ  [author] 10 Aug @ 9:55pm 
@-=GoW=-Dennis
Good point. Crossed out WYU as a recommendation.
-=GoW=-Dennis 10 Aug @ 8:58pm 
While You're Up should probably be removed from the recommendations, this mod and the updated version of WYU are incompatible in 1.6 - when both are installed map generation fails with an infinite spam of JobGiver errors until logging turns off to prevent infinite loops. Using each on its own works.
pureMJ  [author] 26 Jul @ 10:53am 
@Anon
That's expected. If you don't want that, either set larger priority difference for these jobs/smaller priority boost in this mod.
pureMJ  [author] 26 Jul @ 10:51am 
@Smiley Face Killer
Thanks for letting me know. I'll take look next time I play the game.
Anon 26 Jul @ 7:45am 
This results in some dumb paw nbehaviour, for example I have my grower suddenly decides to start cleaning indoors instead of continuing on his growing job outside (which has higher priority than cleaning), after his lunch break.
Smiley Face Killer 26 Jul @ 2:44am 
Not really a "bug" per say, but this mod acts weird as hell now a days with Achtung!
If you force a pawn to work on a section of wall, and they go to bring bricks to said wall section, they'll drop bricks off at another section they aren't forced to work on, and the forced work from Achtung! will spread to that new section leading to a massive forced work area, lag and all that obviously from having tons and tons of forced work.

Just wanted to put this out there incase you wanted to look into it, I don't know how much you'd be able to do about it but wanted to let you know. Mod works fine with it other wise, it's just the force work command from Achtung! gets wild.
赛博小伙立正了 20 Jul @ 8:47pm 
this mod makes the less accessible works no one to do