RimWorld

RimWorld

AAAA(Allowed Area Automatic Adapter)
374 Comments
seeki  [author] 8 hours ago 
Conflicts with the Better Pawn Control mod are an issue I've been wanting to resolve for some time. You're probably right.
If you can identify any settings that cause conflicts with the Better Pawn Control mod, please let me know.
Shriaf 8 hours ago 
Sorry, I don't know what happened, but when I tried to reproduce the previous issue, it is now running fine.
seeki  [author] 12 hours ago 
Deathrest pawns will no longer be evacuated by AAAA.
seeki  [author] 6 Sep @ 6:15am 
@Shriaf
We installed the Better Pawn Control mod and tested AAAA, but no abnormalities were found.
If you are experiencing the problems you claim occur when installing AAAA and Better Pawn Control at the same time, please provide a detailed report, including the specific steps you took to cause the problems.
Fortenraven 28 Aug @ 10:07pm 
@deyen Try https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=717632155 out, it acts like a half map proximity switch in enemy mode from my understanding.
deyen 27 Aug @ 5:35pm 
This is great. If you could find a way to toggle turrets on and off the same way, that would be incredible.
Shriaf 25 Aug @ 9:14am 
Thank you very much for your efforts.
seeki  [author] 25 Aug @ 7:57am 
I haven't tested Better Pawn Control since version 1.6.
It's an advanced mod so I'm not sure if it can resolve conflicts, but I'll check it out when I have time.
Better Pawn Control also has a function to control the Allowed Area, so for now please use only one of them.
Shriaf 25 Aug @ 7:49am 
@seeki Thank you for addressing my feedback, I didn't make any changes to Better Pawn Control, just used the default settings. I adjusted the order of the two mods and it still didn't work. When I removed Better Pawn Control, your mod ran smoothly.
seeki  [author] 25 Aug @ 6:22am 
@Shriaf
Please tell me what settings you use for the Better Pawn Control mod.
Shriaf 25 Aug @ 6:18am 
Better Pawn Control Conflicting with this mod will cause mod adjustments to become invalid.
seeki  [author] 20 Aug @ 8:48am 
ManualButton
A virtual speaker button appears at the bottom of the game.

ManualOnlyMode
Automatic switching is disabled.
Kazamiao yuki 20 Aug @ 8:41am 
Hello , I have a question about using this mod. I want to manually trigger the area switching myself. How should I configure the mod settings? Currently, I have the third option from the bottom—"Manual Evacuation Alert"—checked, but the area still changes automatically.:cry:
魈猫 16 Aug @ 5:14am 
well, I add a music mod, it can play the music that I liked, that means I can't listen the background music whether it start or end. Anyway i hope it can work, this mod helps me a lot, thanks for your help
seeki  [author] 16 Aug @ 5:07am 
You're expecting this mod to immediately un-evacuate once the enemy is defeated, but it doesn't. The enemy is defeated, the battle music ends, and AAAA un-evacuates a short time later.
This mod does not perform real-time monitoring to minimize its negative impact on performance.
魈猫 16 Aug @ 5:00am 
and when i click the toggle emergency button the pawns seems just refresh, the allowed area did not change
魈猫 16 Aug @ 4:49am 
I found that when i calling for the mechaniod(like Diabolus) ,the pawns and pet will change into the allowed area(#safe), but when i kill all the enemy, it will not change back to the area as normal, I need to click that one by one
seeki  [author] 16 Aug @ 3:36am 
I don't understand what you're saying because it's vague.
If this is a pet that can set up an Allowed Area, such as a dog, you can issue an evacuation order using this mod. The thumbnails of this mod are as follows.
If it is a livestock that cannot set an Allowed Area such as a horse, this mod is not eligible. It is very strange that such livestock are fully controlled and automatically evacuated.
魈猫 16 Aug @ 3:19am 
any settings to let the animals can hear the emergency? not only the pawns
Infinity Overdose 11 Aug @ 6:52am 
Very nice for reducing micromanaging and decreasing incidents of colonists walking into line of fire. Thanks.
HighFlyer96 1 Aug @ 4:58am 
Ah, this makes a lot of sense. I have already seen the setting, but I was uncertain about its effect. With the confusing way the game categorizes threats, I understand the issues. Indeed I have a 50+ colony, so I was always confused why the threat was called off, despite there being threats alive. Thanks for the insight.

Concerning the music, with my 2k+ hours, I've listened to the whole loop up and down and even to the music mods. I have it turned off in favor of watching videos or series. It's no complaint, just a reason why I wasn't able to go after that sound cue.
seeki  [author] 1 Aug @ 1:11am 
First, when using AAAA, you should basically use the background music to determine whether it's dangerous or safe. Battle music indicates danger, while peaceful music indicates safety.

