RimWorld

RimWorld

Proximity (Continued)
37 Comments
randomvortex Jun 3, 2024 @ 2:07pm 
@Mlie Yup works like a charm, thank you again for all that you do, you're always super fast when it comes to bug fixes!
Mlie  [author] Jun 3, 2024 @ 1:24pm 
@randomvortex Should work better now, unnatural corpses should no longer get proximity comps
randomvortex Jun 3, 2024 @ 1:13pm 
Also worth mentioning that these are both events added by 1.5 "Anomaly" expansion which would explain why it's a fairly new issue.
randomvortex Jun 3, 2024 @ 1:08pm 
@Mlie I can confirm the error @DmytroUndertaker has mentioned occurs with only this mod active, on a new save, when either "MysteriousCargoUnnaturalCorpse" or "UnnaturalCorpseArrival" event are triggered, that it throws an Exception ticking error saying specified cast is not valid. I am away from my computer right now but will try to do a full error report later if that would be helpful.
Mlie  [author] May 22, 2024 @ 9:57pm 
@DmytroUndertaker Please see the Reporting Issues section described above
Therion_TheRuiner May 22, 2024 @ 3:36pm 
Idk why but this mod caused a Mystery cargo quest glitching every time that was an unnatural corpse inside, which caused a drop pod with unnatural corpse permanently unable to land and only incoming https://gist.github.com/HugsLibRecordKeeper/90842d79df25f535c4a808f8c025bab6
Mlie  [author] Nov 15, 2022 @ 10:59am 
@Nazarekt Should be fixed now
Mad Catter Nov 15, 2022 @ 5:02am 
Weird Huglibs say 1.4 Assembly still use the old outdated ToxicSensitivity.
Mlie  [author] Oct 5, 2022 @ 10:11pm 
@FlareShooter The mod is not updated yet
FlareShooter Oct 5, 2022 @ 9:18pm 
World map not created in 1.4
It seems to cause an error while loading progress because Tynan changed some Stat def names like ToxicSensitivity → ToxicResistance & ToxicEnvironmentResistance
Witch ~ Jun 15, 2022 @ 3:01pm 
Im blind 😭
Mlie  [author] Jun 15, 2022 @ 12:11pm 
@Witch ~ There are some pretty large icons above describing that
Witch ~ Jun 15, 2022 @ 10:13am 
can I add this midsave
FlareShooter Jun 8, 2022 @ 8:11am 
Recently, GiveHediffSeverity comp was added to the vanilla core.
However, Proximity is still worthwhile for modders as it supports more detailed features than vanilla, such as setting the type of pawn the hediff will be applied to.
bearhiderug Jun 7, 2022 @ 7:06am 
I personaly have used it many game snow. I would recomend useing it. I would imagine spamming them too hard or TRYING to break the game maybe, but they seem to function fine with a colony of 111 pawns and 400+ animals..
Vervain May 3, 2022 @ 12:28pm 
I'd like to try More Arcotech Garbage, but I'm a little hesitant to add yet another framework mod. Is anyone aware of any performance or compatibility issues arising from this?
Jesus of Nazareth Apr 17, 2022 @ 4:01am 
@bearhiderug Thank you!
bearhiderug Feb 24, 2022 @ 11:04pm 
I forget, what mod/s require this?
PunkyRoo Jan 19, 2022 @ 4:02pm 
Does anyone know if it's possible to use this with animals? I was hoping to create a series of animals that provide proximity hediffs to nearby pawns.
Mlie  [author] Aug 21, 2021 @ 10:55pm 
@rotted nightmare Thats the original description, I did not write it
rotted nightmare Aug 21, 2021 @ 10:25pm 
"Ashnal, another mod developer has taken it upon himself to adopt the functionality from Proximity. And is intending to extend the functionality of the mod further."

can you link to this mod?
Mlie  [author] Aug 10, 2021 @ 10:54pm 
@Blazerik Ah, you mean in the description
Blazerik Aug 10, 2021 @ 10:32pm 
@Mlie Some punctuation marks are written out instead
Mlie  [author] Aug 10, 2021 @ 9:56pm 
@Blazerik Messed up some words where?
Blazerik Aug 10, 2021 @ 8:07pm 
Also any eta on ashnals mod or what it will be called? Havn't seen any mods from a username like that iirc
Blazerik Aug 10, 2021 @ 8:05pm 
@Mlie looks like your auto publishing messed up some words or something
Mlie  [author] Jul 11, 2021 @ 10:37am 
@Kaffo Thanks, used your PR as a base for the 1.3 update
Kaffo Jul 7, 2021 @ 1:04am 
I've got a PR up for "fixing" 1.3 (apparently it works) here https://github.com/emipa606/Proximity/pull/1
If anyone is desperate to get their hands on a fix, that should work until the author gets a sec to merge the fix back into main mod.

Only thing to note, I didn't get to test if the room finder functionality works as it used to. It will work, just maybe differently :steamthumbsup:
FlareShooter Jul 5, 2021 @ 8:05am 
@MrKociak I'll wait patiently too. Tynan has cast a turn undead this time, so the necromancer will have too much work to do.
MrKociak Jul 5, 2021 @ 7:18am 
@FlareShooter yeah I've noticed that too, when I tested it out (cuz I'm in a process of updating my mod that used prox as a dependancy) I couldn't generate any new planets. At least there are 2 weeks for modders to update their stuff, so there's no need to rush.

Though it seems Mlie will have a lot of work to do (if they wanna update all of their mods) , so I wish 'em luck!
FlareShooter Jul 4, 2021 @ 11:09pm 
Fastidiousness Tynan removed 'UnskilledLaborSpeedOffSet' stat data from Rimworld 1.3. Because of that, it seems that Proximity in 1.3 does not initiate the function and causes map generation errors.
Mlie  [author] Aug 15, 2020 @ 12:51pm 
@Flyingstar Should be fixed now, the mod tried to check the pawns faction without checking if it had any faction and neutral animals do not.
Regarding the mechanoids, the mod expicitly checks if the pawn is a mechanoid and ignores them. I dont know why but from what I can tell it has done so since 1.1?
FlareShooter Jul 25, 2020 @ 5:48am 
Quickly created the sample mod, the experimental building is on the security tab
https://drive.google.com/file/d/1sqCriwoatoqv92JFC3bjCXOg20GLSmhl
Mlie  [author] Jul 25, 2020 @ 4:10am 
@Flyingstar Do you have a mod that shows these errors that I can test on?
FlareShooter Jul 25, 2020 @ 1:42am 
I'm glad to see this wonderful framework mod again. However something to know to moders who will use it.
There are some broken features since RimWorld 1.1.
Proxi hediff giver does not apply to mechanoids and if using the animal value without the outsider value also true, causes errors when a neutral animal enters the proxi range.
pgames-food Jul 6, 2020 @ 1:35pm 
thanks mlie, one of the things i want to try is seeing if a particular recipe can make a pawn receive a temporary hediff. (but even if it only works with buildings, then i could make a small 1x1 woodworking bench or something for when working with sawdust) in my rimside recycling mod :)

that way players who have a gasmask or facemask, would be able to work more safely or efficiently (in theory) :)