RimWorld

RimWorld

25 ratings
Run away, Stupid!
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Mod, 1.5, 1.6
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1.779 MB
4 Dec, 2024 @ 10:46am
3 Jul @ 12:03pm
17 Change Notes ( view )

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Run away, Stupid!

In 1 collection by Urist Flaccidbarrels
Tua's mods
3 items
Description
TL;DR:
1. Kids will try to avoid tox gas when not drafted by either running away (like if an enemy came too close) or running to their bedrooms/other colonists.
2. Kids will try to avoid floordrawing and skydreaming in dangerous temperatures. Nature-running already has a temperature check built into it.
3. Kids won't nature-run or skydream if there are predators on the map which are large enough to make prey of said kid. They should make this check at the start of nature-running as well as after every leg of their run. There is an option you can enable (It's disabled by default) which will further check and see if any of those predators can reach their naturerunning or skydreaming target location. If the predators are present but can't reach those targets, then the kids will naturerun and skydream anyways. This won't stop the kid from passing through an area on their way to the target which the predator can reach but I do not think this is a very common occurrence.

Description:

Tua thinks other kids shouldn't hang around in tox gas! Makes kids run away from tox gas if they aren't drafted and aren't immune/resistant to it. They will first try to run a short distance to a tile without gas. If they can't find one (There's too much gas around), they will try to run to their bedroom. If that fails, they'll run towards the nearest colonist that isn't in tox gas. If that fails, they will basically look a long distance to try and find a place to run. That doesn't have great performance though so it should happen very rarely.

Kids will also check for the temperature of an area where they want to floordraw or skydream before they do it, so hopefully this stops them from freezing to death because of it in most cases. It's possible they could make that check, go to floordraw or skydream, and the temperature goes out below their comfortable range but there's not an easy way to check that.

Lastly, kids won't nature-run or skydream if there are dangerous predators on the map. Each predator has a "size of creature I will prey on" stat, so that is compared with the child's size. You can check an option which will see if predators have a path to the skydreaming or naturerunning location and only cancel the job if they do, rather than if there are just predators on the map which is the default.

Not finished yet. There's a bunch of extra logging and probably some performance stuff to fix. You can toggle on or off pretty much everything as you desire, including the warning messages that will pop up on the screen when one of the danger conditions triggers.

TODO:
1. Check if enemies are on the map before nature-running or skydreaming.
39 Comments
Urist Flaccidbarrels  [author] 14 Oct @ 12:19pm 
Have been on a break from the game for the past few months but will likely pick it back up again soon. My plan is to learn how to integrate it with Toddlers since I really like that mod, too.
Urist Flaccidbarrels  [author] 14 Oct @ 12:19pm 
And to keep your fridge clean, too!
Thyx 11 Oct @ 9:46pm 
Finally something to stop my kids from getting frostbite all the time...
Urist Flaccidbarrels  [author] 30 Jul @ 1:09pm 
The tox gas fleeing should work with toddlers (And everything that the game doesn't classify as an "adult"). Things like predator or temperature checks for skydreaming and bugwatching won't work with toddlers because they are separate jobs specific to toddlers versus base game kids.

I'd like to write a patch to add that functionality in but I have to learn how to do it first (and have the time to do so).
tanyfilina 29 Jul @ 3:27am 
Is it compatible with Toddlers mod?
Urist Flaccidbarrels  [author] 3 Jul @ 12:04pm 
Tattooofhername, I tested it on 1.5 and found some problems. Not sure if they are related to what you saw, but I think I forgot to recompile it with the 1.5 dll or something (That's why you don't mess with stuff while half asleep.) Tested it again, so, please give it a shot and let me know.
Urist Flaccidbarrels  [author] 3 Jul @ 11:18am 
Interesting. I'll boot up 1.5 and take a look to make sure I didn't break something without realizing it.

When you say they stopped aging, do you mean that they didn't get growth moments? Or they literally just never got older?
tattooofhername 3 Jul @ 12:39am 
Since the update I've had to disable this one because the children stopped ageing or learning. They worked full time instead, which is useful, but once I unplugged this mod they started behaving normally. I'm still on 1.5 so that might be the issue. Could also be a mod conflict, I have a fair few mods installed.
Urist Flaccidbarrels  [author] 30 Jun @ 10:56pm 
Prometheus, pushed an update so that the run away from tox gas job won't trigger at all unless pawns are a part of your faction. Let me know if you run into any more problems. Appreciate the feedback!
Urist Flaccidbarrels  [author] 30 Jun @ 10:39pm 
Thanks Prometheus. I'll take a look at it. I don't normally play with child raiders on so that would explain why I missed it.