Next, I'll explain how AAAA works.
AAAA determines danger or safety by looking at Rimworld's map danger level system. There are three danger levels: None, Low, and High.
One annoying aspect of the danger system is that there is a Low mode, which is used when there are insignificant enemies on the map. This is considered safe.
The danger system basically sets it to High while there are enemies, and to None once they're all defeated.
However, if your colony army is very powerful, the danger level will drop from High to Low before you can kill all the enemies, and the battle music will end. This is Rimworld's design.
AAAA will cancel evacuation based on Rimworld's judgment of safety.

If you want to consider even insignificant enemies, i.e., Low, to be dangerous, set AAAA to high sensitivity mode.
HighFlyer96 1 Aug @ 12:50am 
@Fonzo TD Enhancement Pack allows for an unlimited amount of areas.

@Leenbow Yeah I experienced the same type of confusion with the cooldown/windup. In some cases, it only checks hourly for updates, which lowers the performance impact significantly.

But sometimes I also have to click 3-4 times to end in the right state. Sometimes in manhunt raids, it automatically gives the OK to all pawns and animals when 80% are defeated. On the other hand, all of my colonist are alarmed if there is a single Megaspider roaming enclosed in a room while I try to tame it.
Some visual feedback (green siren = ok, orange siren = partial alert, red siren = complete alert) might help. Maybe you have some better ideas?

The sirens go off in manual mode. In automode, it's the bell.
seeki  [author] 31 Jul @ 7:06pm 
There is no function equivalent to the Area Unlocker mod that relaxes the area limit.
Fonzo 31 Jul @ 6:51pm 
Does it remove default limit (10) of maximum allowed areas?
Leenbow 30 Jul @ 3:06am 
Okay, let me fix myself a bit.
Apparently there was some sort of conflict (idk what) which stopped this mods sounds from working. Now I can hear the siren - but only when AAAA is activated manually. Sounds work, after all.

Still, the core issue is how weirdly this mod activates-deactivates and how hard it is to track in which of the two states the pawn is currently in. Schrödinger's mod, hah. "Why can't I carry this damn chunk, it has a correct stockpile right nearby... oh, nevermind, pawn is in another zone now"
Leenbow 27 Jul @ 11:11am 
I remember using this mod, and it had loud siren sound when facing threat. Now... I think sometimes I can hear a quiet "tink", but more often than not I hear nothing. "!" notification is also very brief and barely noticeable.

In the end, I dislike how stealthily this mod works. It quietly swaps zones and may fk up different things, causing a lot of confusion.

Manual mode is strange too: it responds slowly, unreliably, I have to check for visual clues "did it work?". I also have a feeling it may swap back to safe zone even after it was turned off.

TLDR suggestions: please, 1) Make switching zones more noticeable (loud sound, big/long lasting notification. I would like to see those "!" indicators always, to visualize the fact that auto-zone-swap is in place) 2) Make manual mode more responsive. If it has cooldown or windup before switching, it could be cool to somehow see it (or just understand how it works)

Great mod generally, very needed
seeki  [author] 22 Jul @ 9:39pm 
@tachi
Thanks for the information.
AAAA appears to be affected by a conflict with another mod, but unfortunately I can’t fix the issue unless I know exactly which mod is causing it.

If you’re able to narrow it down by temporarily disabling half of your mods at a time and repeating the test (a kind of binary search), please let me know the result.
Once the conflicting mod is identified, I’ll work on making them compatible.


@Coolchilion
Run and Hide?
Pawn runs away after being shot.

AAAA
Pawn runs away before being shot.
tachi 22 Jul @ 9:09pm 
@seeki I just tried manual mode and it did not switch
Muad'dib 22 Jul @ 2:34pm 
@coochilion not at all comparable mods.

Run and Hide does nothing more than if a pawn gets scared it runs to a specific spot you placed.

This mod lets you create custom zones so that when certain events take place the allowed zone auto shifts.

I used to use run and hide which is great, pawn gets shot at and it runs to a certain location. That pawn, no others

This mod any hostile thing shows up and starts attacking and ALL pawns shift their allowed zones so that I can make it so all pawns have a safe zone inside castle walls. The kids, the hunters the fishers, the farmers, everyone runs to the safe zone and tries to find something to do inside that zone instead of just the one attacked standing next to a spot and doing nothing.
Coolchilion 22 Jul @ 11:56am 
So what would make this mod better than Run and Hide?
seeki  [author] 22 Jul @ 9:12am 
@Coolchilion
No. It is not a real-time detection.
The change in the allowed area is announced roughly when the battle music changes.
By piggybacking on the enemy detection system in vanilla Rimworld, AAAA avoids a large negative impact on performance.

