RimWorld

RimWorld

PawnTargetFix
105 Comments
lucky_one 🍀 Aug 16 @ 4:07pm 
So far I didnt notice any performance hit (I would even say it feels better), played a few hours and faced lots of raids (100-200+ pawns-mechs), so looks like the default settings work just fine.

Thanks for your time boss
Proxyer Aug 16 @ 8:16am 
@Jellypowered
Thank you for quick fix work!
lucky_one 🍀 Aug 16 @ 8:06am 
I will come back with some feedback if I have something worth commenting!
Jellypowered  [author] Aug 16 @ 7:45am 
We will give this update some time to cook, but I would be very interested in getting some feedback regarding the performance in larger raids.
Did it get better?

Also If you guys find the "sweet spot" for the customization settings, I will gladly set them as defaults. I just threw some random numbers as starting points, as the bulk of the functions are just math, I know there will be some room for improvement.
lucky_one 🍀 Aug 16 @ 7:38am 
Amazing update, thanks chief
Jellypowered  [author] Aug 16 @ 7:19am 
Fixed:
- Forgot to remove the gif's in the About folder.
- Moved the Japanese translation to it's proper home after drinking some coffee.


@Ishchyaboi The settings are Mod Wide :)
无声飞雪 Aug 16 @ 6:30am 
About文件夹下,2张gif图片,11.3M
Ishchyaboi Aug 16 @ 5:57am 
Is the *-first targetting a mod-wide setting or a colonist toggle?
Proxyer Aug 16 @ 5:24am 
Thank you for update!
I have one issue to report. The Japanese translation PawnTargetFix.xml file does not exist in the Keyed folder, but appears to exist directly under the Japanese folder. Please check it. Thank you.
Jellypowered  [author] Aug 16 @ 12:46am 
Hey everyone! 🎯

Big update just dropped for Pawn Target Fix:

• You can now toggle between accuracy-first or proximity-first targeting.
• New settings for handling downed enemies, target stickiness, and retarget timing.
• Fully translatable (English, Chinese, Japanese, German, French, Russian).
• Performance improved with smarter caching.

Thanks for all the feedback in the comments, this update is based directly on your requests.
As always, let me know how it plays and if you spot anything odd!
grim Aug 15 @ 8:06pm 
Possible future additions:
DisKorruptd Mar 29 @ 6:19pm
I would like to recommend a change. Instead of looking for closest target, compare accuracy's. Someone in cover 5 tiles away is less accurate for a rifle than someone 20 tiles away running in the open.

I seconded this and add my own suggestion: Make it a toggle-able Mod setting.
Alapma Jul 27 @ 3:46pm 
how ofthen do they change targets? with run&gun you have to rely on the auto targeting and for some reason they always chose to shot everything but the ennemy thats 5 cells away and closing the distance
Trollsama Jul 20 @ 10:21am 
noted. thanks!

I can see this mod becoming a mandatory install for sure.
Jellypowered  [author] Jul 18 @ 1:03pm 
@Trollsama
1st: No, if you manually set a target, this doesn't run.
2nd: Whenever auto targeting takes over. (When target dies, object destroyed, etc)
3rd: Target will not change unless current target is no longer valid while still drafted.
Trollsama Jul 15 @ 9:31am 
Does target acquisition overrule manual target instruction? and if so how quickly?

Basically I like the idea of the mod, but im curious if i tell my people to focus the RPG in the back, are they going to stay targeting on that pawn till it dies, or will they swap targets the first time someone moves?
Rubyko Jul 9 @ 2:28am 
One of the first mods I install when I am starting a run on a new patch. An essential part of making combat work. Good work and thank you.
Chaosllama Jun 26 @ 12:27pm 
brilliant!
boytype Jun 19 @ 2:52am 
This is a core feature for me. Thanks for keeping it updated! <3
AzoorFox Jun 18 @ 5:15am 
GOOD. THANKS.
Jolays Jun 18 @ 2:19am 
NICE ONE! THANK YOU SO MUCH!
VelxraTV Jun 18 @ 12:47am 
excellent
Jellypowered  [author] Jun 17 @ 9:56pm 
How BOUT NOW?! (1.6 update)
Deon ☣ Jun 7 @ 12:04pm 
To be fair it doesn't need to be CE compatible. CE has its own approach to gameplay and combat.

