RimWorld

RimWorld

Why do my pawns just start stripping armor IN COMBAT?!?!?
This is super annoying, but my characters will, usually after I dismiss the drafting, take off their clothes and dump them on the ground.

Including their armor. While under fire. Brilliant.
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Showing 1-15 of 17 comments
VitaKaninen Feb 17, 2024 @ 8:40pm 
Are they set to ignore enemies, or to attack? Why are you undrafting them while in combat?

If you undraft them and their armor is below the hp threshold of their assigned outfit, or if you assigned a different outfit to them, then their next highest priority thing to do is to change clothes.

If you want them to go find and kill the last few enemies, there is a mod called search and destroy, but you need to have them drafted when you use it.

I think most players keep their pawns drafted until the last enemy is downed, and then they would want their pawns to go change clothes.
I Throw Spears. Feb 17, 2024 @ 8:40pm 
Got mods? Its the mods.
Astasia Feb 17, 2024 @ 8:47pm 
Because as soon as you undraft them they leave combat and carry on with their every day casual AI routines. Stop undrafting them in the middle of combat to fix that issue.
MadArtillery Feb 17, 2024 @ 8:48pm 
Probably stripping for slightly better armour, stripping following outfit hitpoint limit, weird mod issue perhaps. Dunno. Undrafting is pretty useful, especially for melee so must be particularly annoying. Guess most people in the thread don't know about undrafting melee pawns. Undrafted pawns also aren't subject to collision in the same way allowing you to exploit lack of collision on top of it with zoning.
Last edited by MadArtillery; Feb 17, 2024 @ 8:50pm
The Blind One Feb 17, 2024 @ 8:53pm 
I always keep my pawns drafted even after combat, then I send them all to my dining room remaining drafted and only undraft them there. They will either start eating or undressing :lunar2019crylaughingpig:
Last edited by The Blind One; Feb 17, 2024 @ 8:54pm
VitaKaninen Feb 17, 2024 @ 8:56pm 
Originally posted by MadArtillery:
Guess most people in the thread don't know about undrafting melee pawns.

I am pretty sure that everyone here knows about that. If there is an enemy within sight, they will attack, not start taking off armor. That is why I asked if they were set to ignore or attack.
Antearz Feb 18, 2024 @ 2:39am 
Originally posted by evilwillhunting:
This is super annoying, but my characters will, usually after I dismiss the drafting, take off their clothes and dump them on the ground.

Including their armor. While under fire. Brilliant.

Originally posted by evilwillhunting:
This is super annoying, but my characters will, usually after I dismiss the drafting, take off their clothes and dump them on the ground.

Including their armor. While under fire. Brilliant.


Your Pawns will Automaticly Strip Clothing if there is either Better Clothing Available or if their Clothing has lost too much Durability and Counts as Tattered. Thus them going to Replace the Clothing.

As Clothes and Armor will Lose Durability when Hit during Combat. it often means that after a Bigger Fight. Alot of Your Colonists have Damaged/Tattered Clothing and thus Try to Replace it as Soon as You Undraft them.


Now. The Obvious Way to Prevent this is of Course:
Dont Undraft Colonists during Combat.
Instead Move them to the Rear before Undrafting them. So that if they have Damaged Armor they are at a Safe Distance before going back to Routine Work.



Now. If You Refuse to do this. There is 2 Ways to Micromanage this Instead.


1.
Force Wear your Clothes.
Basicly tell each Colonist Manually to Wear a certain Armor/Clothing by Selecting them and Right Clicking on the Clothes.
This will make them Wear these Clothes and not Replace them even if they Fall Apart.
They will only Replace them if You tell them to or if You Clear the Forced Wear.

Thus even if You Undraft them during Combat. They will not Strip.
Instead You will get the Notification that One of Your Colonists has Tattered Clothes which gives them a Mood Debuff until You Replace it.


2.
Have Your Clothes and Armor Stored in a Seperate Storage Room.
When going into Combat. Disallow the Door for that Storeroom so Pawns are not Allowed to Open it.
Thus your other Clothes not being Available and your Pawns having no Replacement Clothes right now.
Or Alternatively. Disallow all the Clothes and Armor in the Storage Room. So Colonists cannot use it as Replacement.

If there is no Replacement Available. Your Pawns will keep wearing their current Tattered Clothing until You have Better Clothes Available. Thus not Stripping if You undraft them.

After Combat is Over. You can then Allow the Storage Room/Clothes again. And all Colonists with Tattered Clothing will Strip and go to Replace their Clothes.
The Yeen Queen (Banned) Feb 18, 2024 @ 4:43am 
Originally posted by evilwillhunting:
This is super annoying, but my characters will, usually after I dismiss the drafting, take off their clothes and dump them on the ground.

