RimWorld

RimWorld

Search and Destroy (Continued)
442 Comments
Tsunatus 1 hour ago 
Not sure if someone already posted but with S&D the pawn pathing doesn't update as the target gets closer and will collide with enemy causing them to fight in melee combat instead.
Meme Goddess  [author] 19 hours ago 
@竹子 Haha, all good ^.^
竹子 Jul 25 @ 5:03am 
@Meme Goddess Ah, my apologies! After further testing, I realize I was mistaken - the weapon auto-holstering is actually a native CE feature that only triggers during normal gameplay. When I originally tested without S&D, I had god mode enabled (which suppresses this behavior), leading me to incorrectly attribute it to your mod.
I'll bring this up with the CE team instead. Sorry for the confusion, and keep up the great work on S&D!
Meme Goddess  [author] Jul 25 @ 3:04am 
@竹子 Maybe, we'll see. Does it happen even without S&D installed?
竹子 Jul 25 @ 3:02am 
thanks for the amazing work on Search and Destroy! It’s been a great addition to my CE gameplay.

I’ve noticed that when a pawn’s weapon runs out of ammo (with Combat Extended), the mod automatically stores the weapon in their inventory instead of keeping it equipped. Currently, the only way to re-equip it is to manually drop and pick it back up, which can be tedious during combat.

Would it be possible to add an optional toggle in the mod settings to disable this auto-switching behavior? For example:

A checkbox like "Disable auto-store empty weapons" to let pawns keep holding their guns even when ammo is depleted.

This would give players more flexibility, especially for those who prefer manual weapon management.

Thanks for considering this suggestion! Keep up the fantastic work.
Meme Goddess  [author] Jul 24 @ 6:24pm 
@GoGoShrimpDaddy Lol, people have been saying that a lot actually ^.^

@BRSaura Good to know that the pawn ticking rate being lowered causes the issue to happen more often, would make it easier to replicate and fix
不善言辞钟表头 Jul 24 @ 12:31pm 
BB7说的是老bug了,主要是如果敌人在逃跑,这时小人追上了敌人,就会像他说的一样,敌人动一下,小人就跟着他动,但是如果双方互相靠近就没有这种问题,所以问题就跟BRSaura说的一样,是近战的索敌问题
我很喜欢这个mod,所以请您更新一下这个问题,看下如何解决,毕竟是老问题了,这个mod最开始发表的时候就有了
BRSaura Jul 23 @ 5:14am 
That issue you are describing it's from basegame, its a pathing/ticking issue with the pawn where it reaches the X spot where other pawn is placed, but the game has to tick the range calculation again to engage combat. Perfomance mods that decrease ticking rate of pawns will make this issue more obvious. Though, if you leave the pawn be, it will end up attacking when the next tick comes (could be 3-5 seconds)
GoGoShrimpDaddy Jul 23 @ 3:39am 
Meme Goddess, more like... Mod Goddess AM I RIGHT OR AM I RIGHT????????
Meme Goddess  [author] Jul 22 @ 10:47pm 
@lorsieab2 Probably
lorsieab2 Jul 22 @ 10:47pm 
Are you planning to take over Dual Wield as well?
Meme Goddess  [author] Jul 22 @ 10:41pm 
@Judge Dread Inconsistent? :steamsad:
Judge Dread Jul 22 @ 10:07pm 
I've had the exact same issues as BB7. Doesn't happen all the time, it's been an inconsistent issue.
Meme Goddess  [author] Jul 21 @ 5:33pm 
@BB7 I'm certain it's got to be a mod conflict, it's very hard to narrow down though. Is it possible for you to remove some of your mods and see if it still happens? Or send a mod collection and save so I can test it myself
BB7 Jul 21 @ 7:20am 
Hi!

I'm having a similar problem reported by @梨子, in my case "Search And Destroy" with pawns using melee weapons on mechanoids, they literally stand on top of the enemy but don't attack, However, if you right-click on the enemy, the attack will immediately start correctly.

I know you are a busy person, there are too many messages from others to read one by one, but... in any case, thank you for your mod.
Meme Goddess  [author] Jul 20 @ 5:12pm 
@JMC Shouldn't be, I use that mod as well
JMC Jul 20 @ 7:18am 
Hi, are there any compatibility issues with Simple Sidearms?
Meme Goddess  [author] Jul 19 @ 5:52pm 
@Airlewe Yeah, someone mentioned that mod before, it's on my list to add compat for it

@Teacups That's intentional, I always hated that limited range

@BeatleSanders Not bad, but it might be difficult to select which animals. I mean, wouldn't want a pawn running off and getting bodied by a thrumbo
Teacups Jul 19 @ 4:57pm 
Fantastic mod, thank you so much for keeping it going! Minor thing noticed though that's probably not intended, the mechanoids in biotech that usually require their mechanitor to be within a certain tile distance to operate can, with this mod, ignore that range. They just go off and kill stuff on their own. Great for the player and not sure if a fix is worth it for the balance aspect but something I noticed!
Airlewe Jul 19 @ 1:38pm 
The actual function of this doesn't seem to work with ghouls. I've also got another mod (One With Death) where the undead from that also don't do anything when told to search. looks to be some issue with mutantdef, which some of the undead from that mod share with ghouls, whereas other undead that don't share that mutantdef work just fine with S&D
BeatleSanders Jul 19 @ 8:17am 
Thanks for taking this over, if you're making additions to it could I make a request? Adding a hunting option so you can make people run off to search and destr... Hunt animals that'd be great. Especially if it'd let melee guys run off and stab some squirrels.
Meme Goddess  [author] Jul 19 @ 2:02am 
@redanddead12345 Haha glad you like the mod

