Oxygen Not Included

Oxygen Not Included

Don't Idle in Doors
53 Comments
stups 2 Jan @ 6:09am 
Apparently this mod in incompatible with the current version of Fast Track
Lunatic 30 Nov, 2024 @ 3:09pm 
I finally narrowed it down to another mod, not sure why the mods that were listed red were affected by the one mod that is broken.
Aze  [author] 25 Nov, 2024 @ 7:30pm 
@Lunatic: May, or was?
Lunatic 25 Nov, 2024 @ 5:30pm 
Mod may have been broken by the most recent update.
Andocromn 16 Jun, 2024 @ 5:25am 
stupid stupid dupes!
Aze  [author] 1 Apr, 2024 @ 7:37am 
@bajecznie nawdychany: It's surely possible, but it's beyond the scope of this mod.
bajecznie nawdychany 29 Mar, 2024 @ 9:44am 
I just wonder if it could be possible to make duplicants leave area that is designated as 'not appropriate for idling'. My duplicants are constantly idling in places where I would not like them to idle like inside rockets, in oil biome etc. When duplicants deliver something to oil biome/rocket I'd love them to leave the area if idle.
Possible? It would be appreciated by many. I created a topic in klei forum and someone suggested to take a look at Your mod that's why I am here.
Aze  [author] 29 Mar, 2024 @ 8:03am 
@bajecznie nawdychany: Is there a problem with it?
bajecznie nawdychany 29 Mar, 2024 @ 7:30am 
Are You still supporting this? Any updated/ revisions are possible?
unwavering 1 Aug, 2021 @ 12:47pm 
They get stuck in automated doors for kill rooms and such because they like to stop in the doorway. You can set buffer gates, but that still doesn't guarantee they will move in time. I'd prefer that if the automated door closes on them, they get pushed to one side or the other.
Aze  [author] 1 Aug, 2021 @ 12:02pm 
@Unwavering: Critters don't go through doors normally.
unwavering 1 Aug, 2021 @ 11:58am 
Any way to make something like this work with critters?
Aze  [author] 15 Jul, 2021 @ 8:43pm 
@Brain: Thank you for the report. This has been fixed!
Brain 15 Jul, 2021 @ 10:53am 
new stack trace after today's update:
https://pastebin.com/Fy5vN5BB

Aze  [author] 8 Jul, 2021 @ 4:38pm 
@Reptillian: This should now be fixed (though I can't test your exact case since I do not have access to the beta version of Mod Manager). Thank you for the reports; please let me know if you run into any other issues!
reptilian 8 Jul, 2021 @ 6:46am 
Here is a crash log for this mod
https://pastebin.com/pT4NbKBC
Aze  [author] 8 Jul, 2021 @ 6:11am 
@Reptilian: Given that you’re having this problem with two mods I doubt it’s on my end, but I’ll need a log if you want any help.
reptilian 8 Jul, 2021 @ 4:34am 
Today's update causes a crash when pressing the options button in the mod manager window.
Game build: EX1 513-469473
Aze  [author] 5 Jul, 2021 @ 1:58pm 
@Brain: No, I am not. They would be highly unlikely as well.
Brain 5 Jul, 2021 @ 1:15pm 
I will provide one when it happens again, until then: are you aware of any conflicts with other mods?
Aze  [author] 4 Jul, 2021 @ 11:04am 
@Brain: I just tested again, replicating your screenshot almost exactly, and I can't reproduce the issue. The dupe immediately runs for oxygen. If you're still experiencing the bug, please share a save so I can troubleshoot it.
Brain 4 Jul, 2021 @ 10:51am 
https://www.dropbox.com/s/0oa5kn8ksgdiwsc/Screenshot%202021-06-30%2023.07.11.png?dl=0

I will enable the mod again and see if it happens again.
Aze  [author] 3 Jul, 2021 @ 9:22am 
@Brain: Your dropbox link is incorrect. You need to go through dropbox to share something, you can't just copy the url of your file.

I just tested what you've described - dupes have no problems walking past rocket modules. Even when idle they will do so. If you can provide more info, or a save, I am willing to investigate further, but at this point I do not think your issue is caused by this mod.
Brain 3 Jul, 2021 @ 4:43am 
no, this is not what i mean. the dupe is standing outside of the module, right of its hatch - the path he wants to take leads across the hatch to the left and then down and back to the base. I had at one time thee dupes being trapped there. The workaround was to tell them to walk to the bottom right of the rocket base, avoiding the hatch
Aze  [author] 3 Jul, 2021 @ 12:28am 
@Brain: The mod has to be active to add the options to the menu. I've tested extensively though, and I can't replicate this at all. Dupes leave rockets just fine.

