RimWorld
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Combat always collides
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Mod, 1.4, 1.5, 1.6
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Actualizado el
115.182 KB
5 DIC 2022 a las 6:33
30 JUL a las 12:20
16 notas sobre cambios ( ver )

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Combat always collides

Descripción
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.

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105 comentarios
Protok Hace 1 hora 
Thanks for mod. It would be convenient to have an on/off option in the mod settings. To change the vanilla and modified script on the fly, without restarting.
Mute  [autor] 30 JUL a las 12:20 
Updated, thanks for the reports
Inglix 29 JUL a las 15:33 
I'll just chime in and say I'm seeing the same error as of today. The errors in my log are identical to the log that mathan posted.
Victor 29 JUL a las 15:25 
mathan 29 JUL a las 11:09 
yes, it now gives

Error in static constructor of nopawnstacking.Main: System.TypeInitializationException: The type initializer for 'nopawnstacking.Main' threw an exception. ---> HarmonyLib.HarmonyException: Ambiguous match for HarmonyMethod[(class=Verse.AI.Pawn_MindState, methodname=Reset, type=Normal, args=undefined)] ---> System.Reflection.AmbiguousMatchException: Ambiguous match found.

on startup. starting today
mikester112 29 JUL a las 1:22 
Seems to have started giving off a new red error on startup after the latest rimworld update even with just harmony and this loaded.
Count 19 JUL a las 17:59 
Thanks so much for the update! Looking forward to trying it out
Mute  [autor] 11 JUL a las 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  [autor] 11 JUL a las 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 JUL a las 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!