RimWorld

RimWorld

1,311 ratings
AAAA(Allowed Area Automatic Adapter)
32
7
10
2
6
7
5
5
5
2
3
3
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
12.534 MB
9 Jun, 2024 @ 12:26am
20 Aug @ 7:37am
31 Change Notes ( view )

Subscribe to download
AAAA(Allowed Area Automatic Adapter)

Description
Overview
AAAA is a managed mod that automatically issues evacuation orders to Colonists and Pets in response to the onset of a threat.
It automatically switches the allowed area in response to the arrival of raiders and manhunter packs, predation by wild animals, the landing of hostile pods and the landing of mechanoid cluster, Insect hive emergence.
Furthermore, once the threat is eliminated, the permitted area automatically returns to its original value, and you can return to your daily life.
This mod cannot promise you perfect safety, but it does reduce the risk of threats, especially to children and pets.

It only takes 3 steps to use
1. Set a pair "any name" and "any name#safe".


2. Set "any name" as your normal mode.


3. When an enemy appears, the allowed area will automatically change.


Compatible mod
Hospitality
Your inn guests can also change their Allowed Area.

FAQ
Q: Does not respond when enemies appear.
A: Did you read the explanation? "CurrentAllowedAreaName#safe" does not exist.It is not okay to have anything with #safe attached, the names must be paired.
Additionally, if a Colonist is already drafted when a threat appears, it will not change the allowed area.
There is a risk of conflicts occurring when using AAAA in conjunction with mods that change the management method of allowed area.
If you include special characters such as spaces in the suffix, the area name will not match and AAAA will no longer work.
If this doesn't work, try changing the suffix back to #safe.

Q: Does unrestricted#safe work?
A: Now supported!

Q : It detects the appearance of enemies, but does not automatically cancel the evacuation even if they are defeated.
A : Evacuation orders and evacuation lifting are determined based on whether it is safe or not for the entire map, not on a restricted zone basis.
The reason the evacuation has not been lifted is probably because there are still enemies remaining somewhere in the map.
Are there any bugs in the cave or dormant mechanoid clusters? If you have high sensitivity mode on, try turning it off.
If it really bothers you, you can add a button to manually cancel the evacuation all at once in the mod settings, so please use that.

Q: How much of a negative impact does it have on performance?
A: There is almost no negative impact on performance, so please use it with confidence.

Q: Does this mod support multiple Allowed Area pairs with different names?
A: Yes, this supports multiple Allowed Area pairs.
When enemies appear, you can direct civilians to evacuation areas and soldiers to armory or killboxes.

Q: I found a bug.
A: If you include HugsLib log with Rimworld version and bug conditions, I will investigate the cause of the bug.

Special Thanks
Thank you to 風鈴 [www.pixiv.net] for the wonderful preview image.

Caution
Redistribution of this MOD data is prohibited.

Memo
I have other wonderful mods published, so I would be happy if you would take a look. (^ω^)

If you are impressed by this mod, you can treat the author to coffee as an option.
[ko-fi.com]
371 Comments
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: