RimWorld

RimWorld

Smarter Visitors
133 Comments
T-T Jul 23 @ 11:54am 
Hi, I just did some testing for the visiting spot and it seems the gravship scenario is the problem. It works well otherwise but with the gravship they completely ignore it.
Nishe Jul 23 @ 5:54am 
Just had a guest that was afraid to leave because of volcanic winter, that one seems slightly odd lol.
Mlie  [author] Jul 22 @ 5:39am 
@Ueido In this mod its called visiting spot.
Can you verify with only this mod loaded?
Ueido Jul 22 @ 5:36am 
The Visitor spot? Pretty sure it said it was from this mod. Don't seem to be working, they don't gather around it like they used too.

Was mainly asking if anyone else was having the issue to narrow down what might be effecting it.
Cyber Jul 22 @ 12:06am 
Could you expand this mod to allow for dismissing visitors?

Sometimes you just don't want them around (such as when their animals snack on your food >:c)
Mlie  [author] Jul 21 @ 11:07pm 
@Ueido I dont understand the question
Ueido Jul 21 @ 4:45pm 
Visitor Spot not working?
RelaxItsJustAGame Jul 13 @ 9:58am 
Great mod idea. This should be vanilla!
AndGoatz04 Jun 11 @ 10:07am 
"i feel like i should leave" "what makes you say that?" [The tox emitter mech drop on the opposite side of the map: :hero_wz2:
Mlie  [author] Oct 27, 2024 @ 11:19pm 
@urmumwasvrince Pawns already will try to leave of they cannot find food. If they dont they usually cant due to pathfinding or some other error
urmumwasvrince Oct 27, 2024 @ 4:43pm 
Can you modified the mod so that you tell visitors/guest to leave similar to caravan dismissal. I've had scenarios were people I rescue just wont leave the map and end up starving to death.
GVLT Oct 1, 2024 @ 11:39am 
@Arthur GC
Try Trading Controle
ferny Sep 28, 2024 @ 11:42am 
My bad I tried, my log publisher is geeking out. I'll try and figure it out
Mlie  [author] Sep 28, 2024 @ 11:39am 
@ferny Please see the Reporting Issues section described above
ferny Sep 28, 2024 @ 11:35am 
Can corroborate that the spot doesn't work, at least on a large list. My modlist is my Progression modpack
Arthur GC Aug 17, 2024 @ 7:37pm 
I would love an option to force *anyone* friendly (not just traders) to leave: Sometimes visitors die from starvation or hypothermia rather than simply leaving the base.
kongkim Jul 28, 2024 @ 12:16pm 
For years back there have been a problem no one have fixed when using "Trade Spot" mods, that visitors and guests sometimes just wander around until they die of hunger. Is it possible to add a funtion to make them more smart so they are forced to leave/pass to world if they are close to death/hunger/cold etc. something like that.
NuanKi Jul 22, 2024 @ 9:22am 
@Chilling cat Use Locks and disable visitors and animals from the fridge doors
Mlie  [author] Jul 21, 2024 @ 7:16am 
@Chilling cat The features of the mod are listed above
Chilling cat Jul 21, 2024 @ 5:54am 
does it prevent visitors from going into my fridge? it's frustrating af
Ren Jul 15, 2024 @ 10:13pm 
@SolidSnake Allies are Helpful is what you're looking for
Mlie  [author] Jul 12, 2024 @ 2:17pm 
@SolidSnake Not sure it fits the content of this mod, this is more focused on the self-preservation of the visitors
Chronic Froggy Jul 12, 2024 @ 1:40pm 
Is there anyway you can get the NPCs to heal your player rather than watch them bleed out?
Dümbük Enişte May 2, 2024 @ 2:18pm 
It would be lovely if there was an option for refugees.
Mlie  [author] Apr 25, 2024 @ 10:56pm 
@Kianyx Please see the Reporting Issues section described above
Kianyx Apr 25, 2024 @ 10:36pm 
This mod doesn't really seem to work for me, no matter where i place it in my mod list.

I'm not fussed by the leaving when threats are around but the spot they're meant to hang around they never seem to go to it
Michiko Apr 24, 2024 @ 10:32pm 
Man I could've used this yesterday. Some visitors were trying to leave exactly where the mechs were sleeping. They woke up the mechs, got a few of their people killed, and we had to rescue the survivors. It was very messy especially since we had to beat the mechs first before we could actually rescue them.

