RimWorld

RimWorld

1,083 ratings
Search and Destroy (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
4.191 MB
Apr 25, 2024 @ 5:33pm
Jun 11 @ 8:03pm
19 Change Notes ( view )

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Search and Destroy (Continued)

Description
Continued Version
I took over this mod to update it to 1.5, but the original dev never came back. So will be keeping this updated indefinitely.

Original mod page
Github[github.com]

Tired of pawns lounging about during the heat of the battle after their first kill? Or got an easy raid and don't want to micromanage everything? Toggle Search and Destroy to let the AI take control over your pawns while you sit back and enjoy the slaughter, and intervene at any time just in case they screw up.

Can be added to existing saves and should be compatible with any mod (let me know if it's not).

Features
- Activate Search and Destroy so drafted pawns look for and attack enemies automatically.
- Give manual orders while a pawn is in Search and Destroy mode at any time. You'll feel never like you're not in control!
- Depends on the vanilla AI (also used by NPCs), which is well tested and works for many situations. Of course it isn't perfect but it should help reducing micromanagement, especially during easy fights.
- Two separate buttons for melee and ranged pawns. Having two buttons allows you to select a group of pawn, and activate search and destroy only for for instance melee pawns (you'll see, this is very convenient).
- Search and destroy is deactivated when a pawn is undrafted to prevent unexpected situations when you draft a pawn at a later moment.

Preview


Permissions
Feel free to add the mods to modpacks or to use the code or icons for other projects. Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.

Languages
- English
- Japanese (by Proxyer)
- Simplified Chinese (by LingLuo)
- Traditional Chinese (by Biscuit)
- German (by RoffeIchen)
- Spanish (by 53N4)
- Korean (by orange mushroom)

Credits
- Pardeike a.k.a. Brrainz for creating Harmony on which this mod relies so much..
- The translators for making this mod accessible for a larger audience and doing a great job.
- Anyone else providing feedback and support!

Contributing
- Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can PM me.
361 Comments
Meme Goddess  [author] Jun 14 @ 7:10am 
@ForestSingleRank I use CE myself, so it's not that. Could be Run&Gun? I've heard it's not very mod compatible in the past. ^.^
ForestSingleRank Jun 14 @ 7:04am 
somehow when I active S&D my pawn just follow the target but wont attack, both range and melee, I have CE/Run&Gun/CAI5000/melee animation. anyone have similar problem?
Meme Goddess  [author] Jun 12 @ 4:52pm 
@Head Not yet, but it's very high on my list to add support for it. 100% it'll be out before the official release of 1.6
Head Jun 12 @ 1:20pm 
Does this work with 1.6?
Meme Goddess  [author] Jun 6 @ 9:10pm 
@MOUNTAIN OF FUR Oooo ok, you might have just moved it up the list, that sounds so cool ^.^

@Sedrido Appreciate you confirming that <3
Sedrido Jun 6 @ 7:48pm 
can confirm constructs work now
MOUNTAIN OF FUR Jun 6 @ 6:10am 
It would be a dramatic upgrade for ranged pawns, they're even smart enough to take cover and to run away from melee pawns on their own. You could feasibly play Rimworld as an autobattler of sorts. If you felt particularly ambitious I imagine the controls within CAI used to differentiate faction tech levels could be repurposed to set sliders for individual pawn behaviours.
Meme Goddess  [author] Jun 6 @ 5:40am 
@MOUNTAIN OF FUR It's on my todo list for support in the future, it's not the highest priority though. Is it something you're really interested in?
MOUNTAIN OF FUR Jun 6 @ 4:24am 
Would it be possible to use CAI5000 logic for player pawns?
Meme Goddess  [author] Jun 6 @ 4:22am 
@The Unbidden One It should, turrets would be considered hostile buildings, which I've fixed from the original mod