RimWorld

RimWorld

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Proximity
   
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Mod, 1.0
File Size
Posted
Updated
220.305 KB
21 Apr, 2019 @ 3:42pm
2 May, 2019 @ 1:16am
5 Change Notes ( view )

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Proximity

Description
Important News

Ashnal, another mod developer has taken it upon himself to adopt the functionality from Proximity. And is intending to extend the functionality of the mod further. This since I don't personally have the spare time to do so.

This means that when developed it will be appearing as a new mod or as a library resource for people to make use of.

I'd hope that as indicated the existing functionality of Proximity will be maintained as a result.

Will keep you informed.



Overview

Modding tool to manipulate stats and add hediff effects to pawns when in proximity to buildings or terrain. This does not add content to the game in itself, but provides functionality to modders with it's use.

Details

Guidance notes (pdf)[1drv.ms]


Installation

The guidance notes above detail how to setup the elements for the buildings or terrain.

Otherwise this mod would need to be utilised as a required item or dependency to any mod that wants to make use of the functionality. (Please do not just copy the assembly into mod folders as duplicates from different mods using differing versions of Proximity have the potential to cause hash errors).


Compatibility Advice

I would not use this tool to add effects to "vanilla" items, since if another modder also applied their definitions to the same item then there would be a conflict of interest. It is recommended that this tool be used with "custom" buildings or "custom" terrain that have been developed in a mod.


Credits

Brainchild/Requested by Oskar Potoki.



(CC BY-NC-SA 4.0)
37 Comments
Mlie 6 Jul, 2020 @ 12:25pm 
FlareShooter 26 Mar, 2020 @ 3:52am 
It seems that the successor modder is no longer activity in Rimworld. Will it be updated to 1.1?
Valken 1 Mar, 2020 @ 12:36pm 
@Ashnal Do you have an update for 1.1 ready?
I kinda want to use this mod for some stuff
pgames-food 8 Nov, 2019 @ 9:49pm 
(ideally it could be something i could simply add as a property in my xml code, since i cant to proper coding, and then your framework could maybe facilitate that, but not sure what is possible)
pgames-food 8 Nov, 2019 @ 9:48pm 
thanks pelador and ashnal for current and future dev work.

if during your dev-ly travels, you find a way to facilitate this as a possible option, it could be cool...
in my Rimside Recycling mod, i have a way to make sawdust from wood, but it could be interesting to have the Worker receive a small hediff of (inhaled sawdust) at the machine, unless wearing a gasmask or similar item to reduce toxicity effects :) (not a big hediff but even just a minor one with an hour or 2 mood effect)
NECEROS 8 Nov, 2019 @ 11:21am 
That sounds great, Ashnal!
Ashnal 8 Nov, 2019 @ 10:33am 
Just chiming in to say I have taken it under my wing, since I want to expand the functionality to allow pawns and hediffs to have proximity effects. It may be a while before I post any update.
Pelador  [author] 15 Oct, 2019 @ 5:08am 
@News

Ashnal, another developer has taken it upon himself to adopt the functionality from Proximity. And is intending to extend the functionality of the mod further. This since I don't personally have the spare time to do so.

This means that when developed it will be appearing as a new mod or as a library resource for people to make use of.

I'd hope that as indicated the existing functionality of Proximity will be maintained as a result.

Will keep you informed.
NECEROS 23 Aug, 2019 @ 4:54am 
Fantastic. Thank you.

I've made my first draft swift tile. It works fantastically, and I can see the stacking with a radius of 1. I'll try 0 tomorrow. If I see any major performance I'll rethink my approach, and discuss with more further.

Appreciate this mod.
Pelador  [author] 23 Aug, 2019 @ 3:51am 
@Neceros continued ....

Pawns also have their ticks spread out as the 2s frequency, so ticks are reduced due to the 2s modulus uses but also that the pawns have a randomness applied to this so they will spread out their proximity checks as opposed to all of them happening at the same time. Again another considered aspect of the process to remove potential performance issues.