RimWorld

RimWorld

Combat always collides
109 Comments
weak2 Aug 29 @ 9:41pm 
thx God i dont have to use turret with doors rn
Mute  [author] Aug 2 @ 2:19pm 
That makes sense, thank you for the explanation :squirtyay:
Protok Aug 2 @ 1:17am 
:AffinityPurity: Mute,

In current testing state it's remains unclear for me how it will influence my game experience. I just finished 15 days of reactor charging with everyday 2-3 raids engaging. And I can say that "easy" raids more interesting with vanilla collide script. "Hard" raids when half of pawns injured and I need to hold in killbox are in need of your collide script.

As an intermediate conclusion for myself, I realized that in the normal game mode I will use the standard collide script, and in the final phase of the game I will include your collide script.

Idea of toggle is not a necessity in my case. It's just a wish.
Mute  [author] Aug 1 @ 11:16pm 
Hi Protok,

Runtime patching/unpatching is pretty complex (and the mod doesn't currently have a settings menu), so I'm not sure if I'll be adding such a feature, at least in the near future.

What kind of situation has you looking for a toggle?
Protok Aug 1 @ 5:07am 
Thanks for mod. It would be convenient to have an on/off option in the mod settings. To change the vanilla and modified script on the fly, without restarting.
Mute  [author] Jul 30 @ 12:20pm 
Updated, thanks for the reports
Inglix Jul 29 @ 3:33pm 
I'll just chime in and say I'm seeing the same error as of today. The errors in my log are identical to the log that mathan posted.
Victor Jul 29 @ 3:25pm 
mathan Jul 29 @ 11:09am 
yes, it now gives

Error in static constructor of nopawnstacking.Main: System.TypeInitializationException: The type initializer for 'nopawnstacking.Main' threw an exception. ---> HarmonyLib.HarmonyException: Ambiguous match for HarmonyMethod[(class=Verse.AI.Pawn_MindState, methodname=Reset, type=Normal, args=undefined)] ---> System.Reflection.AmbiguousMatchException: Ambiguous match found.

on startup. starting today
mikester112 Jul 29 @ 1:22am 
Seems to have started giving off a new red error on startup after the latest rimworld update even with just harmony and this loaded.
Count Jul 19 @ 5:59pm 
Thanks so much for the update! Looking forward to trying it out
Mute  [author] Jul 11 @ 4:21pm 
We 1.6 now. Performance is about 4.55% worse than vanilla in pawn-heavy situations (e.g. large raids) due to the need to check paths for combatant pawns.
Mute  [author] Jul 11 @ 12:47pm 
Wow it seems like in 1.6 pawns don't collide in combat at all (other than being unable to stop in the same square).

This will be interesting to try and detour.
bewby Jul 11 @ 1:50am 
Yeah pathing has changed considerably the pawns just run A to Z now but I don't know how thats impacted collision. Appreciate you either way!
Mute  [author] Jul 7 @ 10:26pm 
I hear pathing is completely reworked in 1.6 so it'll take some looking into
bewby Jul 6 @ 2:58pm 
Would love a 1.6 update!
dfifd Jul 4 @ 7:00am 
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