Another example of a mod that really should be vanilla by now.
Yekaterinnani Apr 16, 2024 @ 6:34am 
Thank you! I discovered the mod with the bug, it's not yours, my bad
Mlie  [author] Apr 14, 2024 @ 10:18pm 
@Yekaterinnani Please see the Reporting Issues section described above
Yekaterinnani Apr 14, 2024 @ 9:14pm 
Hello, I am not sure that the cause of this exception is this mod, in fact this mod is not mentioned but it is triggered every time a visitor comes to my colony, and since I cannot find the causing mod, I dare to share the log here just in case it could be this mod that relates to visitors, sorry for the inconvenience.

https://gist.github.com/HugsLibRecordKeeper/560624738a79ccb7d6cfbe23708b1064
Mlie  [author] Apr 14, 2024 @ 10:57am 
@divineDerivative Should be fixed now, sorry about that.
divineDerivative Apr 12, 2024 @ 1:14pm 
You need to put may require on the toxic spewer defof, it's causing an error without Royalty.
Deadmano Mar 2, 2024 @ 12:35pm 
@Mlie: Thank you!! It works beautifully, and I really appreciate you being willing to do so! :love:
Mlie  [author] Mar 1, 2024 @ 2:03pm 
@Deadmano Should be added now, thanks for the code!
Deadmano Feb 29, 2024 @ 8:53pm 
Could you please make it that these spots can only be placed once, like for trading spots or orbital drop spots? It can be easy to forget where one has placed a spot on larger colonies. I'll send you a DM with an example of what I did for another spot I only wanted one of. :love:
lilairen Dec 22, 2023 @ 12:11pm 
Frisk, you want Trading Control for dismiss trader option:
https://steamcommunity.com/sharedfiles/filedetails/?id=2007107588
Mlie  [author] Dec 20, 2023 @ 9:53pm 
@_Frisk I think this is already implemented in the Hospitality mod?
_Frisk Dec 20, 2023 @ 6:26pm 
Hi I have an idea for a feature for this mod. So I don't like visitors to be in the middle of my base all the time and making a dirty mess. When an enemy arrives, the chance for friendly fire or nonsense reputation loss is always possible. I also just don't enjoy the crowded space, so I always use Character Editor to give one of them a heatstroke so they can leave due to dangerous temperature right after im done trading with them. Anyway I can just click a button to butt them out?
Snowcraft Dec 17, 2023 @ 3:11am 
Weird. Might be be because it was one of the VIE: Big Infestation events? The bugs were specifically part of an enemy faction before being tamed.
Mlie  [author] Dec 16, 2023 @ 10:44am 
@Snowcraft Sorry, Ive been testing this with infestation as well now and cannot recreate the issue.
Snowcraft Dec 16, 2023 @ 2:42am 
The Jellypots came from a hostile faction, since they came from an Infestation event. I suspect something may not have fully/properly cleared the fact they were from the insectoid faction rather than simply animals when tamed.
Mlie  [author] Dec 16, 2023 @ 1:25am 
@Snowcraft Tested this and visitors have no issues with tame Jellypots. Perhaps you had another danger on your map somewhere. The only animals that should affect visitors are manhunting animals or animals from hostile factions.
Mlie  [author] Dec 9, 2023 @ 11:21pm 
@Snowcraft Can you link to that mod?
Snowcraft Dec 9, 2023 @ 5:19pm 
There seems to be a small issue with this mod if you happen to have tamed insects in your colony. I noticed it with the Biomes! Caverns Jellypot insectoid, which is docile and can be tamed.

So I tamed some... and every single time I had guests attempting to visit or leave, I was having them have to act about the danger which did not exist.
FaPaThY Oct 26, 2023 @ 3:17pm 
Not sure if anyone brought up this idea yet, but sometimes a raid happens immediately after visitors enter or start leaving the map.
Would it be possible to add an interaction or comm option to warn them? Like telling visitors entering the map to turn around and leave until it's safe, and telling visitors leaving the map to go back to the visitor spot.
If not, it's cool. Probably only an issue on 400x400 maps.
calcification Oct 17, 2023 @ 9:22pm 
Apologies for asking, i didn't see it at first since it was beside the other green spot, caravan spot i think
Mlie  [author] Oct 15, 2023 @ 6:09am 
@Boni Misc menu along with the other spots
calcification Oct 15, 2023 @ 6:08am 
I can't seem where to find the spot thingy
Mlie  [author] Oct 14, 2023 @ 3:36am 
@llunak Because there already is a trading spot-mod and (at least for me) visitors and traders should not hang around in the same areas. I never have traders inside my base for example