边缘世界 RimWorld

边缘世界 RimWorld

SafeInside
52 条留言
ELLIOTTCABLE on Discord 2023 年 8 月 9 日 下午 9:05 
That's not quite as flexible, though, because it's a preset - not something I can boolean-combine with other filters, or specific items (y'know, filter to weapons, disable non-perishables; another stockpile, all non-perishables, lower priority ... etc, etc.)
Charlotte  [作者] 2023 年 8 月 8 日 上午 2:05 
ELLIOTTCABLE on Discord 2023 年 8 月 7 日 下午 1:38 
Are you willing to add the _opposite_ of perishables - non-perishables?

It'd really speed up early-game when I just want to get "anything perishable" under a roof, without bringing in stone blocks or whatever - create a stockpile, allow all, disable corpses, disable non-perishables. Boom.
Taemaly 2021 年 12 月 14 日 上午 8:54 
This mod is very undersubscribed gem
ELLIOTTCABLE on Discord 2021 年 8 月 6 日 上午 10:11 
Yeah; I set it to haul-urgently. It's not in a stockpile, inside; just sitting on an empty tile (manually ejected it from a Deep Storage building.) That's too bad!
Charlotte  [作者] 2021 年 8 月 6 日 上午 10:09 
Looks fine, what's the values of the one inside? Note that hauling sometimes can take a while between stockpiles because it's calculated seldomly.
ELLIOTTCABLE on Discord 2021 年 8 月 6 日 上午 9:43 
Hrm. I can't, for the life of me, figure out why this isn't working.

I'm attempting to create a critical stockpile outside my base for rotten animal corpses, but *only* allow items to be hauled to it that are currently indoors (and thus shouldn't be.) i.e. get rotten animals out of my fridge, but don't run across the map to haul a dessicated wild animal corpse.

Here's my setup: https://imgur.com/a/lBZcbKv

No errors, nothing in the debug-log. Am I doing something wrong?
Charlotte  [作者] 2021 年 7 月 20 日 下午 4:16 
deteriorates when outdoors
scyph 2021 年 6 月 3 日 下午 5:50 
My pawns insisting on grabbing stuff through a zombie horde were causing me a mental breakdown. Thank you so much for making this.
Charlotte  [作者] 2021 年 5 月 19 日 上午 1:09 
If you select both, it's an AND. It'll only grab things outside and perishable.
ELLIOTTCABLE on Discord 2021 年 5 月 18 日 下午 8:01 
Quick question: Are these exclusive, or inclusive?

i.e. if I select both "Allow perishables" and "Allow outside", what would happen in each of the following four circumstances:

1. 1 wood, outside "home"
2. 1 wood, inside "home"
3. 1 rice, outside "home"
4. 1 rice, inside "home"

It's unclear to me how these interact with eachother! Thanks!
tymmathi 2020 年 10 月 25 日 上午 2:11 
works in 1.2 guys
Charlotte  [作者] 2020 年 7 月 28 日 下午 3:08 
Do you mean the beta? The mod works under 1.1...
Thermi 2020 年 7 月 28 日 下午 1:04 
Might not work in 1.1
ArterialSpray1066 2020 年 4 月 9 日 下午 2:31 
Do you know how often I end up looking up this mod on the workshop because I forget what it does from the in game description? lol.

Great mod though. :p
MrKampfCookie 2020 年 3 月 19 日 上午 5:06 
Like for the Madoka reference and Touhou picture. UwU
Charlotte  [作者] 2020 年 3 月 5 日 下午 1:53 
Updated to 1.1
Mahmen 2019 年 3 月 7 日 下午 11:56 
This mod is criminally underrated. Should be in vanilla.
Drunsy 2018 年 11 月 16 日 下午 8:21 
I used "roofed" along with the 'better workbench manager' mod, and limiting myself the search radious so they only look in my own designed inventory stockpiles made this mod a wonder, now need to see if they aren't incompatible XD
Charlotte  [作者] 2018 年 11 月 16 日 上午 10:26 
I added them back with a settings option.

I found a lighter way to do it but it can get wrong and assumes stockpile = indoors otherwise it makes pawns loop.
Thundercraft 2018 年 11 月 15 日 下午 9:25 
My vote is to add the non-roofed filter back. It may not be perfect, but it was certainly better than nothing.

You could still keep the Home Zone filter for those who want to use it, instead, couldn't you?
Charlotte  [作者] 2018 年 11 月 15 日 下午 8:50 
They're not optional. Even when on or off they get called and calculated. They're heavy. It made my computer crawl and I have a beefy computer above average. You can't use clocks with the special filters. They're being used by the hauling system and the ui.

What's the use case of having roofed/unroofed? Preventing deteriorating items outside or avoiding danger from outside.

I can add the non-roofed back, that was light, but the one that has to calculate indoors is way too heavy.
Thundercraft 2018 年 11 月 15 日 下午 5:53 
So... Just so we understand:

1) You overhauled the mod.
2) It no longer checks to see if a stockpile is roofed/unroofed.
3) Instead, all this does is (a) Add a filter to check whether or not an item is perishable and (b) add a filter to check whether or not a stockpile is in (or outside) your Home Zone.

Is that correct?

If so, I no longer have much incentive to use this mod. Those filters do not sound especially useful for my personal play style. (Also, the mod name sounds misleading now.)
Thundercraft 2018 年 11 月 15 日 下午 5:53 
Perhaps calculating whether or not an item is inside (or outside and susceptible to deterioration) would involve rather heavy calculations and impact FPS. However - and I think this is very important - optional filters are optional. Is there any reason why a deterioration (inside/outside) filter should impact the game's FPS if said filter is optional and currently turned OFF?

