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 1-11 of 11 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
My issue was due to a conflict with the (run and hide) mod.
Last edited by John Helldiver; 11 Sep @ 5:09am
Toxic Yui  [developer] 11 Sep @ 8:09am 
Originally posted by John Helldiver:
My issue was due to a conflict with the (run and hide) mod.

I haven't tell ya that I posted a fix, so run and hide is making a conflict?
I think what is causing the issue, I'll try to add an option to disable the "flee" feature, that ways mods that overrites the same function don't create conflicts
It was. The second I removed run and hide my pawns were able to leave the designated areas when drafted. Also, the gradual drop in tps that builds up over time vanished. thank you!
soozs 13 Sep @ 8:35pm 
1. The development and testing map, utilizing standard parameters from the development and testing phase, along with default settings from the modification. However, the zone has been renamed due to issues with the original designation.
2. The modification titled "Kasandra War for Life" (note: I apologize for any inaccuracies in the English translation, as I am not a native speaker and may have made errors).
3. In this configuration, players do not enter the zone, resulting in the enemy presence on the map from the outset.
4. I employ this modification to automate the creation and alteration of zones.
5. Unfortunately, half of the modification's functionality is currently non-operational.
6. Yes.

Links to the GitHub gists:

* https://gist.github.com/HugsLibRecordKeeper/6ab7bd815181dd018fc13afe6bd1d6f0
* https://gist.github.com/HugslibRecordkeeper/9199e88e128e7e7696fdcbe12e3e7
A)
Toxic Yui  [developer] 13 Sep @ 8:48pm 
Originally posted by soozs:
1. The development and testing map, utilizing standard parameters from the development and testing phase, along with default settings from the modification. However, the zone has been renamed due to issues with the original designation.
2. The modification titled "Kasandra War for Life" (note: I apologize for any inaccuracies in the English translation, as I am not a native speaker and may have made errors).
3. In this configuration, players do not enter the zone, resulting in the enemy presence on the map from the outset.
4. I employ this modification to automate the creation and alteration of zones.
5. Unfortunately, half of the modification's functionality is currently non-operational.
6. Yes.

Links to the GitHub gists:

* https://gist.github.com/HugsLibRecordKeeper/6ab7bd815181dd018fc13afe6bd1d6f0
* https://gist.github.com/HugslibRecordkeeper/9199e88e128e7e7696fdcbe12e3e7
A)

No worries I'll made this a top priority, thank you"
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