RimWorld

RimWorld

Brrr and Phew (Continued)
78 Comments
Mlie  [author] Aug 11 @ 10:11pm 
I reverted back to the previous version, will update with the animal part fixed later today when I get home
Dumpshock Aug 11 @ 9:58pm 
Temp fix for anyone that needs until Mlie can address, he did add a Mod Option, so you can disable the new Gasp feature if it breaks your animals.
cobainerz Aug 11 @ 9:44pm 
Fourthing the animals passing out everywhere.
Dumpshock Aug 11 @ 9:28pm 
Adding on that something with the new GaspRecovery is breaking animals based on logs. If you have something like Dub's Hygine that adds additional needs, they are now also refusing to drink and eat.
Tydarius Aug 11 @ 7:16pm 
Can second this; in the tribal stage with both my animals running around freaking out over oxygen deprivation for no reason, honestly pretty funny
Ignus 'Vam Aug 11 @ 3:33pm 
Seems something with the quick patch is broken, colony animals are continually trying to recover from oxygen deprivation, even on a map without a gravship built yet.
Michiko Aug 11 @ 1:50pm 
Whoa that was fast! You're the best Mlie!
Mlie  [author] Aug 11 @ 12:55pm 
@Michiko sure, added Vacuum exposure to the Gasp-reaction now
Michiko Aug 11 @ 12:08pm 
Do you think it would be possible to extend this functionality to vacuum exposure from Odyssey? Like pawns avoid areas where they're exposed to vacuum unless they're protected. Probably a big ask but it feels like it would fit this mod's purpose perfectly!
Circumcised Khezu Aug 7 @ 5:51am 
Thank you for the update :>
TheOneTrueDemoknight Aug 5 @ 12:52am 
Pretty sure hypothermic slowdown is a base game hediff applied to insectoids.
Mlie  [author] Aug 4 @ 10:15pm 
@WarKittyKat Could you link to that mod?
WarKittyKat Aug 4 @ 9:27pm 
Would you be willing to consider compatibility with Vanilla Races Expanded Saurid? They have a special condition called "hypothermic slowdown" that takes the place of hypothermia.
TheOneTrueDemoknight Aug 4 @ 5:20pm 
@Church.exe Tested, this mod seems to work fine with celsius
Sep Aug 2 @ 7:41pm 
Yay, I was eagerly awaiting this one! Thanks so much for the update! All my animals are dying to hypothermia so this is PERFECTLY timed 🤣
Mlie  [author] Jul 29 @ 1:40am 
@Church.exe I have no idea, I dont know how they are coded
Church.exe Jul 29 @ 1:38am 
Out of curiosity does this work with more dynamic temperature systems like celsius or grid cell temperature? I could definitely see mods like that causing problems (notably, depending on how this mod and RW itself is programmed it could kill performance even if it technically 'worked') but it'd be incredibly useful if it did.
elĐeve Jul 16 @ 8:19pm 
let's be patient then!
Mlie  [author] Jul 11 @ 9:13pm 
@SAHIB Updating all my mods, see Discord for progress
SAHIB Jul 11 @ 9:22am 
Thanks for continuing support up until 1.5! Will you continue it into Odyssey 1.6?
RocketRacoon Apr 5 @ 2:21pm 
Okay, thanks for the answer!
Mlie  [author] Apr 5 @ 2:02pm 
@RocketRacoon You just have to remove mods until you find what mod is causing it
RocketRacoon Apr 5 @ 1:59pm 
My pawns are completely ignoring the hypothermia.. And I don't have any errors. Is there any way I can figure out why this is happening? They are basically choosing to the jobs/eat/drink water rather than going to a safe place. My game is heavily moded, but I was wondering if there is any way to figure out what's wrong. Thanks!
Mlie  [author] Apr 3 @ 12:06pm 
@Alma_S It does not address it
Alma_S Apr 3 @ 12:04pm 
i am wondering how this mod interacts with pawns that has indoor need instead of outdoor. will they do recreation indoors until their need is met or will this mod just not address it?
iF Mar 8 @ 11:11pm 
After using this mod, I no longer have pawns collapsing outdoors repeatedly due to poisoning.
Mlie  [author] Jan 17 @ 6:40am 
@Rhodry Please see the Reporting Issues section described above
Mlie  [author] Sep 28, 2024 @ 1:01pm 
@Darian Stephens Never used SoS2 and this mod was created before that existed. So, I have no idea about compatibility between them
Darian Stephens Sep 28, 2024 @ 12:22pm 
Will 'Ooh' just... kill people if they're in space, zoned to a breathable area, but not wearing a space suit?
I don't have that many suits to go around, but still have more people in space. They're in the safe interior of the ship, but they of course complain about being indoors all the time.
If this ignores zoning restrictions, then it sounds like they'll just decide to airlock themselves out of boredom.

