RimWorld

RimWorld

Combat always collides
94 Comments
dfifd 6 hours ago 
well, the combination of clean pathfiding and combat always collides makes the game shit itself because of shouldcollidewithpawns method (or whatever is this) which taken up about 400 tps from me
Arthur GC Jun 11 @ 5:51am 
I'm also having the 'balloon forward' issue Dath mentioned.
Mute  [author] Jun 6 @ 2:12pm 
Sorry for the late reply, I'm not sure if clean pathfinding compatible with all variations on the settings it has.

From the FAQ it seems like it shouldn't cause issues, but I'm uncertain if the patches overlap

> A. Hostiles and animals ignore any special rules set out by this mod and work as normal. It just impacts your own colonists and mechs, and non-hostile guests of a greater than animal intelligence. Drafted pawns are also ignored.
joyboy Jun 6 @ 11:13am 
doesnt work
Evono May 15 @ 9:46am 
@mute is clean pathfinding incompatible?
Dath May 13 @ 8:30am 
Yeah I do. Incompatible?
Mute  [author] May 7 @ 10:58pm 
@Dath do you have owl's clean pathfinding?
Dath May 7 @ 9:10am 
Are there any known incompatibilities for this mod? Can't seem to get it work at all, pawns from the raids I test just don't gain collision at all, and balloon forward upon coming into contact with colonists.

Maybe Performance Fish, Performance Optimizer or RocketMan interferes with your mod in some way? What kind of info do you need to troubleshoot compatibility issues?
Deadcurze Mar 19 @ 9:54am 
Seems to work just fine now! Thanks for the quick fix.
Mute  [author] Mar 18 @ 7:53pm 
Fix uploaded, drafted pawns with targets should collide now.
Mute  [author] Mar 17 @ 2:13pm 
Thanks for the clear scenario, I'll give it a look
Deadcurze Mar 17 @ 9:20am 
I did some testing with just this mod, Harmony, and HugsLib on, and it turns out this mod's the issue - for whatever issue, my pawns seem to be ignoring collision when ordered to melee attack a specific target. Once the target is downed, they split up once more.

As noted previously, hostile pawns are split up as usual.

HugsLib seems uncooperative today, so I couldn't get a log, but here's an image: https://ibb.co/hJcVgFYq

I take it this isn't an issue that's been reported before?
Mute  [author] Mar 16 @ 6:39pm 
It should typically affect friendly pawns, though they shouldn't stop on top of each other.
Deadcurze Mar 16 @ 4:49am 
Out of curiosity, is this mod meant to affect colonists / friendly pawns?

If not, it's likely working as intended for me (I did some troubleshooting and even shamblers are affected), but something else is causing my colonists to ignore each other's collision in combat.
Farbott Jan 23 @ 5:23am 
hehehe, shamblers get stuck on eachother a LOT
Mute  [author] Dec 29, 2024 @ 3:07pm 
@Gold Plated Diaper I had it sort of reproduce with a test, at least with visitors getting stuck. Today's update has things behaving better in tests, let me know if you still see issues.

If there's still trouble I'll probably just revert the logic to how it was pre-December and accept the edge cases like pawns with ignition and goto jobs not colliding with each other.
Gold Plated Diaper Dec 29, 2024 @ 4:18am 
@Mute i used performance fish, fishery, harmony, hugslib, better loading, prepatcher, no forced slowdown, and your mod
Gold Plated Diaper Dec 29, 2024 @ 4:16am 
@Mute its extremely similar with traders, visitors who try to use your table and get stuck on each other in doorway
Gold Plated Diaper Dec 29, 2024 @ 4:12am 
@Mute sadly i cannot, but if it can be replicated. Spawn 10000 raid point mechanitor ship quest, accept it, after they launch attack look at the enemies they will get stuck on each other, sometimes its 2 sometimes its 50% of raid
Mute  [author] Dec 28, 2024 @ 9:50pm 
@Gold Plated Diaper if you can provide a save with it happening, I'd love to find the cause. Haven't seen it so far in testing.
Gold Plated Diaper Dec 27, 2024 @ 12:19pm 
experiencing some some odd behaviour of enemy and visitor pawns, they get stuck on each other or stuck in doorways sometimes. removed mod and all went to normal
Horhyzon Dec 20, 2024 @ 5:35pm 
Every time I've seen them get stuck they're hauling items. Some have caravan packs since they've loaded items into their inventory.
Mute  [author] Dec 20, 2024 @ 4:41pm 
I installed gauranlen and can't reproduce it with the basic or awakened dryads. I spawned an enemy on them and they entered combat, started colliding, and then properly stopped colliding when the enemy was downed. (This is shown with the debug view setting "Draw Non Combatant").

