RimWorld

RimWorld

Suppression (Continued)
122 Comments
Huehuecóyotl Aug 25 @ 10:22pm 
@HankHankHank I had the same bug and filled out a bug report on the discord and it was patched so that suppression doesn't apply to anomalies anymore, so it should be good.
Xeonzs Aug 11 @ 5:28pm 
@HankHankHank that's because you didn't check the "only ranged pawns get surpressed" in the options, surpressed enemies are harder to hit and the ones who are flat on the ground (for example shamblers who fell to the ground) are almost impossible to hit.
Mlie  [author] Aug 8 @ 10:40pm 
@Sovereign八 Yes
Mozilla Aug 8 @ 10:26pm 
can the enemies be suppress too?
Mlie  [author] Jul 25 @ 11:44pm 
@HankHankHank Please see the Reporting Issues section described above
HankHankHank Jul 25 @ 11:30pm 
I cant kill any shambler with ranged weapon when they fall :steamsad:
Aulie Jul 11 @ 8:00pm 
cheers mlie
Mlie  [author] Jul 10 @ 10:01pm 
@moo I have no idea with that small of a log-sample. Take a look at the steps in the reporting issues section above
moo Jul 10 @ 5:40pm 
Hi @mlie. I have a really hard to replicate 10j/t error as I'm stress testing lots of pawns fighting

It seems when I dev-mode the suppression hediff away from a heavily injured pawn the errors stop (but the pawn soon collapses).

Is Suppression possibly responsible for blocking this job sequence?

Log snip:
<pawn> started 10 jobs in one tick. newJob=Wait_Downed (Job_21210) jobGiver=Verse.AI.JobGiver_IdleForever jobList=(Wait_Downed (Job_21200)) (Wait_Downed (Job_21201)) (Wait_Downed (Job_21202)) (Wait_Downed (Job_21203)) (Wait_Downed (Job_21204)) (Wait_Downed (Job_21205)) (Wait_Downed (Job_21206)) (Wait_Downed (Job_21207)) (Wait_Downed (Job_21208)) (Wait_Downed (Job_21209)) (Wait_Downed (Job_21210))
Mlie  [author] Jul 4 @ 8:59am 
@XYM04689733 Updating all my mods, see discord for progress
XYM04689733 Jul 4 @ 8:16am 
1.6 pls
iF Mar 30 @ 5:32am 
@Mlie When using the same save file, I couldn't reproduce the issue with vanilla weapons. It might be caused by the extremely high firing rate of modded weapons combined with simultaneous shots, but that's just a guess. In any case, the vanilla game shouldn't have this problem.
Mlie  [author] Mar 30 @ 3:21am 
@iF Please verify with just this mod loaded as you have other mods loaded in that log. Essentially follow the steps described under Reporting Issues above
Mlie  [author] Mar 30 @ 2:07am 
@iF You can share the log-file even after game crash.
See https://www.reddit.com/r/RimWorld/comments/zvc7em/whats_the_file_location_of_playerlog/
iF Mar 30 @ 1:42am 
@Mlie Sorry, I always forget to set the permissions.(update to the same link) Also, since the issue causes a direct crash to the desktop, I’m unable to obtain any logs from when the problem occurs.
Mlie  [author] Mar 30 @ 1:32am 
@iF Please share the link to the log. Also, your save-link is blocked behind login.
iF Mar 30 @ 1:15am 
I found that this mod causes the game to crash when facing multiple undead enemy units.
Here is the save file where the issue occurs. Hope this helps.

