RimWorld

RimWorld

Search and Destroy (Continued)
384 Comments
Meme Goddess  [author] 9 hours ago 
@maxvmaxvmax Yep, I use it all the time
maxvmaxvmax 10 hours ago 
is this mod compatible with simple sidearms?
Meme Goddess  [author] 14 hours ago 
@Dr. Nolegs I've tried to replicate the issue, but haven't been able to. There might be yet another mod that is causing the conflict, does the issue happen for you when you're running a lite mod list?

I've opened an issue on the Github if you wanna add more info or anything ^.^
https://github.com/MemeGoddess/SearchAndDestroy/issues/15
Meme Goddess  [author] 14 hours ago 
@Daevinski I can certainly take a look at it, but it'll be pretty low on my priority list
Daevinski Jun 21 @ 5:57am 
It would be possible to incorporate the retexture from UI Button Retexture by Katsudon ? That mod doesn't seem to work with this version, even if I load it after your mod. The last update is from 2023, so maybe if you talk with author they will give an okay.
Meme Goddess  [author] Jun 20 @ 2:57am 
@Dr. Nolegs Thank you so much, I'll take a look at the mod and see if I can replicate the issue over the weekend
Meme Goddess  [author] Jun 20 @ 2:57am 
@TheStrategicRabbit That's super weird, the latest change was only removing the HugsLib requirement. Which was only used for a hook of when the world was loaded. I think I'll need a save file and mod collection to work out what the issue is.

@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.
TheStrategicRabbit Jun 19 @ 3:34pm 
@Meme Goddess 1.5, and it doesn't activate or give me an error, just a non functioning button
Etarnax Jun 19 @ 1:25pm 
@Meme Goddess Please continue RunAndGun, I'm sure more people than just I are missing it.
Dr. Nolegs Jun 19 @ 12:56pm 
@Meme Goddess I think I found, at least one mod, that causes the (Run face first into Enemy with Ranged Weapon) but it's inconsistent to which I have a theory.


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.
Meme Goddess  [author] Jun 19 @ 3:57am 
Oh, weird. This 1.5 or 1.6? Any errors? Does it activate, or does it stay disabled?
luca Jun 18 @ 7:09pm 
same issue as @TheStrategicRabbit button just doesn't do anything anymore after recent update
TheStrategicRabbit Jun 18 @ 11:36am 
The buttons straight up don't work for me anymore when they used to before. I'm not sure what's causing the conflict as I haven't changed what mods I use.
Meme Goddess  [author] Jun 17 @ 8:35pm 
@Stellar Harbour It's possible I could adopt RunAndGun, I personally don't use it, but I know the original dev of these mods is MIA.

@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
Renzor Jun 16 @ 9:34am 
thanks! such a good mod
Stellar Harbour Jun 16 @ 8:03am 
Nice, how about RunAndGun too?
Meme Goddess  [author] Jun 16 @ 1:27am 
@ElectricSkull It's a known issue, I'm assuming it's a mod conflict, haven't been able to narrow down what mod is causing it though
ElectricSkull Jun 15 @ 10:10pm 
idk why my pawn go into mele range while wileding guns
Meme Goddess  [author] Jun 15 @ 7:42pm 
It should be for both versions ^.^ It was mostly just using it for a hook to load some data from the save after the world was loaded, so nothing should really change.
Dr. Nolegs Jun 15 @ 7:23pm 
Just making sure, your most recent update removed the hugslib requirement, is that only for 1.6, or also for 1.5?
Meme Goddess  [author] Jun 15 @ 6:41pm 
Early support for 1.6 is released. Unknown if mod support is working, considering basically no mods have been updated yet ^.^
Meme Goddess  [author] Jun 15 @ 5:41pm 
@AzoorFox UPDATE SOON!!!!!!!!!!!!! ^.^ I've got a version of it running already, just need to test it
AzoorFox Jun 15 @ 1:32pm 
UPDATE WHEN?????????????????
Meme Goddess  [author] Jun 14 @ 7:10am 
@ForestSingleRank I use CE myself, so it's not that. Could be Run&Gun? I've heard it's not very mod compatible in the past. ^.^
ForestSingleRank Jun 14 @ 7:04am 
somehow when I active S&D my pawn just follow the target but wont attack, both range and melee, I have CE/Run&Gun/CAI5000/melee animation. anyone have similar problem?
Meme Goddess  [author] Jun 12 @ 4:52pm 
@Head Not yet, but it's very high on my list to add support for it. 100% it'll be out before the official release of 1.6
Head Jun 12 @ 1:20pm 
Does this work with 1.6?
Meme Goddess  [author] Jun 6 @ 9:10pm 
@MOUNTAIN OF FUR Oooo ok, you might have just moved it up the list, that sounds so cool ^.^

