RimWorld

RimWorld

Friendly Fire Tweaks
215 Comments
ferny Apr 14 @ 11:04am 
I've heard word that this might still work in 1.5, dont quote me tho
Ramie Apr 14 @ 12:07am 
Adding that I appreciate this mod and hope it will be updated to 1.5. :)
D9sinc Apr 11 @ 7:34pm 
Hello, I wanted to see if there was a chance of there being a 1.5 update?
kinngrimm Nov 4, 2023 @ 1:10pm 
Are the settings the same for me as for other factions or can i give me an (dis-)advantage?
Malikyte Aug 1, 2023 @ 3:55am 
Protip: If you have to ask if something's compatible with CE, it probably isn't.
Buck Apr 2, 2023 @ 1:40pm 
Confirmed, doesn't work with CE. My turrets DESTROY my villagers. Seems to work with my pawns vs pawns though. Ty.
LTFreeBorn Jan 15, 2023 @ 1:08pm 
A colonist was dead, it continued to do tasks and whatnot. Reloaded the save and somehow, the dead colonist was alive. Everyone who saw them dead still had the debuffs tho. Only after reloading the game with this disabled the game corrected it. Don't know why or how, but i'm keeping this enabled for the slight chance of that happening again.
Halfshell Dec 26, 2022 @ 1:15am 
Any chance we could get different sliders for light and heavy guns? I mean an smg has to be easier to handle than say.. a minigun.
SAUCE__GODD Dec 18, 2022 @ 10:16pm 
CE?
LordXamon Dec 8, 2022 @ 10:02am 
Does this work well with other mods that change the shooting like Yayo's combat? Or do they overwrite each other?
Sidelingknave Nov 29, 2022 @ 5:37pm 
Gauss weapons from VE have a unique piercing mechanic, could that be whats causing them not to be affected by this mod?
CMaia Nov 20, 2022 @ 12:44am 
The gauss rifle from VE coil guns is indeed hitting my pawns when using by one of my colonists
Anubis5719 Nov 18, 2022 @ 3:51pm 
mine happened with vanilla expanded coil guns mod, the gauss rifle but thats the only weapons ive found so far
Alex  [author] Nov 18, 2022 @ 10:42am 
Sorry to hear that it's not working. Did it happen with any specific gun?
Aziz Nov 18, 2022 @ 10:18am 
Can you fix it please?
I can't play without it
About 9 of my colonists died in one ride because of a friendly fire
I have checked the settings and reinstalled the mod but still doesn't work.
It worked fine before
Aziz Nov 5, 2022 @ 10:13am 
It used to work but now suddenly it doesn't
My colonists keep hitting each other and my animals too, I have checked the settings and they are enabled, so I'm not sure why it dosen't work
Anubis5719 Nov 4, 2022 @ 1:12am 
so my colonists are still getting hit by other colonists =(
CiXwOw Sep 6, 2022 @ 10:24am 
@Nova: Check your mod settings. Mine disabled all it's settings on its own some how.
Nova Aug 15, 2022 @ 7:42pm 
This mod no longer works guys. dont bother installing it.
Winterwolf Aug 6, 2022 @ 7:52pm 
I like the idea. I wish you could toggle specific weapons (performance friendly). I have a gripe with visiting caravans blowing themselves up with explosive weapons and incendiarys all because of a single manhunter squirell.
DeoxidizerX Jun 26, 2022 @ 11:03pm 
Any chance we could get an option to have ranged animals follow this to protect from friendly fire please? Like the gallatross explosion or the dragons ranged attacks from dragons decent? Vanilla Expanded Framework says to add a compat for VEF to have that work. Not sure what that means but hopefully that's something that can be added please
Domino/DarkEyv Jun 15, 2022 @ 3:50pm 
Is there a way that you can add/fix/remove this mod applying to the mini-turret pack added by Vanilla Apparel Expanded — Accessories ? There's an error spam that mentions both that mod and this one whenever a pawn is wearing one that's actively firing. https://gist.github.com/HugsLibRecordKeeper/6f8d1f27b27f7da44bd329212bc34f24
Lemzu Feb 12, 2022 @ 3:39am 
CE work with?
M4 Jan 26, 2022 @ 9:11pm 
CE compatible?
Howrudoing Nov 24, 2021 @ 8:13am 
perfect mod, saved my dogs and buildings
Droante Nov 16, 2021 @ 3:31am 
Would also really like a the guass weapons from VE to be added to this as they are stupid awesome just deadly to everything outside of a 1 tile radius of the pawn...lol
Eloquent, My Dear Oct 8, 2021 @ 9:42am 
Please could you add an option to have turrets act 'vanilla' while pawns are affected by the mod settings? I'd like to use the 'Shooting skill affects friendly fire chance' for my pawns, but have turrets unaffected by the mod. Thank you.
RatcaveSF Oct 7, 2021 @ 2:19pm 
Randy gave me a gauss rifle early on, was stoked, until I utterly decimated my own comrades with it. Is it possible to add gauss weapons from VE? to this mod?
Ridesdragons Aug 13, 2021 @ 10:10pm 
did another test, this time on the uranium slug side. no friendly fire whatsoever. only a single test here, so not statistically significant, but considering how people say uranium turrets kill friendlies more than enemies, this seems to be a major improvement.

