RimWorld

RimWorld

1,075 ratings
Enemy Self Preservation
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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320.254 KB
Feb 24, 2020 @ 1:57pm
Mar 17, 2024 @ 2:40pm
19 Change Notes ( view )

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Enemy Self Preservation

Description
BE AWARE THAT THIS MOD WILL DECREASE COMBAT DIFFICULTY SIGNIFICANTLY.

Humanoid enemies are no longer suicidal and will flee from combat when they are in a significant amount of pain.

It is designed to be used with my other mod Faction Raid Cooldown, but can be used standalone.

Also I highly recommend using No One Left Behind as well.


Mechanics
By default the base pain level = 25%, but you can set this to whatever you want in the mod settings menu.

A regular humanoid will flee if their pain exceeds the pain level.
A humanoid with the 'Wimp' trait will flee when they receive any injury.

If over half the raid is fleeing/has fled, the rest of the raid will flee.

Your colonists, animals and mechanoids are not affected.


Compatibility
Uses harmony for maximum compatibility but I've added some stuff to the 'pawn damaged' code so if you run into any weird issues try moving this mod around in your mod load order.
273 Comments
nana_the_ninja Aug 1 @ 4:25am 
Seems to be working. Tested with 300~ mods
D3K43 Jul 26 @ 7:12pm 
Does this work without even needing an update? I might as well give it a try...
Galzein Jul 25 @ 1:53pm 
do these projects have a github?
Khorne Flakes Jul 21 @ 4:57pm 
Assuming Murmur is actually done with these mods, you could request Mlies(the guy whose made it his mission to fix outdated mods) to update this... presuming Murmur would be okay with it.
Groucho Jul 21 @ 11:59am 
Fingers crossed for an update or continuation, this was one of my essentials.
Ghostmare Jul 17 @ 9:54am 
Waiting till someone take over this mod and faction raids cooldown. We need these 2 mods updated...
Khorne Flakes Jul 14 @ 7:01pm 
I'm going to assume that since these mods(this, Faction Raid Cooldown, Faction Resources) are delisted, they're never gonna get an update?
moo Jun 18 @ 2:38pm 
1.6?
Nim May 13 @ 12:33am 
I'd like to second a request for an anomaly patch. It looks like cultists (who are usually genies and thus have the wimp trait) will flee despite having reduced pain perception. Maybe disable the wimps always flee setting as a fix?
Farbott Apr 23 @ 10:20pm 
Shamblers seem to try to self preserve, any hope of an anomaly look for patches?