@tachi
Turn on manual mode in the mod settings, play an evacuation alarm using the virtual speaker added at the bottom of the game, and test whether the allowed area changes to home#safe.
Coolchilion 22 Jul @ 8:41am 
So does the allowed area change the moment enemies spawn, or will they need to encounter the enemy in the first place to change the allowed area?
tachi 22 Jul @ 8:36am 
I have my safe area setup as home#safe and they do not auto switch to it when enemies appear. I have tried using high sensitivity mode and to no avail. The only mods i have that would effect pawns are PawnTargetFix, Slower Pawn Tick Rate, Better Pawn Lending Quest. I also have achtung.
Turkwise 21 Jul @ 5:00pm 
Peak
seeki  [author] 21 Jul @ 7:07am 
@Stray
Unrestricted#safe is now supported!
Stray 17 Jul @ 10:04am 
Relying on "inverted" areas falls apart in Odyssey, as every time you grav jump, the inverted area resets
Sari-n 17 Jul @ 7:34am 
Due to Gravships, is there -any- possibility of Unrestricted#safe? this mod has always been lovely otherwise.
HighFlyer96 14 Jun @ 2:51am 
Muad, I can confirm with around 50 pawns and ~80-130 animals that use zones, it works well. Nothing noticed during gameplay and when activated no significant lag noticed. Undrafting all pawns causes more TPS drops
Muad'dib 13 Jun @ 9:28am 
I appreciate the response. I've used Home#safe and Guests#safe and love it. I've got so many animals and awakened dryads now that I'm to the point that if they die in a raid then it happens :D
seeki  [author] 12 Jun @ 10:31am 
Home#safe is supported.
Not tested in conjunction with Area Unlocker.
Muad'dib 12 Jun @ 10:20am 
Ok, thank you for the information. Sadly I am using almost all my zones so I think I'll have some issues unless I find a mod that allows more zones.

Home (Not sure if you support Home#safe)
Inside
Inside Pets
Outside Pets
Dryads (because I have awakened dryads I want in their own area)
Guests
Guest Shopping
I think 1 or 2 others as well.

I guess my 2 follow up questions is if Home#safe works with the default home and also if I find one of the mods that adds more zones if it'll work with this.
seeki  [author] 12 Jun @ 8:29am 
1. This mod is lightweight because it uses the vanilla enemy monitoring system.
2. Only pawns that have "indoor pets" will be changed to "indoor pets#safe". I recommend you to make "shopping#safe", "guest#safe", and "outside pets#safe".
Muad'dib 12 Jun @ 8:03am 
2 questions
1: How is this performance wise? I've got a lot of pawns and animals and such and so performance is kind of a big concern for me.
2: I just want to be clear with your instructions, adding #safe after a zone name only changes people that are in the zone with a matching name? So if I have a zones "shopping", "guest", "outside pets" and "indoor pets" and I make "indoor pets#safe" then only the indoor pets will change zones? because I was hoping everyone would move to the indoor pets, including people in home zone.
HighFlyer96 2 Jun @ 1:34pm 
I see, I didn't know it lasts an hour. I assumed I could use the speaker to reset the alertness state to safe.

Thanks for your reply!
seeki  [author] 2 Jun @ 10:28am 
When a wild animal targets a colonist, AAAA will change the colonist's area setting to a safe area.
In this case, even if the wild animal is shot and killed immediately, the colonist will remain in the safe area setting for at least an hour.
This is to prioritize the safety of the colonist.

If you want to immediately remove the safe area for one colonist, change the Allowed Area setting in the normal way.
The AAAA virtual speaker is used to issue instructions to all colonists, so using it to remove the evacuation of just one person will cause confusion in the colony.
HighFlyer96 2 Jun @ 9:25am 
When an animal hunts one colonist, he gets the safe area assignement. But it doesn't remove it anymore. When clicking manually, it flips them around, turns on for some, off for others. It activates twice in a row and clicking once more gives the deactivation sound twice.

Activating it later on because of a random manhunt event resulted in the zones being activated for the animals ONLY.

In summary, there is an extensive back and forth and selective activation with the manual button. Lacking a visual feedback in which mode I am in now (alert or not) it is confusing. Checking every pawn and animal gives contradicting feedback.
seeki  [author] 21 May @ 1:34am 
After enabling virtual speakers from the settings screen, a speaker icon will be added to the bottom of the game screen.
Gotaku 21 May @ 1:16am 
where is the manual switch button?
Mazon 14 May @ 3:03pm 
The amount of times a pawn of mine took a leisurely stroll to that slate chunk across the map during a LITERAL ACTIVE SIEGE and was promptly beaten to death was starting to drive me insane. Thank you.