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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.
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?
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
This will be interesting to try and detour.
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.
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?
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?
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.
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.
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.
I'll look