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RimWorld => Ideas => Topic started by: Adamiks on May 10, 2015, 07:49:25 PM

Title: Danger zone or Danger ahead "free signs".
Post by: Adamiks on May 10, 2015, 07:49:25 PM
I was wondering why nobody created "danger zones". So many fucking times my colonists just want to pick up some wood logs next to the group of raiders/mechanoids (worse). "Hey Jon, look! Some squirrel corpses! I'm gonna pick it up! Maybe this mechanoids are friendly!" *picking up squirrel corpse and then getting fucked in the ass by the Scyther*

IQ of people from the future is VERY low.

Sorry for the language (for my bad English and for this scyther) but my colonist almost die like one hour ago because he want to pick up squirell corpse -_-
Title: Re: Danger zone or Danger ahead "free signs".
Post by: TLHeart on May 10, 2015, 08:00:55 PM
well you told him to go pick up that corpse. just blindly doing what they are told.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Adamiks on May 10, 2015, 08:35:40 PM
No, i didn't tell him. I just forget about prohibiting every item in the "danger zone".... This squirrels are so small..... And colonists have so small brain...
Title: Re: Danger zone or Danger ahead "free signs".
Post by: TLHeart on May 10, 2015, 09:20:18 PM
at some time you told him to pick up that squirrel, they don't do anything without you first allowing it to be done.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Johnny Masters on May 10, 2015, 10:12:39 PM
Yes, but animals move and situations change instantly with events. Plus sometimes there's information overload, specially on larger maps. And while deep down you can pin everything down to the player, the game can and should provide steps and measures to assist you (a.k.a.: improve gameplay). Unless of course it's an intended feature, which in this case i doubt it is so. 

Either way, danger zones are quite often requested so i guess its a matter of time or another better way to handle this :)
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Tynan on May 11, 2015, 02:12:47 AM
I've had the desire for a long time now to have them avoid this sort of thing. But it's a tricky AI problem to say the least. There's significant geometric analysis that has to be done on a changing situation. So it just hasn't been addressed so far.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Matthiasagreen on May 11, 2015, 09:10:55 AM
I think a quicker fix for it would be a forbidden zone. Set a zone above an area and the colonist will act as if it is walled off.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Ketzal on May 11, 2015, 12:06:05 PM
Why not have all hostile entities (or even hunters) have a bubble around them that colonists cannot walk through without being drafted?

I don't know about the geometry of it all, but the AI handles walls that are being built, could it not be treated as a walled off area?  Maybe the "wall" is fixed for a period of time and then reset?
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Adamiks on May 11, 2015, 12:10:23 PM
Quote from: Matthiasagreen on May 11, 2015, 09:10:55 AM
I think a quicker fix for it would be a forbidden zone. Set a zone above an area and the colonist will act as if it is walled off.

Quote from: Ketzal on May 11, 2015, 12:06:05 PM
Why not have all hostile entities (or even hunters) have a bubble around them that colonists cannot walk through without being drafted?

I don't know about the geometry of it all, but the AI handles walls that are being built, could it not be treated as a walled off area?  Maybe the "wall" is fixed for a period of time and then reset?

Exactly that i mean saying "danger zone".
Title: Re: Danger zone or Danger ahead "free signs".
Post by: isistoy on May 12, 2015, 07:52:06 AM
+1
Title: Re: Danger zone or Danger ahead "free signs".
Post by: darkrage000 on May 12, 2015, 07:55:41 AM
Quote from: Tynan on May 11, 2015, 02:12:47 AM
I've had the desire for a long time now to have them avoid this sort of thing. But it's a tricky AI problem to say the least. There's significant geometric analysis that has to be done on a changing situation. So it just hasn't been addressed so far.

What about the mountains? Colonists don't walk into mountains when pathing, nor do they mindlessly mill about the edge of a wall if there's a lavish meal sitting on the ground inside...  maybe some of that coding could be applied here?
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Seorl on May 20, 2015, 04:28:02 AM
Hello everyone.

I have a similar suggestion with a bit more customization options. For example I have a large underground base in tundra biome. Average air temperature is -40 C almost all time of the year, so I have to keep my colonists inside well-heated base. And there are special individuals, who have special outside missions - hunting, gathering, etc. They can be cold tolerant drones from mod or just specially well-clothed colonists, doesn't matter. Well, I can pick a specific hunter in job priorities tab, that's right, but hauling is a problem.