If you can provide a basic save with a case I can test it there, but my own testing isn't showing an issue on the current build.
Mute  [author] Dec 20, 2024 @ 4:03pm 
(╯°□°)╯︵ ┻━┻
I'll look
Horhyzon Dec 20, 2024 @ 2:38pm 
Companion dryads from VRE Phytokin and the new dryads from the VE gauranlen mod still get bunched up at doorways even when not drafted or under threat.
Mute  [author] Dec 19, 2024 @ 5:16pm 
@FirstBornAcorn try today's version. Should also fix performance regressions introduced in the previous build.
FirstBornAcorn Dec 19, 2024 @ 10:34am 
@Mute still seems happening and i checked the files and it seems to update yesterday
Mute  [author] Dec 18, 2024 @ 1:06pm 
@FirstBornAcorn should be fixed as of an hour ago, try unsubbing and resubbing if you don't have the update.
FirstBornAcorn Dec 18, 2024 @ 1:04pm 
I dont know if anybody was repirting an issue of npc caravans locking themselves in the door.
Mute  [author] Dec 18, 2024 @ 12:46pm 
Cheers, let me know if you encounter any issues
Ghost Dec 18, 2024 @ 12:25pm 
@Mute I did not have time to test extensively but based on the save file I have sent you the issue seems to be fixed. Thanks for the quick response.
Mute  [author] Dec 18, 2024 @ 11:59am 
@Kahrua Fixed, thanks for the report.
Kahrua Dec 17, 2024 @ 10:17pm 
VPE rock constructs creating traffic jam at doors with colony black spider from alpha animals. The black spider was trained in attack so maybe that plus having an ability made the mod think it was always in combat? Fixed when this mod is removed
Mute  [author] Dec 17, 2024 @ 4:15pm 
@FirstBornAcorn unsubscribe and resubscribe if you haven't, Steam is often inconsistent updating mods
FirstBornAcorn Dec 17, 2024 @ 3:50pm 
For some reason 1.5 folder is still empty
Gold Plated Diaper Dec 17, 2024 @ 9:46am 
@Mute
Your welcome
Mute  [author] Dec 17, 2024 @ 9:44am 
@Gold Plated Diaper Thanks for pointing it out, the folder structure was broken in the last upload. Fixed now.
Gold Plated Diaper Dec 17, 2024 @ 5:35am 
Loaded mod with only just harmony and same thing:
Mod Combat always collides did not load any content
Gold Plated Diaper Dec 17, 2024 @ 5:23am 
Suddenly out of nowhere game started spewing out:
Mod Combat always collides did not load any content.
Mute  [author] Dec 16, 2024 @ 6:05pm 
Please try the latest version, the save let me narrow it down. This situation also could happen on 1.4.
Ghost Dec 15, 2024 @ 7:06pm 
Hi I have uploaded the save file in the link bellow. If you need me to share some other way please let me know. Save file is during a raid which some raiders have collision on while some don't and as far as i can tell which ones are effected is random.
https://file.io/LHJAI4V0sjaM
Mute  [author] Dec 15, 2024 @ 5:37pm 
If you can provide a save with them stacked I can look and see what the cause is.
Ghost Dec 15, 2024 @ 4:09pm 
The mod seems to not work for at least half of the raiders and they stack and push through. The only other mods i run are clean pathfinding 2 and character editor. Would apperciate any help since playing with stacking forces me to play with ridiculus killboxes which i do not like to do. Thanks in advance.
Mute  [author] Aug 18, 2024 @ 12:28pm 
@Chuck if they're in considered in-combat, it should.
Chuck Aug 12, 2024 @ 10:49am 
Does this also work for non-human entities like chimeras and scythers? I may as well not even have walls because they just stack up and burn through them like a chainsaw powered by a jet engine
Mute  [author] Jul 26, 2024 @ 2:20pm 
@BurachOK Yes, safe to add or remove.
BurachOK Jul 24, 2024 @ 11:54am 
Is it safe to add midsave?
Mute  [author] Apr 27, 2024 @ 12:13pm 
Yeah it does work in 1.5. I've pushed an update with the right tags, sorry for the wait.
T-Pot Apr 27, 2024 @ 5:02am 
Looks like it works in 1.5 from my testing. No Errors either.
FirstBornAcorn Apr 27, 2024 @ 1:17am 
This should work as is on 1.5 right? im going to try either way :)