@creepy-streaker did you make sure to have pawns selected for protection from friendly fire? seems the mod assumes no protection if you don't select anything
Ridesdragons Aug 13, 2021 @ 10:04pm 
just gave it a test regarding turrets. just to make sure, I set it to 6% instead of 5%, so the reduction should by 100% by level 17, and started a raid. I also made sure to save after adding the mod, and reloaded the save. I have two front lines, one defended by uranium turrets, one by twin autocannons. in both cases, my colonists which stood a few tiles in front of the turrets did not get shot. result: pawn got an ear shot off by a uranium slug. however, I didn't set an option for protection (I figured with no setting it'd just be any case that's considered "friendly").

next test, I enabled protection for pawns, animals, and buildings, and started a raid. only happened on one side, with the twin autocannons, so test may not be accurate, but from what I can see, no wounds from friendly fire. will do another test.
Visoth Aug 10, 2021 @ 5:11pm 
@creepy-streaker I'm also looking for similar, only for more specifically turrets. I just don't want turrets friendly firing. I put uranium sluggers all around my base to protect against drop pod raids, but they often cause more harm than good. I believe they can 1 shot unarmored pawns/animals. I just hate turret friendly fire.
Gary Aug 6, 2021 @ 7:04pm 
Thank you for this mod. I noticed it doesn't seem to work with Vanilla Expanded's Gaus weapons. I'm not sure if it works with other vanilla expanded weapons or not.
Rayven Feather Jul 30, 2021 @ 2:43am 
thanks. got really tired of "aw yeah look at the war elephants go! oh...wait....nevermind teamkiller mcdumbfuck just shot and downed them"
creepy-streaker Jul 28, 2021 @ 10:54am 
Unrelated, it would also be cool if you could toggle friendly fire for different sources so that you could have something like pawns able to be friendly fired upon in general but maybe charge weapons never will friendly fire regardless of shooting skill.
creepy-streaker Jul 28, 2021 @ 10:51am 
Doesn't seem like this is working on turrets for me.

I have it set to the scaling based on shooting level at 5% and my vanilla uranium slug turrets keep absolutely destroying my colonists.

If turrets are counted as level 20 shooters then they should have a 100% reduction in friendly fire chance right?
Alex  [author] Jul 28, 2021 @ 7:59am 
You're welcome, this was the 2nd time I made that mistake.
Caz Jul 22, 2021 @ 4:30pm 
That did it! Thank you!
Alex  [author] Jul 22, 2021 @ 4:18pm 
Go to where Rimworld stores the mod config files (%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config) and delete any file that starts with "Mod_1582686191". That should fix it.
Caz Jul 22, 2021 @ 3:27pm 
Could not find class Friendly_Fire_Tweaks.Config while resolving node ModSettings. Trying to use FriendlyFireTweaks.Config instead. Full node: <ModSettings Class="Friendly_Fire_Tweaks.Config"><Alx_FFT_ShootingLevelAffectsFriendlyFireChance>True</Alx_FFT_ShootingLevelAffectsFriendlyFireChance><Alx_FFT_FriendlyFireDisabledForMountians>False</Alx_FFT_FriendlyFireDisabledForMountians></ModSettings>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ScribeExtractor:SaveableFromNode<FriendlyFireTweaks.Config> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<FriendlyFireTweaks.Config> (FriendlyFireTweaks.Config&,bool,string,object[])
Verse.Scribe_Deep:Look<FriendlyFireTweaks.Config> (FriendlyFireTweaks.Config&,string,object[])

That's part of it. It's too long to post the whole thing (over 1k characters)
Alex  [author] Jul 22, 2021 @ 1:40pm 
What error did you get?
Caz Jul 22, 2021 @ 12:33pm 
Should I post the full error it kicked back for this?
Syrus Jul 22, 2021 @ 10:55am 
I have yet to get around to playing Rimworld again but I would really have missed this mod.

So, thank you!
TwotoolusFLY_LSh.st Jul 21, 2021 @ 7:57pm 
thank you!
Michiko Jul 21, 2021 @ 3:54pm 
Thanks for the update!
Alex  [author] Jul 21, 2021 @ 3:32pm 
It took longer than I would have liked, but it's updated for 1.3 now. Sorry for the delay.
Orange Stalin Jul 20, 2021 @ 11:46pm 
were gonna need a 1.3 update
Spürgelwürg Jul 20, 2021 @ 2:06pm 
I would also really appreciate it. Love your mod! I like the option that makes friendly fire skill dependent ,while in vanilla only a global chance is applied.
Alex  [author] Jul 20, 2021 @ 1:45pm 
Welp looks like I'm updating this to 1.3 after all. I installed and started up a quick test map to see if the setting included animals and it does not. Thank you for bringing that to my attention.
Syrus Jul 20, 2021 @ 1:15pm 
Well, your mod added the ability to disable friendly fire on animals, which I doubt is possible with vanilla settings.
It's the main reason I got this mod, as this really makes combat animals much more useful.

Unsure what options there are for such in 1.3 though.

Overall I was very happy with this mod, so, either way - thank you for making it!
Alex  [author] Jul 20, 2021 @ 12:11pm 
Sorry I don't plan on updating this mod to 1.3, because its not really needed anymore. Since 1.2 Rimworld has had the ability to change the chance of friendly fire using the custom difficulty options. Unless I'm wrong that should be good enough, if it's not do let me know.