This is with SoS2.

Is there an option to still have the response, but make it respect zoning? I have plenty of people on the ground who complain about not seeing the outdoors, but their activities simply don't take them outside much. Having them seek it out would be nice, but not at this cost.
Mlie  [author] Jan 9, 2024 @ 10:13pm 
@david.stewart Please see the Reporting Issues section described above
david.stewart Jan 9, 2024 @ 2:50pm 
my slave straight up decided to sleep outside in sub-freezing temps
david.stewart Jan 9, 2024 @ 2:45pm 
My pawns keep working while suffering from severe hypothermia even though they should be running inside at mild. They just work til they die, which is pretty unfortunate.
Morlund Dec 17, 2023 @ 5:46pm 
Yup I'm blind, somehow I missed the big green checkmark right there on the options page. My sleepy brain was looking for it on the left side of the page I guess lol, my bad
Mlie  [author] Dec 4, 2023 @ 11:47am 
@Morlund You just uncheck the ones you dont want active
Morlund Dec 4, 2023 @ 11:41am 
I must be misunderstanding the options or have some oddly conflicting mod then 😅
Tried setting Ooh to both min and max and they were still wandering outside for me. Guess I'll go double check.
Mlie  [author] Dec 4, 2023 @ 1:34am 
@Morlund All reactions can be disabled in the mod-options already.
Morlund Dec 3, 2023 @ 9:51pm 
Is there a chance to get an option to disable Ooh? I just had a 3 year old girl ignore her zone restriction and wander outside to be killed by a megaspider, and there was nothing I could do to stop it before it was too late. I'm not a huge fan of that ;-;
Luv N Hugz |UwU| Oct 22, 2023 @ 12:33pm 
This mod really needs help with toxic buildup caused by pollution. The AI only knows to go under a roof and decides it will "hide" from toxic buildup by lying on polluted floors.
Sunny Jul 3, 2023 @ 11:20pm 
Mlie you're awesome. Thank you for all that you do!
Silver Felyne May 21, 2023 @ 1:51pm 
Is it WAD that recovering pawns rapidly alternate between sleeping and lying down?
maxTerr Aug 16, 2022 @ 11:53am 
Thanks man for all your work, you really are an essential modder for the rimworld players community.
Mlie  [author] Jan 18, 2022 @ 9:46pm 
@All previous versions of my mods are always available from the Github linked in the description
Lekoda Jan 18, 2022 @ 9:05pm 
You guys can use older copies of this mod. Or ask someone who has a local copy and the game should run fine again, no need to remove any.
Mlie  [author] Jan 17, 2022 @ 10:04pm 
@Da Evil Wizard No idea how active that modder is. Probably better to ask on that mod page
Da Evil Wizard Jan 17, 2022 @ 4:37pm 
so remove proxy for now?
Mlie  [author] Jan 16, 2022 @ 10:55pm 
@[TM] Viper Looking at the comments of that mod it seems it tries to change this mods functions. They need to update their code and preferrably have some error handling in their patches.
Viper Jan 16, 2022 @ 10:17pm 
Dragonling Jan 16, 2022 @ 8:35pm 
You are so cool, thank you! :steamthumbsup:
Mlie  [author] Jan 16, 2022 @ 2:12pm 
@Dragonling Should be added an extra setting for that now
Dragonling Jan 15, 2022 @ 12:00am 
@Mile, can you please make it, so that pawns wouldn't ignore assigned territory when recovering? Or at least not go into enemy territory. Here's an example. I get that Toxin sprayer quest, where my pawns must destroy an enemy camp. They come to the enemy camp map, and go to recover right into the enemy buildings. I assign them a territory, but they ignore it.