Including their armor. While under fire. Brilliant.

Why are you dismissing drafting IN COMBAT?
MadArtillery Feb 18, 2024 @ 6:17am 
Originally posted by Night Foxx:
Originally posted by evilwillhunting:
This is super annoying, but my characters will, usually after I dismiss the drafting, take off their clothes and dump them on the ground.

Including their armor. While under fire. Brilliant.

Why are you dismissing drafting IN COMBAT?
There a good many reasons to undraft in combat. Stacking ranged pawns on top of eachother in the same cover tile, melees chasing automatically, and I know atleast one mod that change combat behavior only undrafted like automatically avoiding getting caught in melee, also can be useful to auto chase with short ranged weapons like militors shotguns if lazy in a fight, or just so after they finish mopping up they'll go back to work on their own while you deal with something more pressing. Pawns automatically pursuing and seeking targets is quite nice for reducing micro requirements, especially in choatic fights.
Last edited by MadArtillery; Feb 18, 2024 @ 6:40am
brian_va Feb 18, 2024 @ 6:53am 
ill also undraft those that are close to breaking down, as they are likely to just end up getting shot and killed. not needing everyone to clear up the last few is also a reason to undraft some. in either case, ill move them to a safe spot before undrafting, just to be sure.
Raymond Feb 18, 2024 @ 7:48am 
Originally posted by MadArtillery:
There a good many reasons to undraft in combat. Stacking ranged pawns on top of eachother in the same cover tile, melees chasing automatically, and I know atleast one mod that change combat behavior only undrafted like automatically avoiding getting caught in melee, also can be useful to auto chase with short ranged weapons like militors shotguns if lazy in a fight, or just so after they finish mopping up they'll go back to work on their own while you deal with something more pressing. Pawns automatically pursuing and seeking targets is quite nice for reducing micro requirements, especially in choatic fights.
OP clearly didn't have auto-engage turned on, and fleeing raiders do not shoot back. None of what you saying are applicable to OP that's for sure.
MadArtillery Feb 18, 2024 @ 7:51am 
Originally posted by YariMurai:
Originally posted by MadArtillery:
There a good many reasons to undraft in combat. Stacking ranged pawns on top of eachother in the same cover tile, melees chasing automatically, and I know atleast one mod that change combat behavior only undrafted like automatically avoiding getting caught in melee, also can be useful to auto chase with short ranged weapons like militors shotguns if lazy in a fight, or just so after they finish mopping up they'll go back to work on their own while you deal with something more pressing. Pawns automatically pursuing and seeking targets is quite nice for reducing micro requirements, especially in choatic fights.
OP clearly didn't have auto-engage turned on, and fleeing raiders do not shoot back. None of what you saying are applicable to OP that's for sure.
I don't recall ever mentioning fleeing raiders, if anything its annoying how intent pawns can be with chasing people who are fleeing sometimes requiring me to draft them to stop them from wasting time, I would not consider that a use case. I wouldn't put it past rimworld ai to strip over shooting for whatever inexplicable reason. Though given the OP never responded again to clarify anything everything is an assumption including that statement.
Last edited by MadArtillery; Feb 18, 2024 @ 8:00am
VitaKaninen Feb 18, 2024 @ 8:02am 
I use a mod that makes raiders never flee so I don't have to chase them down for their tasty carcasses.
Last edited by VitaKaninen; Feb 18, 2024 @ 8:02am
HunterSilver Feb 18, 2024 @ 8:08am 
Sounds like you have your colonists set to ignore threats when not drafted. If they're ignoring threats, they'll perform any standard behaviors as if combat was not occurring when undrafted, including removing damaged clothing.

Just set them to fight back instead of ignoring threats and this problem is solved.
The Yeen Queen (Banned) Feb 18, 2024 @ 11:09am 
Originally posted by MadArtillery:
Originally posted by Night Foxx:

Why are you dismissing drafting IN COMBAT?
There a good many reasons to undraft in combat. Stacking ranged pawns on top of eachother in the same cover tile, melees chasing automatically, and I know atleast one mod that change combat behavior only undrafted like automatically avoiding getting caught in melee, also can be useful to auto chase with short ranged weapons like militors shotguns if lazy in a fight, or just so after they finish mopping up they'll go back to work on their own while you deal with something more pressing. Pawns automatically pursuing and seeking targets is quite nice for reducing micro requirements, especially in choatic fights.

Fair enough, I guess. As for OP's question, I think others are right that the pawns aren't set to respond to hostiles by attacking and just on the default flee response. Also if he has a combat wardrobe set with one of those gear up mods, is it possible that undrafting them causes them to automatically try to switch back to default? Especially if the combat gear is forbidden in the default wardrobe...
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Date Posted: Feb 17, 2024 @ 8:33pm
Posts: 17