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While You Are Nearby

Colonist will now be more likely to do jobs nearby instead of walking long distances. [img]https://i.imgur.com/MClTdVy.gif[/img] Have you been tired of seeing your colonist walking 100 tiles just to harvest that single corn before walking another 100 tiles back to sow the empty healroot fields, and then walk to the corn again because another corn plant just matured? Fear not as this mod comes into rescue to boost the efficiency of your colony. Updates [b]v0.8.0[/b] Now supports 1.6. [b]v0.7.1[/b] Emergent bug fix: Error messages by [b]v0.7.0[/b]. [b]v0.7.0[/b] Now mechs from Biotech DLC can work nearby too! (1.4 and older versions will not be updated anymore) [b]v0.6.0[/b] Now supports 1.5. [b]v0.5.1[/b] Fixed a major bug introduced by v0.5.0. Now the AI logic won't crash on non-work jobs. As a byproduct, also improved the mod performance. [b]v0.5.0[/b] Added settings to exclude work types from long distance work and from nearby work. [b]v0.4.0[/b] Now supports 1.4. [b]v0.3.0[/b] Added multiple language support. Now has an option to display debug messages in dev mode. [b]v0.2.4[/b] Fixed a major bug. Colonist will no longer stand still when there are unreachable floors to smooth nearby. [b]v0.2.3[/b] Fixed minor bugs/conflicts with some other mods so that basic jobs like go to medical beds will no longer by overridden by nearby job search. [b]v0.2.2[/b] Performance improvement. Details - Nearby Job Search Pawns will now boost priorities of work jobs nearby (12 tiles radius) by 1. This only activates if vanilla decides to give a work job that is too far away (32 tiles away). Non work jobs (eating, sleeping, etc.) are not affected. - Vanilla Chance: There is a 5% chance that colonist skip this mod logic and always stick to vanilla behavior. This makes sure that colonist will not be bind to the same location for too long. (5% means we reduced the long walking cost by 20 times, which should be enough for efficiency purposes) - Configuration: The numbers mentioned above can be changed in the mod settings. [b]Tips[/b]: You can set the [i]Priority Boost[/i] setting to 0 and it will still have an effect: You pawn will do works nearby first when it has the same priority with a far away job. [b]Recommendation[/b]: Use Fluffy's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=725219116]Work Tab[/url] mod so you have more priority tier to configure. F.A.Q [b][u]How much impact does this mod have on performance?[/u][/b] [list] [*] In practice I tested multiple games and there is no observable performance impact. [*] Using [i]Dubs Performance Analyzer[/i] I measured the impact in real game play and the number is tiny. [*] Theoretically, the average impact of this mod should be almost 0 and the worst case performance is the same as the worst case vanilla game performance. [/list] Misc Safe to add or remove from saves. 中文教程: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2786959896]https://steamcommunity.com/sharedfiles/filedetails/?id=2786959896[/url] Planned Feature Next - Add more tiers for priority boost based on distance. - Different settings for each colonist. Known Issues: - Occasionally a colonist will stubbornly do what vanilla game tells them to do and ignore this mod for a few seconds. Once that high priority job is done, the colonist will again be able to trigger this mod and search job nearby again. [b]It's harmless and safe to ignore[/b]. The root cause is unclear but it's most likely some sort of cached job logic. Recommended Mods This mod is in the category of [i]QOL mods that change behavior and make sense[/i]. A few mods of the same type I really like are: [list] [*] [b]Common Sense[/b] [*] [b]Pickup and Haul[/b] [*] While You're Up / PUAH+ [/list] Credits & Links Many thanks to the members of the #mod-development channel on the Rimworld Discord server! If you enjoy this mod, please check out [url=https://steamcommunity.com/id/puremj/myworkshopfiles/]my other Rimworld mods on Steam Workshop![/url]