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If you can identify any settings that cause conflicts with the Better Pawn Control mod, please let me know.
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.
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.
Please tell me what settings you use for the Better Pawn Control mod.
A virtual speaker button appears at the bottom of the game.
ManualOnlyMode
Automatic switching is disabled.
This mod does not perform real-time monitoring to minimize its negative impact on performance.
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.
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.
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.
@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.
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"
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
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.
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.
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.
Unrestricted#safe is now supported!
Not tested in conjunction with Area Unlocker.
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.
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".
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.
Thanks for your reply!
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.
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.