RimWorld
174 оценки
Combat always collides
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Добавяне към любими
В любими
Премахване от любими
Mod, 1.4, 1.5, 1.6
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114.620 KB
5 дек. 2022 в 6:33
11 юли в 16:19
15 бележки за промени ( преглед )

Абониране, за да се свали
Combat always collides

Описание
Prevents pawns from stacking when performing any combat duties.

Technical stuff
If a pawn is performing a duty that has the attribute alwaysShowWeapon, they will not be able to share a tile with other pawns. This replaces the periodic check of "is there a hostile in a given radius", resulting in a more predictable experience.

These duties are basically any sort of active participation in hostilities - raiding, sapping, breaching, prison breaks, etc.

Requires
99 коментара
Count 19 юли в 17:59 
Thanks so much for the update! Looking forward to trying it out
Mute  [автор] 11 юли в 16:21 
We 1.6 now. Performance is about 4.55% worse than vanilla in pawn-heavy situations (e.g. large raids) due to the need to check paths for combatant pawns.
Mute  [автор] 11 юли в 12:47 
Wow it seems like in 1.6 pawns don't collide in combat at all (other than being unable to stop in the same square).

This will be interesting to try and detour.
bewby 11 юли в 1:50 
Yeah pathing has changed considerably the pawns just run A to Z now but I don't know how thats impacted collision. Appreciate you either way!
Mute  [автор] 7 юли в 22:26 
I hear pathing is completely reworked in 1.6 so it'll take some looking into
bewby 6 юли в 14:58 
Would love a 1.6 update!
dfifd 4 юли в 7:00 
well, the combination of clean pathfiding and combat always collides makes the game shit itself because of shouldcollidewithpawns method (or whatever is this) which taken up about 400 tps from me
Arthur GC 11 юни в 5:51 
I'm also having the 'balloon forward' issue Dath mentioned.
Mute  [автор] 6 юни в 14:12 
Sorry for the late reply, I'm not sure if clean pathfinding compatible with all variations on the settings it has.

From the FAQ it seems like it shouldn't cause issues, but I'm uncertain if the patches overlap

> A. Hostiles and animals ignore any special rules set out by this mod and work as normal. It just impacts your own colonists and mechs, and non-hostile guests of a greater than animal intelligence. Drafted pawns are also ignored.
joyboy 6 юни в 11:13 
doesnt work