If you add a deterioration inside/outside filter that can be turned off where it does not impact FPS, then I don't see a reason why it should not be added. Those who do not want to use it - such as those on a slower, older machine - can just not use it without any FPS cost.

P.S.: I have a suggestion. One way you can control how much FPS impact a mod function has is by increasing the clock ticks (the time that passes) before it gets called again. Why not just decrease the frequency that such a function is called so the FPS impact is negligible?
Charlotte  [作者] 2018 年 11 月 15 日 上午 8:03 
Okay, I overhauled the mod.

I like these options better than just roofed/unroofed. I will actually use the mod now!
Charlotte  [作者] 2018 年 11 月 15 日 上午 6:53 
I've been trying to think about a solution. Calculating if an item is inside and safe from deterioration is very heavy and these filters get called a lot per second.

Wouldn't it be better for a "is in home area" instead plus another set of options for deteriorating and imperishable?
Akervio 2018 年 11 月 5 日 下午 3:45 
Without that option, it is difficult for you to separate the corpses of the deteriorated animals that are outside, inside and if they are in a waste area that has a roof or not.
I think the ideal that the "deteriorated" option should continue.
Akervio 2018 年 11 月 5 日 下午 3:40 
There is a problem with the MOD, in the selection you eliminate the option that marks deteriorated.
Thundercraft 2018 年 11 月 3 日 上午 5:36 
Q: Are you sure that differentiating between roofed and unroofed is enough for v1.0?

Watch RIMWORLD 1.0 Tips for Returning Players by Randomize User. At 1:24 he says, "Make sure your stockpiles are fully indoors to stop things from deteriorating." He says that item deterioration was changed in 1.0 so that a roof alone is not enough. You must now have your stockpiles under a roof and enclosed by walls on all sides.

If the above is accurate, I have to wonder if this mod needs to be recoded to detect for an interior room instead of just the presence of a roof...
Drunsy 2018 年 10 月 21 日 上午 10:07 
oooo <3 gonna test it right now :3 thank you!!
Charlotte  [作者] 2018 年 10 月 21 日 上午 9:54 
Sure. Here you go.
Drunsy 2018 年 10 月 20 日 下午 9:41 
I usually never ask but.. any chance this would be updated to 1.0? XD This mod is a must have when placing a kitchen between a fridge and the crops to evade your cook running out to pick anything left unhauled from outside instead of the neatly perserved food reserves.
Tanix 2017 年 11 月 18 日 下午 2:53 
Thanks.
Charlotte  [作者] 2017 年 11 月 18 日 下午 12:52 
Updated to B18
Charlotte  [作者] 2017 年 5 月 24 日 下午 5:19 
Updated. Added filter for roofed items too.
Charlotte  [作者] 2017 年 4 月 8 日 下午 2:46 
I've been taking a break from Rimworld modding.
soglasen666 2017 年 4 月 8 日 下午 1:33 
Is there even a slight chance of "set the area items are hauled from" feature being implemented in the nearest 2-3 months?
[RaW]Traumatus 2017 年 1 月 13 日 上午 3:25 
This needs a 'allow roofed' tick, to allow priority for unroofed items so they don't degrade.
kiko 2016 年 12 月 31 日 下午 4:57 
@tiger's eye: when you're playing on permanent fallout and you're too lazy to restrict where your colonies can and cannot go
Tiger's Eye 2016 年 12 月 28 日 下午 2:22 
Why exactly would I care whether items are hauled from an area without a roof?
LOTO 2016 年 12 月 24 日 下午 9:55 
thank you , this will make the hualing quite efficient! love no more woods detoriating outside:steamhappy:
Charlotte  [作者] 2016 年 12 月 24 日 下午 9:52 
That's easy to make... I guess I'll add it too.
LOTO 2016 年 12 月 24 日 下午 9:44 
I guess this can be a super-awesome mod if we it can set the area items are hauled from.:steamhappy:
Charlotte  [作者] 2016 年 12 月 24 日 下午 4:20 
Roof check fails for things that pawns pick up, rendering them unable to move.

It no longer happens. Bug has been fixed.
cammillotto 2016 年 12 月 24 日 下午 3:34 
hey @Charlotte apologies, I now realise it must come from mending. what bug did you have?
vicioushobbit 2016 年 12 月 24 日 下午 12:19 
I've been using Mending easy for a while; haven't noticed a bug, but then again, i havent' noticed the "unroofed" option. 0.0

But I think I initially responded confused; I thought you said you hadn't seen such a function as this mod provideds in another MOD. I think, now, you meant you hadn't seen it in VANILLA.

Thank you for providing people this option. :)
Charlotte  [作者] 2016 年 12 月 24 日 上午 11:51 
I had it for Mending easy. This mod comes from that mod. It used to have a nasty bug if people picked something up.
vicioushobbit 2016 年 12 月 24 日 上午 11:40 
I noticed the game suddenly having that function, too (do not use the Safe Inside mod, but was browsing). I assumed it was becuase I started using AC-Enhanced Stack, but maybe they incorporated it into the A16 vanilla game?
Charlotte  [作者] 2016 年 12 月 24 日 上午 10:58 
Really? I looked around and found none.
Draylynn 2016 年 12 月 24 日 上午 8:24 
There's another mod (not sure which) that is already providing this function, just a heads up.