RimWorld

RimWorld

Avoid Friendly Fire
432 Comments
Ravioli Jones Aug 7 @ 5:35pm 
@falconne Thank you for your work in maintaining this mod for so long.
PathToV1ctory Jul 23 @ 7:49pm 
I published a version of this built for 1.6 here: Avoid Friendly Fire - 1.6 . Seems to work.
chocoavena Jul 16 @ 7:42pm 
i hope somebody can pick this up
тетеря, блин Jul 12 @ 5:51pm 
1.6 🙏
Ghostmare Jul 12 @ 5:44am 
1,6 please
Cat Burglar Jun 22 @ 5:04pm 
o7
Hebrux May 5 @ 4:05pm 
compatible with "search and destroy" mod?
As in pawns will try to move out of friendly fire range themselves?
NewFutureBoy Mar 26 @ 10:42pm 
This is the most underrated mod. My #1 personally and I'm devastated it is dead. I think I will try a new game still but if my colonists start shooting each-other in the back for no reason I will be done... for a while.
Andrei Jan 25 @ 5:01pm 
description says it's compatible with CE, but mod manager says it's not? Which is it?
398610 Jan 11 @ 11:21am 
Targeting Overlay is good。 maybe it should standalone.
falconne  [author] Jul 27, 2024 @ 3:17pm 
I will set this mod as unlisted as new people are subscribing without reading the description. As mentioned I haven't had time to work on this in years. The base game code has changed significantly since then.

Hopefully someone else picks up the development and fixes the the performance issues. It should be fixable as it used to work fine in the early days. There will be some change to the game code since then that needs adapting in this mod.

If someone picks this up, they can either post up their own workshop item, or message me on Github and I'll make them a maintainer for this mod to continue development.
devourer of souls Jul 24, 2024 @ 3:16am 
Poorly coded - my rimworld becomes CPU limited when I draft 15 colonists with this .... you should only do the friendly fire check when pawns actually try and fire
Santas Helper Jun 15, 2024 @ 2:28pm 
I've noticed the mod lags with increase in ENEMY pawns, but not so much with friendly ones... the mod isn't trying to apply the rules to enemy pawns as well is it? cause that is a LOT of pawns to have to worry about not shooting each other. Just a thought I was having. If the mod is trying to dictate whether or not enemies should shoot, that would explain the massive latency during raids. I tend to use it normally, but if I get raided, I turn it off (love that feature!!!) because the game nearly stands still with 80+ pawns on the map.
MiTHRiL Jun 5, 2024 @ 7:23am 
The first 2 lines in the description literally answer everything.
Do something with your mindfulness.

Asking, demanding, judging and crying on the Internet is the worst thing you can do and practice shows that it doesn’t work and gets on people’s nerves.

Do you want something similar, but without problems and with support?
Gather a group of similar interests and pay the guys who make mods for money.
Narlindir May 26, 2024 @ 4:52pm 
people are talking sht on you on dubs subreddit

"Avoid Friendly Fire - impressively atrocious still. Up to 600 ms spikes. Save yourself the torture."

I dont condone talking smack
but 600ms is 600 times wors then really bad mods
might want to ring up some favors and step up your coding game and improve at your craft!
GiannisAntetogoku May 9, 2024 @ 9:51am 
No errors in error log but pawn UI disappears with this mod.
Vengorin Apr 30, 2024 @ 10:53am 
I have the same issue as below ... suddenly pawn control ui is missing and may be a conflict but issue goes away when i remove this mod.
- ..- -. .- Apr 30, 2024 @ 3:39am 
I have the same problem as zertus and there was nothing in debug log about it.
falconne  [author] Apr 29, 2024 @ 12:39pm 
@Zertus That usually means there's an error happening. If you are able, can you check the game log?
Zertus Apr 29, 2024 @ 9:07am 
The new mod update cause general GUI glitch, especially pawn GUI is unusable as cannot draft and other things; building GUI still OK; disabled for now
ShyGuySpirit Apr 29, 2024 @ 7:01am 
Oops, accidentally deleted my comment. I guess it won't work then. Oh well. I never really had a performance issue with this mod. Just trying to give suggestions.
Гений Apr 29, 2024 @ 6:58am 
@ShyGuySpirit Is is only called multithreading, in reality it is only rendering of pawns is now on another thread (which takes not so much of utilization of CPU, 1% max, tbh, most of calculations are checking of status and assigning to anything)
falconne  [author] Apr 29, 2024 @ 2:35am 
Update to 1.5, but as noted in the description, this mod has performance issues with lots of pawns since around 1.3 days and I don't have time to fix it. If someone else can I'd appreciate it.
Draconis🐊 Apr 22, 2024 @ 10:26am 
Don't use this mod it causes massive performance issues later in the game because of how it checks every tile a pawn can shoot to avoid friendly fire causing massive calculation stacks. I actually stopped playing rimworld for a time thinking it was just too unstable of a game later on only to find raid lag slideshow issues were 100% this mod running calculation checks via Dubs performance mod.

