RimWorld

RimWorld

Don't Put Yourself in Danger!
 This topic has been pinned, so it's probably important
Toxic Yui  [developer] 4 Sep @ 12:45pm
Bug Report — Don't Put Yourself in Danger!
Short summary: One-line description of what went wrong.


Expected behavior
Describe what you thought should happen (e.g., “At raid start, colonists should be assigned once to ‘DPYID — Raid Safe’ and restored to their previous areas when the event ends.”)

Actual behavior
Explain what actually happened (include errors if any; e.g., “Raid Safe area wasn’t created”, “pawns still walked outside on Goto”, “repairs blocked while inside”, etc.)

Steps to reproduce (clear and numbered)
1) Map/biome and size (e.g., 300x300, Mountainous).
2) Difficulty/storyteller (e.g., Cassandra, Strive to Survive).
3) [Dev Mode] Trigger the incident (e.g., “Raid enemy”, “Manhunter pack”, “Toxic Fallout”).
4) What you did next.
5) What happened.
6) Whether it reproduces always / sometimes.

Attachments & useful data
  • HugsLib log (Ctrl+F12): paste the link here.
  • Player.log (optional): attach if available.
  • Mod list: the HugsLib link includes it—mention any mods that alter areas/pathing.
  • Save file (optional but very helpful if it reproduces on load).
  • Screenshots: show “DPYID — Roofed Safe” / “Raid Safe” overlays and the failing job; include Console errors if any.

DPYID Settings (please copy your values)
  • Auto-draw safe areas: ON/OFF
  • Dynamic erase rooms with enemies: ON/OFF
  • Assign at raid start (one-shot): ON/OFF
  • Auto-unassign when event ends: ON/OFF
  • Idle update (ticks): (number)
  • Threat update (ticks): (number)
  • Periodic reassign (if applicable): (number/ON/OFF)

Quick checks before posting
  • Were “DPYID — Roofed Safe” and/or “DPYID — Raid Safe” created? (Yes/No)
  • Do those areas have valid cells (supported by your walls/doors/columns)? (They should NOT spill into unreachable mountain roof.)
  • For Toxic Fallout: is there at least some constructed roof to assign “Roofed Safe”? (If none, the mod skips assignment.)
  • Was the pawn drafted or the job player-forced? (These are respected and not redirected.)
  • Any other mod reassigning Allowed Areas or forcing pathing? (Name it.)

Common cases (pick one if it fits)
A) No assignment at raid start
• Incident fires (Raid/Manhunter) but nobody switches to Raid Safe.
• Temporary workaround (if you found one).

B) “Roofed Safe” leaks into unreachable mountain roof
• Attach a screenshot with area overlay; point out your nearby walls/doors/columns.

C) Flee/Goto still step outside
• Provide the original target cell and the expected safe redirect (if any).
• Drafted/forced? (should not redirect)

D) Repairs blocked while “inside”
• Which object/wall and from which cell you tried to repair (show if that cell is inside DPYID).

E) Performance concern
• Map size, pawn count, is a threat active (Yes/No), values of “Idle/Threat update”.
• Do spikes occur only during threat or also at idle?
Last edited by Toxic Yui; 4 Sep @ 12:46pm
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Showing 1-6 of 6 comments
https://gist.github.com/HugsLibRecordKeeper/9c3ccbceb3cc99fd88590db84e6a6755

pawns won't leave safe area while drafted unless a target is directly selected.

Have a sizable modded list, but immediately evident compat culprits might be:
Search and destroy
Seek enemies
Drafted combat

Is probably consistent through a new game. Let me know if you need the save file.
Last edited by John Helldiver; 5 Sep @ 4:58pm
Toxic Yui  [developer] 5 Sep @ 5:01pm 
Originally posted by John Helldiver:
https://gist.github.com/HugsLibRecordKeeper/9c3ccbceb3cc99fd88590db84e6a6755

pawns won't leave safe area while drafted unless a target is directly selected.

Have a sizable modded list, but immediately evident compat culprits might be:
Search and destroy
Seek enemies
Drafted combat

Is probably consistent through a new game. Let me know if you need the save file.

Thank you, i'll check the log and post a fix as soon as I can, If the problem persist I would ask for the savefile, thank you!
https://gist.github.com/HugsLibRecordKeeper/75287499812899541fef7a0559008714

Hello I found a problem.
When I enabled this mod, I noticed my game became very laggy. Reloading the save file temporarily fixed the issue, but after a while, the lag gradually returned.
Form 400 TPS -> 60TPS
When I turned off the 'Auto-draw safe areas' option, the issue stopped happening.

Auto-draw safe areas: On
Dynamic erase rooms with enemies: On
Assign at raid start (one-shot): On
Auto-unassign when event ends: On
Idle update (ticks): (default )
Threat update (ticks): (default )



Were “DPYID — Roofed Safe” and/or “DPYID — Raid Safe” created? (Yes)
Do those areas have valid cells Yes

Was the pawn drafted or the job player-forced? (No)

Any other mod reassigning Allowed Areas or forcing pathing? (AAAA ,maybe. But I didn't create any safe zone for it.)

Occur both during threat and at idle
Toxic Yui  [developer] 6 Sep @ 3:32pm 
Alright thanks a lot for the logs, I'll try to release a fix as soon as I can
Toxic Yui  [developer] 6 Sep @ 9:03pm 
Got an update guys I'm still working on this. I barely got time in order to fix this, keep on mind this is still my top priority and it's the current mod I'm working on. I can't promise something now, but i'll do my best in order to try to release an update no later than sunday.

I almost done with the first compatibility issue.
and I still looking what is causing the lag issue with you Littlegrayman.

next update will contain both fixes
Last edited by Toxic Yui; 6 Sep @ 9:04pm
No rush. It's still workable enough as is until then
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