Point is, it would be great, if we had an option to place access zones (just like home regions or growing zones) unpassable to certain colonists and passable to others, based on names list. Just 4 tiles rectangle in gateway would be enough for me, but in other situations it can be used for kinda restrict "wall" around the base to prevent core colonists from going to the wasteland or "wall" around danger zone somewhere (by the way, i think, such restriction should NOT work for dazed or driven mad colonists).

This is not just couple strings in .xml file, I understand, and this is not critical task at the moment, but in my opinion it would greatly expand RimWorld indirect control system in addition to job priorities, work schedule and clothing templates for colonists. Thank you for your attention. : )
Title: Re: Danger zone or Danger ahead "free signs".
Post by: RemingtonRyder on May 20, 2015, 05:37:33 AM
Perhaps when there are hostile units abounding, we could have a 'Halt building/hauling' button. This would stop colonists from autonomously hauling and building stuff, but you would still be able to manually order them to do those tasks. When the threat has passed, this mode automatically disengages.

It's essentially like suspending a bill for a worktable.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Jorlem on May 22, 2015, 12:28:56 AM
Quote from: MarvinKosh on May 20, 2015, 05:37:33 AM
Perhaps when there are hostile units abounding, we could have a 'Halt building/hauling' button. This would stop colonists from autonomously hauling and building stuff, but you would still be able to manually order them to do those tasks. When the threat has passed, this mode automatically disengages.

It's essentially like suspending a bill for a worktable.
Also, putting out fires.  I've had to get into the habit of removing the home zone near or in the path of mechanoids, as the centipedes keep setting things on fire, and my colonists LOVE to walk into range of their guns to put out the fires.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Kegereneku on May 22, 2015, 02:43:23 PM
I don't think suspending bill/hauling or setting alternate-thinking mode for Pawn is the right ideas.

If you could draw a "Don't Cross" zone like you do with roof/no-roof zone, I imagine you could simply draw a line surrounding your colony to keep the colonist in.
Maybe have it be a zone that forbid selectively colonist. This way you could authorize which pawn is authorized to cross it.
This would accomplish the "workzone" so many ask & the "forbid zone".

Eventually it could also be made to forbid allies/visitor/neutral/non-guest from entering. If they do, they would be hostile/events and the game notify.

Of course I have noooo idea how much calculation it could add to have the pathfinding of every entity check around zone like they do with mountain.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: RemingtonRyder on May 22, 2015, 04:13:14 PM
Well, truth be told, both a toggle and a danger zone would be useful, since pawns who get prioritised orders to do something won't necessarily follow a safe route to their job location.

However, if you simply place a danger zone and don't toggle off autonomous activity, some scamp will find a way around the zone - perhaps a door that you forgot about - and toddle about heedless of the things trying to eat his brain.

Certainly, it's possible to avoid scenarios like that. If the default danger zone selects the entire contiguous area from the point clicked, then for example, outside is completely barred when you click outside. If a room is breached (but the door is still there) then you click the room, it's now barred. If a door is knocked out, then the room now exposed to the outside is barred.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Kegereneku on May 22, 2015, 05:52:25 PM
You way of imagining danger zone around door intrigue me.
If I understand right you'd consider danger zone the same way as prisoner room.
Problem I see is that it only work if you build your colony with wall all around, or in a mountain.

Myself I'm thinking about it more like "Home Region", except with filter. Drawing line/zone all around the base (in straight cubic line). Then have filter (like stockpile) to forbid colonist from crossing it.
If we fear forgetting about it, we could make so that unlike Home Region which is invisible, the danger zone would appear as long as a toggle is on (like stockpile or beauty).
Title: Re: Danger zone or Danger ahead "free signs".
Post by: RemingtonRyder on May 23, 2015, 10:19:17 PM
I'm worried mainly about forgetting to place enough zone to combat wily colonists who want to haul that bit of steel inside. It's a good thing there aren't windows, 'cause they'd be climbing out of them straight into a horde of zombies.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: gophertuna on May 25, 2015, 05:49:36 AM
Or perhaps a setting on the colonist or the whole colony that prevents them from leaving the home zone, and/or return to home zone immediately.
Title: Re: Danger zone or Danger ahead "free signs".
Post by: Stealth on May 25, 2015, 02:26:17 PM
I made a thread on this exact thing. I wasn't aware it was already suggested (but I also didn't bother looking lol) But ya, +1 because it's a big issue.