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RimWorld

Wish Granter Feb 12, 2022 @ 1:47am
Turn off auto flee of trained animals?
Is there a easy way? When wild animals hunt me, I can launch a nuclear weapon on them and they dont move out of the way, but when I train a thurmbo to kill, and some tribal hits him with a awful wooden bow he runs off?
Seems weird to me. I cant remember them auto fleeing constantly like that before.

It makes training those animals useless for me if you dont have melee only tribal raids, and for those I cant use animals cause tribal melee rocks. They take down mech clusters with ease.

Any hints on correctly using them? I cant really control them, so I cant say take cover until enemy is next to you obviously.

Tried elephants and thrumbos so far and a guy with a pistol was able to do considerable amounts of damage before being downed cause he missed 5 times in a row giving the animal time to catch up.

I use one mod that is for animal training, and that is "Kill for me". Turning that off didnt change it.
Last edited by Wish Granter; Feb 12, 2022 @ 1:50am
Originally posted by glass zebra:
You mean something like this?

https://steamuserimages-a.akamaihd.net/ugc/1822272203091275955/AA5DEABDDBE51CEA9AD2B1FAE8DD6B0862D666D1/

Smarty has toggled the "Animals attack" for following animals. Scipio is getting pinned by arrows, yet ignores all that and is currently going for Brío (north west of Scipio), which is quite a bit away. There is no fleeing.

What you describe does not sound like vanilla behaviour. I think CE has some suppression fire stuff that triggers fleeing, but I don't know enough about that.
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glass zebra Feb 12, 2022 @ 4:19am 
Training is just for being able to draft them. They will always try to flee when not drafted, just like your pawns do with default settings. This was added some years ago to not have your animals fight by just zoning. (That said, you can still still use zoning before drafting).

What is your problem with drafting them + the attack command exactly? That it's too random in targeting? Using zones can help then, but it's just a weird trick at best, since they will still flee when running to that zone before being drafted and they will try to move back to the master as soon as they are drafted (unless already in fight range). It's kinda the nature of animal fighting.

Making them retreat/take cover is best done by undrafting the master, so the animal is not in attack mode anymore and comes back and of course unassigning them from combat duty to make them get back to their safe zone when your want your pawn to keep on fighting. There is no "direct" control on animals but to say:
1. get drafted and defend me
2. go and attack stuff you see
3. stop being drafted (does not work when currently hitting things)

Training itself just enables you do trigger these things, but has no passive effect outside of mods. They will still act like any other animals or like (exaggerated)undrafted pawns when not drafted.
Last edited by glass zebra; Feb 12, 2022 @ 4:46am
Wish Granter Feb 12, 2022 @ 7:57am 
Originally posted by glass zebra:
Training is just for being able to draft them. They will always try to flee when not drafted, just like your pawns do with default settings. This was added some years ago to not have your animals fight by just zoning. (That said, you can still still use zoning before drafting).

What is your problem with drafting them + the attack command exactly? That it's too random in targeting? Using zones can help then, but it's just a weird trick at best, since they will still flee when running to that zone before being drafted and they will try to move back to the master as soon as they are drafted (unless already in fight range). It's kinda the nature of animal fighting.

Making them retreat/take cover is best done by undrafting the master, so the animal is not in attack mode anymore and comes back and of course unassigning them from combat duty to make them get back to their safe zone when your want your pawn to keep on fighting. There is no "direct" control on animals but to say:
1. get drafted and defend me
2. go and attack stuff you see
3. stop being drafted (does not work when currently hitting things)

Training itself just enables you do trigger these things, but has no passive effect outside of mods. They will still act like any other animals or like (exaggerated)undrafted pawns when not drafted.


Thats the thing. I had my elephants flee even thos I "released them" as soon as they are hit, making it a hit and run chase my raiders. You saying that this is no intended behauviour?

I train them obdience, then attack and release / release.
If its not intended I have to check if there is a weird under- mod altering it as I have mods directly influencing attack and release.

When I then release them and they get hit by f.e a LMG they run off.
Last edited by Wish Granter; Feb 12, 2022 @ 7:59am
The author of this thread has indicated that this post answers the original topic.
glass zebra Feb 12, 2022 @ 8:11am 
You mean something like this?

https://steamuserimages-a.akamaihd.net/ugc/1822272203091275955/AA5DEABDDBE51CEA9AD2B1FAE8DD6B0862D666D1/

Smarty has toggled the "Animals attack" for following animals. Scipio is getting pinned by arrows, yet ignores all that and is currently going for Brío (north west of Scipio), which is quite a bit away. There is no fleeing.

What you describe does not sound like vanilla behaviour. I think CE has some suppression fire stuff that triggers fleeing, but I don't know enough about that.
Last edited by glass zebra; Feb 12, 2022 @ 8:15am
Wish Granter Feb 12, 2022 @ 8:15am 
That is interesting thanks. Like said I use no mods interfering with it purposly, but seeing that I would guess there is some little mod with some cheese hidden option. What I hate but what can you do. Gonne run some more tests. Good to know tho that I have to search for it and its no vanilla behaviour. Thanks.
Harry_Robinson1 Feb 12, 2022 @ 10:06am 
I've never had an animal flee ever in all my years of Rimworld, and I use animals at least a small amount. It's probably a mod issue, combat themed mods most likely.
Wish Granter Feb 12, 2022 @ 10:35am 
Originally posted by Harry_Robinson1:
I've never had an animal flee ever in all my years of Rimworld, and I use animals at least a small amount. It's probably a mod issue, combat themed mods most likely.

they do flee in 1.3 but only when undrafted and in zones. Before you could just squish 25 bears or dogs in one field and have them body block. Now they flee. But trained dont, that has to be a mod issue
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Date Posted: Feb 12, 2022 @ 1:47am
Posts: 6