@Sif ❤ *Puts the Run and Gun in the bag* O.O

@mikester112 I'm looking into it currently, looks like I'll have to rewrite a lot of the settings related stuff, but it should be fine without Hugslib. And yes, Thick Armor is on my list, all of Uuugggg's mods are ^.^
mikester112 Jul 18 @ 10:12pm 
I'd love a run and gun without hugslib. On the topic of combat mods think you'll do thick armor?
Rycon Jul 18 @ 9:52pm 
Thanks for picking this up! Been missing this!
Sif ❤ Jul 18 @ 12:37pm 
@Meme Goddess, hand over the run and gun, nice and slow XD nah seriously though the forked version of pickup and haul broke the stockpile mechanic for me but your continued version worked flawless. Its kinda a shame the original has been updated, gotta switch again (another 2 rounds of long ass loading :( )
redanddead12345 Jul 18 @ 11:40am 
the fact this isnt vanilla irks me. i understand wanting colonists to prefer safety instead of chasing the manhunting deathclaw wannabe outside, but when you got a response team set up and geared for war with the latest of the savages' attempts, the default really shouldnt be sit around on the field ho-humming, hoping the caveman will come closer when he wont because he managed to get a sniper rifle and is now-

ahem.

I am getting this mod after a bad experience, I am glad it is available. have a good day.
Meme Goddess  [author] Jul 17 @ 6:42pm 
Ogliss had updated Run and Gun for 1.5, so I'm kinda just waiting to see if they do it. I actually have the mod updated to 1.6 and have been testing it.
Pentasis Jul 17 @ 5:32am 
@Meme Goddess. If you do pick up Run and Gun, please remove the Hugslib dependency from that as well. There is a fork of that mod, but it still uses Hugs :(
Sif ❤ Jul 16 @ 4:20pm 
yes! I need run and gun back in my life and you're the only one I trust to restore it properly.
<color=#00ffff>Sula Jul 16 @ 12:07pm 
wow I'm so happy this is back, thank you for picking this up!!
AwtismForPresident Jul 15 @ 10:21am 
I know this isn't a side effect of this mod, but with simple sidearms, whenever a ranged colonist ends up getting into a melee fight while the ranged search is enabled, the melee search gets enabled and they don't switch back to their ranged weapon. Had a couple snipers die when they ran into a mech onslaught with their maces out.
Meme Goddess  [author] Jul 15 @ 2:05am 
@maxvmaxvmax It should be. They were originally made by the same dev. Speaking of, that mod is on my TODO list to continue as well
maxvmaxvmax Jul 15 @ 1:50am 
is this compatible with run and gun?
Stellar Harbour Jul 14 @ 6:18pm 
Is it possible to use AI logic for our pawns when it's enabled? Or they are stupid and don't try to kite with ranged weapons too?
Mutley Jul 14 @ 4:07pm 
Bom trabalho. Eu agradeço.
Ratstic Jul 14 @ 11:59am 
I tried the unsubscribe resubscribe too, but it didn't work
idk why but today its back lol
Ash Jul 13 @ 8:33pm 
Had the mod disappear on me too, a simple unsubscribe, waiting a few seconds, then resubscribing fixed it for me. Thanks for the mod, its so good I cannot play Rimworld without it.
Meme Goddess  [author] Jul 13 @ 6:43pm 
@Ratstic It should be fine? Maybe try verifying your game files? I did accidentally push out a broken update that could make it disappear, but it was rolled back immediately. It's possible you got that version and not have the current one, Steam can be weird like that. Verifying should force it to download the current version ^.^
Ratstic Jul 13 @ 6:18pm 
can you not use this for 1.5 anymore? for some reason it disappeared from my mod list, even though I have it subscribed? it was fine earlier today
Meme Goddess  [author] Jul 13 @ 4:56pm 
@Swolo It's on my list, and I actually already have a functioning build. Was just waiting for HugsLib to be updated, but I think it got an unofficial update now
Swolo Jul 13 @ 4:47am 
can you also please take over gun and run
CAdaverOusPRophet Jul 12 @ 12:34am 
The undead from the "One with Death" mod
Meme Goddess  [author] Jul 11 @ 10:08pm 
With 1.6 being out now, feel free to let me know of any mods that this is not working with. Will happily add compatibility for them ^.^
Meme Goddess  [author] Jul 11 @ 10:08pm 
@GaugeNou Really appreciate you saying that, updates coming for my other mods soon, as soon as I can peel myself away from the new DLC ^.^

@Toyota AE86 I'll take a look at those mods and see if I can add compat for them
GaugeNou Jul 10 @ 5:59am 
Just wanted to say thanks for the mods you make and/or continue to maintain, i like them all.
Toyota AE86 Jul 5 @ 4:25am 
Hello there, been loving the mod! I've noticed this doesn't seem to work with the Kyulen mod and both types of droids from Androids for RW 1.5 though the regular android colonists work as normal.

As a disclaimer I am playing on 1.4 so I don't know if this issue is already fixed for 1.5+ or not.
Meme Goddess  [author] Jul 2 @ 9:59pm 
@moo Just removed the dependency from the page. Hasn't been required for a bit now, I removed it in prep for 1.6
moo Jul 2 @ 9:57pm 
The dependency of Hugs points to the 1.5 version
Meme Goddess  [author] Jul 2 @ 9:54pm 
Patch is disabled for now, should be fine to use ^.^
Tyrant Jul 2 @ 8:41pm 
Any progress? Just want to know if this is safe to use with Vanilla Framework.