RimWorld
Smarter Visitors
146 Komentar
Mlie  [pembuat] 21 Nov @ 10:29am 
@若彗 No, the check is done when they decide to leave
若彗 21 Nov @ 9:24am 
Although visitors can stay when there is danger, what if danger arises just after they step outside? Is it possible for them to come back immediately when there is danger?
hfxing123 26 Okt @ 11:22pm 
@Mile ok,Thanks
Mlie  [pembuat] 22 Okt @ 9:54pm 
@hfxing123 There are already mods that lets you block notifications, like Block Unwanted Minutiae for example
hfxing123 22 Okt @ 7:02pm 
Is it possible to avoid pop-up windows when visitors enter?provide an option?
Mlie  [pembuat] 6 Okt @ 4:36am 
@Respect Trapped visitor mechanic is not a part of this mod
Respect 6 Okt @ 4:13am 
Not sure what's the matter? But the game started showing that visitors are trapped as soon as they get into my walled base. Not seeing any errors though.
Mlie  [pembuat] 8 Sep @ 10:29pm 
@EpicJp21 Please see the Reporting Issues section described above
EpicJp21 8 Sep @ 4:57pm 
Hey I just wanted to let you know after awhile I started getting visitors waiting on the edges of my map starving and they might be invincible. Idk if this mod was conflicting with hospitality or something else but turning off "not leaving without medical rest" fixed it and they soon left.
Mlie  [pembuat] 10 Agu @ 11:28am 
@GFreenD Tested it with no other mods loaded and it worked as expected
GFreenD 9 Agu @ 1:03pm 
visiting spot does not seem to work for me regardless if its placed down or not they wont go to it (not though door not even through spike trap) caravan behaves as if it did not exist in the first place
Mlie  [pembuat] 7 Agu @ 10:18am 
@Monkey Magic There already is a DLC check for that condition (Toxic Spewer is added by Royalty by the way). So I dont think its connected to this mod.
Monkey Magic 6 Agu @ 7:38pm 
Been testing mods on an older save that doesn't have any of the DLC, and when a visitor leaves I get this error pop up (hidden in normal, can only be seen with dev mode enabled) stating:

Failed to find Verse.GameConditionDef named ToxicSpewer.

I assume this is some check Smarter Visitors makes before leaving that requires Biotech DLC? You may want to add a may require flag to this.
T-T 23 Jul @ 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 23 Jul @ 5:54am 
Just had a guest that was afraid to leave because of volcanic winter, that one seems slightly odd lol.
Mlie  [pembuat] 22 Jul @ 5:39am 
@Ueido In this mod its called visiting spot.
Can you verify with only this mod loaded?
Ueido 22 Jul @ 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 22 Jul @ 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  [pembuat] 21 Jul @ 11:07pm 
@Ueido I dont understand the question
Ueido 21 Jul @ 4:45pm 
Visitor Spot not working?
RelaxItsJustAGame 13 Jul @ 9:58am 
Great mod idea. This should be vanilla!
AndGoatz04 11 Jun @ 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  [pembuat] 27 Okt 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
EmethGistan 27 Okt 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 1 Okt 2024 @ 11:39am 
@Arthur GC
Try Trading Controle
ferny 28 Sep 2024 @ 11:42am 
My bad I tried, my log publisher is geeking out. I'll try and figure it out
Mlie  [pembuat] 28 Sep 2024 @ 11:39am 
@ferny Please see the Reporting Issues section described above
ferny 28 Sep 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 17 Agu 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 28 Jul 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 22 Jul 2024 @ 9:22am 
@Chilling cat Use Locks and disable visitors and animals from the fridge doors
Mlie  [pembuat] 21 Jul 2024 @ 7:16am 
@Chilling cat The features of the mod are listed above
Chilling cat 21 Jul 2024 @ 5:54am 
does it prevent visitors from going into my fridge? it's frustrating af
Ren 15 Jul 2024 @ 10:13pm 
@SolidSnake Allies are Helpful is what you're looking for
Mlie  [pembuat] 12 Jul 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 12 Jul 2024 @ 1:40pm 
Is there anyway you can get the NPCs to heal your player rather than watch them bleed out?
Dümbük Enişte 2 Mei 2024 @ 2:18pm 
It would be lovely if there was an option for refugees.
Mlie  [pembuat] 25 Apr 2024 @ 10:56pm 
@Kianyx Please see the Reporting Issues section described above
Kianyx 25 Apr 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 24 Apr 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 16 Apr 2024 @ 6:34am 
Thank you! I discovered the mod with the bug, it's not yours, my bad
Mlie  [pembuat] 14 Apr 2024 @ 10:18pm 
@Yekaterinnani Please see the Reporting Issues section described above
Yekaterinnani 14 Apr 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  [pembuat] 14 Apr 2024 @ 10:57am 
@divineDerivative Should be fixed now, sorry about that.
divineDerivative 12 Apr 2024 @ 1:14pm 
You need to put may require on the toxic spewer defof, it's causing an error without Royalty.
Deadmano 2 Mar 2024 @ 12:35pm 
@Mlie: Thank you!! It works beautifully, and I really appreciate you being willing to do so! :love:
Mlie  [pembuat] 1 Mar 2024 @ 2:03pm 
@Deadmano Should be added now, thanks for the code!
Deadmano 29 Feb 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 22 Des 2023 @ 12:11pm 
Frisk, you want Trading Control for dismiss trader option:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2007107588
Mlie  [pembuat] 20 Des 2023 @ 9:53pm 
@_Frisk I think this is already implemented in the Hospitality mod?