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I've opened an issue on the Github if you wanna add more info or anything ^.^
https://github.com/MemeGoddess/SearchAndDestroy/issues/15
@Etarnax I have a 1.6 build already, just waiting on HugsLib to be updated ^.^ Sadly RunAndGun uses HugsLib a lot more than S&D did, so I probably won't be able to remove it.
The Mod is Tweaks Galore, specifically, the 'Hunt with Melee Weapon + allow Unarmed' option.
I suffered with the issue for a while, After disabling that option (I had it on while playing with Revia, since their claws are amazing), I noticed the issue no longer occurs.
This may be a false cure, but colonists no longer walk into enemies completely now.
@Renzor Glad you're liking it! Let me know if there's any issues with mod compatibility and I'll see if I can fix it
@Sedrido Appreciate you confirming that <3
1. Roolo.RunAndGun
Alters how pawns behave while moving and shooting.
Known to override combat targeting behavior, especially ranged vs. melee logic.
May confuse AI about "optimal range" during Search and Destroy routines.
2. brrainz.Achtung
Alters drafting and group combat orders.
Often interacts poorly with AI mods that issue orders automatically, like Search and Destroy.
If Achtung is active, its logic might override or "fight" with S&D routines.
3. Sandy.RPGStyleInventory
Can interfere with how weapon loadouts and range detection work.
Has caused pawn AI bugs in combat with mods like Combat Extended or Search and Destroy.
4. Petetimessix.SimpleSidearms
Also a frequent source of conflict.
AI switching between melee/ranged can be influenced unintentionally, especially under auto-engage conditions.