@VoiD: Dupes getting stuck after returning suits is base game behavior. This mod does not cause it. I also can't replicate it causing trapped alerts, with or without this mod.

#Quarantined Citizen: An improvement so that dupes avoid standing in horizontal doors will be released soon. Thanks for the info.
Brain 2 Jul, 2021 @ 2:15am 
i just started the game and looked at the mod menu - it doesn't offer me options there - or can I set them onliy when active?
Brain 1 Jul, 2021 @ 11:17pm 
i currently have it disabled - but I never have changed its settings ... so default?
Aze  [author] 30 Jun, 2021 @ 7:12am 
@Brain: Can you tell me what settings you’re using for this mod that are causing this issue?
Brain 30 Jun, 2021 @ 5:43am 
It seems the mod conflicts with Spaced Out. I noticed dupes were standing in front of space module hatches, rather dying than passing the door if their path (outside the module) crosses the hatch.
VoiD 13 Jun, 2021 @ 2:12am 
I meant to include a screenshot in my last comment. They're just hanging out in front of the checkpoint and I have the "Trapped" alert: https://prnt.sc/158uwof
VoiD 13 Jun, 2021 @ 1:34am 
Ah, what an awesome mod! Thank you for this. I wonder if you would consider adding this feature to the Suit Checkpoints.

I've noticed that when my dupes return to an Atmo or Jet Suit Checkpoint and deposit their suit, they can idle in front of the Checkpoint if they have nothing to do. I can't figure out why, but this often causes other dupes that also want to return their suit to think they are stuck. I get the "Trapped" alert because of this and I can almost always ignore it because the idle dupe will eventually wander away from the Checkpoint. When I see this happen, I can select the idle dupe, force them to move only one tile away, and the "Trapped" dupe is able to get back in.

Thanks again!
Trollsama 20 Apr, 2021 @ 11:12am 
is this DLC ready? Im assuming so as its modifying core mechanics. But always best to be sure lol
Aze  [author] 2 Jan, 2021 @ 11:58am 
@Quarantined Citizen: I can't really reproduce this. Can you provide an image of the exact setup, and what causes them to idle inside the door?
Smokie 1 Jan, 2021 @ 8:28pm 
I found a doorway configuration they like to idle in. The doorway in the picture is the tiny insulated door mod that is placed sideways.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2345926031
Smokie 29 Dec, 2020 @ 12:46am 
Would it be possible to have no idle zones? or have dupes idle at the nearest recreation item (jukebox, massage table) and if no recreation item available, idle at the printing pod?
Prevent having dupes idle in gas zones or hot zones or other dangerous situations.
ALiu 5 Dec, 2020 @ 1:06pm 
这是不让小人站在门里面的
Colorado Dyes 29 Nov, 2020 @ 7:50am 
Now it loads just fine. Weird game
Aze  [author] 29 Nov, 2020 @ 6:37am 
@HetNeSS: What? I do not understand what you are claiming is happening.
Colorado Dyes 29 Nov, 2020 @ 1:17am 
Well, there's no game crash as it meant to be, it just turns off all the mods upon entering mod list menu
Aze  [author] 28 Nov, 2020 @ 1:33pm 
@HetNess: There's no crash in that log. Upload the Player.log directly after the crash, before launching the game again, or the Player-prev.log after launching the game after a crash.
Aze  [author] 28 Nov, 2020 @ 11:39am 
@HetNeSS: I can't reproduce this. Can you provide the output log?
Colorado Dyes 28 Nov, 2020 @ 11:35am 
Toggling "Passing through doors while idle" crashes the game with no mods installed
tomato 6 Oct, 2020 @ 11:01am 
气体不从门交换?
Aze  [author] 13 Sep, 2020 @ 3:57pm 
@jmucchiello: That's an artifact of dupes taking their suits off before idling. I'm not sure what your desired behaviour would even be?
jmucchiello 13 Sep, 2020 @ 3:54pm 
Could it include that?
Aze  [author] 7 Sep, 2020 @ 2:38pm 
@jnuchiello: No.
jmucchiello 7 Sep, 2020 @ 1:13am 
Does it also prevent idling right at the atmosuit doc checkpoint?
jmucchiello 16 Jul, 2020 @ 2:54pm 
Next, don't idle immediately after removing atmos suit?