https://drive.google.com/file/d/1DDsWIAz33ctTZyBXlnmWnsmPLW6UF18F/view?usp=drive_link
Darkequation Mar 8 @ 8:18am 
Hope there's a finer adjustment function to which kind of pawn can be suppressed, seeing your warcasket android killing machine cowering in arrow volley is frustrating, but I still want to suppress their melee rusher
Mc_Dyno Jan 26 @ 6:41pm 
I found a work around to this. The mod settings fix this issue. Melee Pawns will not flee and low mood affects their chance of fleeing. Much more realistic.
Mc_Dyno Jan 26 @ 6:28pm 
Hey idk if you can patch this but immortal pawns or pawns with significantly high armor should not be able to be surpressed. Sanguophages in warcasket armor should not fear a little man with his hunting rifle and his five shotgun wielding tinheaded sons.
Mlie  [author] Oct 11, 2024 @ 3:44am 
@SonOfNitrous Its does not affect the supression rate
SonOfNitrous Oct 11, 2024 @ 3:40am 
How does it work with energy shields?
sits very well in RW
IVANko Aug 9, 2024 @ 1:54pm 
thank u for update :3
Narlindir Aug 8, 2024 @ 2:07pm 
omg the best mod is back baby!
rex6564 Aug 5, 2024 @ 12:35am 
thank u for the update
negimagi_10 Aug 3, 2024 @ 9:07pm 
also as the person who comissioned the update of the mod we also added the crawling animation from 1.5 onto this version.
物理系魔法师 Aug 3, 2024 @ 9:06pm 
~~~
Dan Aug 3, 2024 @ 4:24pm 
Mlie the goat, been waiting on this one, thanks!
Mlie  [author] Aug 3, 2024 @ 5:41am 
Updated for 1.5, thanks Taranchuk for the help!
喵酱official Jul 17, 2024 @ 6:14pm 
please 1.5
Xylem Jul 15, 2024 @ 6:25am 
I dream of a new feature for this mod: Pawns don't get suppressed while they have an active shield belt. But when the shield breaks, then they get suppressed like anyone else. Makes sense, right?
Pontios Jun 29, 2024 @ 4:27am 
oh shit of course! wasn't sure whether this mod work correctly since many other 1.4 seem to do so, so i assumed as much. well looking forward to an update then. thx for the help ^^
Mlie  [author] Jun 29, 2024 @ 3:32am 
@Pontios You are on 1.5 so pretty pointless to report issues on a non-supported version
Xeonzs Jun 29, 2024 @ 3:24am 
I wonder if it's a function of the base game these days?
Because I'm in 1.5 and don't have the mod enabled as it doesn't work in 1.5, yet I also have ammo casings spawn where pawns are shooting. (but I use the previously mentioned muzzle flash mod and yayo's combat)
Pontios Jun 29, 2024 @ 2:02am 
SuppressionMod.Main does actually throw an exception: [ https://pastebin.com/26eV6sGG ]
Mlie  [author] Jun 28, 2024 @ 8:59pm 
@Pontios What game version? Can you share the log?
Pontios Jun 28, 2024 @ 3:25pm 
I've reinstalled Rimworld and started a new world with only this mod, core, ideology and harmony (suppression depends on it) activated. Same problem. Shot ammo stays on the ground and slows the game down. T_T
Xeonzs Jun 28, 2024 @ 5:48am 
Indeed not this mod, that's either the muzzle flash mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2917732219) or yayo's combat animations.
Mlie  [author] Jun 28, 2024 @ 5:14am 
@Pontios This mod does not render ammunition
Pontios Jun 28, 2024 @ 4:51am 
I have a problem where this mod renders shot ammonition (arrows, bullets etc.) where they land and slows down the game significantly with every rendered piece of ammonition.
I have already checked my other mods and this one is the only one to cause this issue.
I couldn't tweak any mod options cause they don't show up in the mod options menu.

Other mods i use that might cause this problem:
- Gunplay by AUTOMATIC (rendition of ammo?)
- YAYO Animations (Continued) by YAYO (rendition of ammo?)
- [FSF] Filth Vanishes With Rain And Time by FrozenSnowFox (calculation of ammo as filth?)
- Tacticowl (temporary beta) by Roolo and Owlchemist (continuous calculation of shot ammo as live rounds?)
- Yayo's Combat 3 (Continued) by YAYO (continuous calculation of shot ammo as live rounds?)

I don't have a ton of time for further experiments and will just unsub this mod but hopefully someone else has some use for this information.
Xeonzs Jun 16, 2024 @ 5:00am 
Would it be possible to "just" update it for 1.5 now with the existing mechanics and then add the new animation support later, so we could have a working version of the mod earlier, with additional features to come later?

I truly miss this mod.
Would happily donate a coffee.
DeluvianSenecca Jun 12, 2024 @ 3:12pm 
1.5 pls essential mos
Jet May 25, 2024 @ 12:05am 
i await the return
Nim May 23, 2024 @ 6:09am 
Same!
Filipino Goku May 20, 2024 @ 7:52pm 
Definitely waiting for this to be updated!
Nim May 17, 2024 @ 2:05am 
This is really a terrific mod. Personally I don't think it needs any new animations or integration with the 1.5 crawl feature. The current ducking behavior is just fine. I'm not sure why this mod hasn't gotten more attention.
Alucard May 10, 2024 @ 12:31pm 
@PremierVader agreed. Kinda suprised this mod ain't so popular. It adds a nice mechanic touch to combat. Keep checking when this will be updated since i'm wating on CE to be updated to try it out. Vanilla combat is starting to really get borring.
тетеря, блин Apr 22, 2024 @ 8:37am 
> can this mod be updated to 1.5 and even better use the new crawling animation?

yeah, new crawling would be great. thanks, Mile.
Kolljak Apr 14, 2024 @ 8:07pm 
cannot wait Mlie. your suffering is our joy. wish i knew anything about xml to give you a hand. thanks a bunch.