Thank you for this mod btw.
DisKorruptd Mar 29 @ 4:19pm 
I would l,ike to reccomend a change. Instead of looking for closest target, compare accuracies. someone in cover 5 tiles away is less accurate for a rifle than someone 20 tiles away running in the open
BattleGrown Sep 29, 2024 @ 1:53pm 
This mod has been in my list for so long, but now I'm starting a new run with CAI 5000 - Advanced AI + Fog of War and RimPy says it is incompatible with this mod. Not sure if I will miss it or not. I hope it hasn't altered my default behaviour lol.
Holarula Apr 15, 2024 @ 12:27am 
Although I have been using this mod, the performance problems are indeed more obvious when a lot of people are fighting.
Pos 4/5 Apr 13, 2024 @ 4:15am 
Thank you so much!
NukaClipse Mar 7, 2024 @ 2:34pm 
After not having this mod with CE I've realized it DOES work with CE. The targeting without this mod is really obvious. It might not be compatible but they do function together I guess.
Damek Bulganin Jan 11, 2024 @ 1:09pm 
Does this conflict with Yayo's Combat 3 (Continued) or is it redundant?
Target Dec 31, 2023 @ 5:54pm 
Is it normal that my FPS drops to hell when multiple enemies are downed between my pawn and the next closest enemy. I don't know how many checks per second this mod does but i'am almost sure that it goes thought every alive and downed enemy.
I can confirm that the fps drop is related to this mod and to downed enemies.

My guess is every time the game runs a check for the closest enemy, it targets the downed enemy, then skips it and goes to the next, skips it again if its downed and goes to the next and so on until it finds a moving enemy and because the pawn doesn't stick to the enemy like in vanilla, but switches to the closest, there must be at least 1 check per second and all the skips are the fps killer.
Winter Oct 30, 2023 @ 10:39pm 
"Instead of "closest target" I would like "highest probability of hit" because weapons don't all get better with closer range. - AngleWyrm"

You might be onto something here.
Codingale Aug 8, 2023 @ 5:54am 
Funny thing Giggles, it says this mod isn't Multiplayer compatible too but it's listed in many mod lists I was looking at for Multiplayer
Giggles Jun 5, 2023 @ 4:52am 
Why isn't this compatible? Just did a play through with both CE and this mod and ran into ZERO problems.
AngleWyrm Feb 25, 2023 @ 12:46am 
Instead of "closest target" I would like "highest probability of hit" because weapons don't all get better with closer range.
SAUCE__GODD Dec 18, 2022 @ 10:17pm 
CE?
Stellar Harbour Dec 13, 2022 @ 9:29am 
Can you make that if you choose target by yourself - it won't reset to closest one?
ShortBear Nov 13, 2022 @ 5:43pm 
@Airdog20 The issue isn't that raiders don't come, it's that they show up and ignore your people to go punch walls and just sit there while getting shot
Airdog20 Nov 11, 2022 @ 6:12pm 
those who are having complains about raiders not coming to attack them its simple, get a mod that forces raids like winston waves, this mod works well with it because you know when to set up and watch how the mod works in target requisitioning pathing. sorry if im throwing out a mod in another mod btw
FungusLord Nov 9, 2022 @ 1:47pm 
ok so i dont have this mod in yet but ive had the same issues some of you all are having which is conclusive to me that it isnt this mods fault so all of you can literally stop commenting here that raiders arent attacking your base. 100% this mode isnt responsible for raiders not attacking. that just happens.
19Peej Nov 6, 2022 @ 10:20pm 
Thank you!
.puddi Oct 28, 2022 @ 6:59pm 
@kocel @shortbear
if you have vanilla expanded accessories, that also caused an issue with raiders not attacking colonists. I removed it, and my pawns are throughy being murdered now.
So not entirely this mods fault.
Gerewoatle Oct 28, 2022 @ 6:55pm 
People have been posting about problems with raiders and pawns and combat on all sorts of mods. I think it might actually be a vanilla issue.
Jellypowered  [author] Oct 28, 2022 @ 5:22pm 
I'll try to debug this over the weekend, It may be that it's just time to let this mod go, if too much has changed. I'm by no means an expert at coding, but i'll give it an honest go.
Kocel Oct 27, 2022 @ 7:05pm 
Well, it'd be one thing if it was plain raiders, but I've had the raid where they post up and wait to attack refuse to attack my pawn as she was shooting them point blank with a shortbow.

Again, it's not producing errors so it's hard to prove it's this, but with a few others having the same issue it might be worth looking into.
ShortBear Oct 26, 2022 @ 11:38pm 
Almost certain this is the one causing issues with raiders not targeting colonists. Was having issues with my animals ignoring raiders mid fight too. I removed this mod and everything is back to normal.
Something must have changed in the base game code that's silently causing issues with this.
ignis Oct 26, 2022 @ 10:18am 
That is because they have the same AI.
Mbos Oct 26, 2022 @ 8:37am 
dont think so ignis since mechanoids are also doing it even when my pawn is shooting them. Not saying its this mod but im having the same werid behaviour
ignis Oct 25, 2022 @ 11:59pm 
I'm pretty sure it is a vanilla behavior. After all, they are here only to trash your stuff and set your back.
Kocel Oct 25, 2022 @ 11:40pm 
Anyone have a problem with raiders not targetting colonist pawns properly? I'm having them prioritize structures above colonists and refuse to aggro when shot. This is the only mod I have that could change AI behavior, so I figure'd I check. No error messages go along with it that I've seen.
Quanbrosair Oct 22, 2022 @ 5:32am 
@Lef, I have same problem with all pawns than are different from baseliner xenotype, watching for target... while targets are in range and line of sight
I've disabled mod, but still same