RimWorld
171 oy
Combat always collides
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Mod, 1.4, 1.5, 1.6
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114.620 KB
5 Ara 2022 @ 6:33
11 Tem @ 16:19
15 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Combat always collides

Açıklama
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 Yorum
Mute  [yaratıcı] 11 Tem @ 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  [yaratıcı] 11 Tem @ 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 Tem @ 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  [yaratıcı] 7 Tem @ 22:26 
I hear pathing is completely reworked in 1.6 so it'll take some looking into
bewby 6 Tem @ 14:58 
Would love a 1.6 update!
dfifd 4 Tem @ 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 Haz @ 5:51 
I'm also having the 'balloon forward' issue Dath mentioned.
Mute  [yaratıcı] 6 Haz @ 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 Haz @ 11:13 
doesnt work
Evono 15 May @ 9:46 
@mute is clean pathfinding incompatible?