RimWorld

RimWorld

89 ratings
Do Not Go There!
   
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Mod, 1.5
File Size
Posted
Updated
154.400 KB
Aug 19, 2024 @ 7:11am
Aug 30, 2024 @ 11:56pm
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Do Not Go There!

Description
Have your pawns ever went outside of the restrict zone in the middle of raid,
just to fix that ♥♥♥♥♥♥♥♥ wall?

Well, at least this mod can tell them what the z-o-n-e means!

This is a simple mod that make pawns no longer able to go outside of restrict zone to do works.

safe to add/remove in midgame.

Known issue:
This mod violently prevent pawns go outside of zone.if there is a job in a serperated/discoutined part of their restrict zones ,they will stuck. you can avoid this by ensure a zone do not split in different parts.
I am still finding a way to fix this since the underlying problem is very complex.
36 Comments
Sleezy Cabbage Feb 27 @ 12:06pm 
Yes you are 100% right, when the issue was just my own colonists, i altered the "not allowed" area from being (analogy) the center square in a tic-tac-toe grid (not-allowed section surrounded by allowed area), to a corner square in the same tic-tac-toe grid.

I realize now that this is what you were getting at in the description, as giving pawns the OPTION to path left or right around an area is splitting their pathing, and then what your comment described happens.

And genuinely, I was hype to use this mod for a while (Ive lost way too many mechs n pawns to the exact gif for this mod), but i chose last second to try and indulge in the Hospitality mod, and the moment my guests began bugging out despite their assigned area being "unrestricted", I couldnt workaround it anymore :/ .

But regardless once do a non-hospitality run ill be throwing this mod back into the list.
幻想鄉の鵬鵬  [author] Feb 26 @ 9:05pm 
@Sleezy Cabbage
Currently the workaround is to make sure the allow areas all continuous(no separated islands) and sadly I cannot do much about this.

For more technical information:

the game determine wether a place can reach without considering all the tile between two points (due to performance issues i guess)

and then it do the actual pathfiinding calculation which normally still doesn't care a tile on the path is forbidden or not.

if there are no better choices the game will allow pawn to go through forbidden area anyway ,then some of the most headache scenarios emerge.

this mod strictly limit the second step where the pathfinding should not step into any forbidden tiles.
meanwhile i cannot fix the first step
so it can create a infinite loop where the game think it can reach there but the pathfinding failed.

currently this implementation only work for those continous areas which the first step should always yield correct results.
Sleezy Cabbage Feb 26 @ 11:36am 
Issue: When Pawns try to path AROUND a not-allowed area, surrounded by an allowed area, they will throw an error(:"ran out of cells for pathing" or something) causing that pawn to be stuck "Standing".
Scenario: You allow the entire map for an Area, but remove a sizeable chunk surrounding a mech cluster. Pawn trys to path anywhere opposite of it, and they get stuck.
Also with Hospitality, the exact same happens when the Guest trys to leave the map. In my experience, they kinda wander to the center of the map, then begin "Standing" until they die.

Reloading didnt fix anything sadly, so I had to remove it. Im using the Collection created by Ferny for 1.5 Anomaly for 99.99% of my mods, so it could always be because of my load order.
.Heinz_Dieter Feb 18 @ 10:57am 
Very nice mod, but very performance hungry in larger colonies, so unfortunately I can no longer use it for my current colony
3/5 :steamthumbsup::steamhappy:
KIN Nov 22, 2024 @ 1:23pm 
This mod doesn't work for me and just causes problems with the console. Thanks for the effort though.
wwu0268 Nov 21, 2024 @ 12:43am 
會同時禁用Achtung的強制命令功能,哭哭。
伪善猫尾 Sep 3, 2024 @ 12:07am 
可以做一個選項,當有小人徵召站位時即“戰時狀態”,解除徵召站位時則“非戰時”?
伪善猫尾 Sep 2, 2024 @ 11:54pm 
那不妨做一個戰時和非戰時狀態,戰時強制活動區,非戰時就保持原版,然後做一個ui讓用戶自行設定當強制一定時間後自動恢復原版?
幻想鄉の鵬鵬  [author] Sep 2, 2024 @ 10:17pm 
遊戲內在處理各種機制時 活動區常常不是"限制" 而是"建議" 所以我這樣改可能會跟原版有各種意想不到的衝突 還在想怎麼處理比較好
幻想鄉の鵬鵬  [author] Sep 2, 2024 @ 10:12pm 
@伪善猫尾
這是我設定的沒錯 這個MOD會進一切可能阻止非徵召的小人走到設定的活動區外 所以如果同一活動區內有部不相連的部分 是不能在兩地之間來回的 事實上原版保留這個彈性空間就是各種高血壓狀況的根源
不過你這樣提醒了我應該能做個警報系統 警告有小人卡在一個活動區裡了