Hopefully the other no friendly fire mod updates but seriously this mod has huge performance issues.
Maelstromeous Apr 21, 2024 @ 1:35pm 
Waiting for 1.5
Kizzycocoa Apr 13, 2024 @ 5:05am 
Will you be updating this for 1.5?
Dayhjawk Apr 12, 2024 @ 2:27pm 
1.5 update waiting room...
ObscureParticle Apr 12, 2024 @ 6:01am 
Has anyone tried this with 1.5?
Sundanian Mar 29, 2024 @ 12:19pm 
@Aden @Saotorii I haven't tried, but how come you can't remove the mod?
Saotorii Mar 25, 2024 @ 12:12am 
@Aden you can't remove the mod, but you can disable the toggle to avoid friendly fire. the mod will stop doing friendly fire checks and restore performance. hope this helps!
Aden Feb 28, 2024 @ 3:14am 
Goddammit this mod cannot be disable mid game
sindri42 Jan 8, 2024 @ 2:09pm 
@art student the in-game option configures the chance that a shot which would have hit the target will be redirected onto an ally in the line of fire instead, but it doesn't do anything about shots which miss the target and land in a random location nearby. Setting it down to zero means your melee fighters no longer provide cover to enemies but doesn't make your pawns safe unless your shooters are extremely accurate.

This mod makes pawns smart enough to hold their fire if a friend might get hit, instead of blazing away when they have a 10% chance to hit the target and a 15% chance to hit an ally.
Art Student Jan 8, 2024 @ 6:33am 
isnt there is alr an option in game when editing scenario ? there is a slider to change the chance of frinedly fire to 0
vessel Dec 1, 2023 @ 8:14am 
avoid using this mod if you dont want your game to slow down to 10% of the speed when your colonists are drafted
kinngrimm Nov 4, 2023 @ 1:02pm 
@Reaperisonline have you tried and could advice to use one of the other friendly fire avoidance mods?
Silveressa Sep 17, 2023 @ 6:48pm 
@Darmanarnar: Aye, you can ignore that safely without issue, I've been using them together without any problems for 40+ hours at least.
Darmanarnar Aug 14, 2023 @ 11:08pm 
it says its incompatible with combat extended, should i just ignore this?
https://imgur.com/BoTsNRR
RΞΛPΞRisONLINE Jul 27, 2023 @ 4:08am 
I can concur what Scarecrow said. Even though the mod is nice, it seems to F with lategame raids. Weird cause it claims only to affect your own colonists, yet the lag occurs on raids...
Scarecrow Jun 26, 2023 @ 12:46pm 
WARNING: This mod absolutely destroys your games performance during late game raids
Draconis🐊 Jun 26, 2023 @ 12:05pm 
No Longer needed, also I stopped playing for months and it turned out this mod was the problem with late game colony raid slows down.

DO NOT USE THIS MOD.
Fedeh Mar 15, 2023 @ 5:19pm 
This mod is not so necessary anymore, you have an option in the scenario builder (storyteller) that modify the % of friendly fire
Lulamine Feb 23, 2023 @ 2:49pm 
makes raids incredibly laggy until you toggle off the avoid friendly fire toggle on all of your pawns (makes the mod redundant)
rock0head132 Feb 17, 2023 @ 5:38pm 
just tweak the sliders in the custom game settings.
WiseOdin Feb 12, 2023 @ 10:32am 
Just spent far too much time to figure out I can't draft pawns in 1.4 due to this mod. I don't know if it's the mod, or the mod not working with another. However, my entire modlist is now loaded with this removed, and I'm not having any problems.
Sir Bitar Feb 11, 2023 @ 5:18am 
I can confirm the same issue being discussed below. Using this mod kills TPS to a maximum of 10 whenever a raid of anything more than 10 pawns is triggered. Disabling this mod (even if just using the toggle in the Options) fixes the issue. Happy to provide any info to help fix this.
Draconis🐊 Jan 31, 2023 @ 7:41am 
DO NOT USE THIS MOD

I have not been playing Rimworld as much due to massive lag during raids and by the time I get anywhere the raids are impossible to deal with due to 1 or 2 ticks per second even with rocketman or other performance enhancers.

Turns out this mod was causing it this whole time to to calculations being constantly performed for where pawns are in targeting arcs. It starts slowly but suddenly there is the jump to unplayable lag. Especially with insect raids due to the multiple targets and often cramped rooms, disabled this mod and game runs fine even with double+ raids.
KemonoAmigo Jan 28, 2023 @ 9:52am 
Don't use this mod, people. It'll make raids impossibly laggy even if you have a $2000 rig. Use Friendly Fire Tweaks instead.
Lorrdy Jan 3, 2023 @ 7:46am 
You can really see the frames dropping from over 60 to 30 when I have a pawn with avoid friendly fire active. When I disable it, it directly goes back to 60.
In most cases it was in my storage area with a lot of items lying around. Maybe there is a problem with that?
BetaHDream Dec 28, 2022 @ 9:51am 
With this mod I go from 60 tps to 1 during raids