@Sedrido Appreciate you confirming that <3
Sedrido Jun 6 @ 7:48pm 
can confirm constructs work now
WOFUR Jun 6 @ 6:10am 
It would be a dramatic upgrade for ranged pawns, they're even smart enough to take cover and to run away from melee pawns on their own. You could feasibly play Rimworld as an autobattler of sorts. If you felt particularly ambitious I imagine the controls within CAI used to differentiate faction tech levels could be repurposed to set sliders for individual pawn behaviours.
Meme Goddess  [author] Jun 6 @ 5:40am 
@MOUNTAIN OF FUR It's on my todo list for support in the future, it's not the highest priority though. Is it something you're really interested in?
WOFUR Jun 6 @ 4:24am 
Would it be possible to use CAI5000 logic for player pawns?
Meme Goddess  [author] Jun 6 @ 4:22am 
@The Unbidden One It should, turrets would be considered hostile buildings, which I've fixed from the original mod
The Unbidden One Jun 5 @ 6:50pm 
Does this version work on Turrets? as in can pawns with SnD active actually target and hit turrets rather than just stand there and get shot in the face?
Meme Goddess  [author] Jun 3 @ 7:43pm 
Constructs should work again now ^.^
Blossom Jun 3 @ 3:17am 
Yeah I'm getting this issue again with the Insectoid mod (Fixed it awhile back in the patch) and the steel construct, tried validating but sadly didn't fix it this time.
Meme Goddess  [author] May 27 @ 6:31pm 
@DuckGoosebear PrairieDogLover Glad you're enjoying it <3
love you for this :Mirro_love:
Meme Goddess  [author] May 26 @ 9:04pm 
Ok, appreciate you checking. I guess the mod might have updated to break it? Not sure, will investigate probably this weekend
Sedrido May 26 @ 7:01pm 
verified still not working :(
Meme Goddess  [author] May 25 @ 10:13pm 
@Sedrido Ok, I'll add it to my list to confirm it still works. In the mean time, can you verify your game files and see if that fixes it?
MikeLayne May 25 @ 2:27am 
This should be implemented to vanilla.
Sedrido May 24 @ 4:18pm 
thats the thing it worked for the longest time on my save and now it doesnt
Meme Goddess  [author] May 24 @ 12:27am 
@Sedrido Do you have an old version or something? That was a bug that was fixed in the latest version released a little over 2 weeks ago.
Sedrido May 23 @ 11:54pm 
this mod used to work on the steel constructs from vanilla psy expanded and now it doesnt anymore :(
Hebrux May 10 @ 8:44am 
This is what chatGPT said were the most likely culprits

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.
Meme Goddess  [author] May 10 @ 8:43am 
@Hebrux Yep, haven't experienced it before, guessing a mod conflict. Accepted your friend request btw
Hebrux May 10 @ 8:40am 
but it seems like this is not something that you have experienced with this mod correct?
Hebrux May 10 @ 8:40am 
Thank you please accept my friend request so I can send you the list. I use rimpy so it I can export the list of my active mods
Meme Goddess  [author] May 10 @ 3:25am 
@Hebrux If possible, could you create a collection with the mods? And possibly send a save file so I know your mod order