RimWorld

RimWorld

Search and Destroy (Continued)
384 kommentarer
Meme Goddess  [ophavsmand] For 22 timer siden 
@maxvmaxvmax Yep, I use it all the time
maxvmaxvmax For 23 timer siden 
is this mod compatible with simple sidearms?
Meme Goddess  [ophavsmand] 21. juni kl. 22:29 
@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  [ophavsmand] 21. juni kl. 21:53 
@Daevinski I can certainly take a look at it, but it'll be pretty low on my priority list
Daevinski 21. juni kl. 5:57 
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  [ophavsmand] 20. juni kl. 2:57 
@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  [ophavsmand] 20. juni kl. 2:57 
@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 19. juni kl. 15:34 
@Meme Goddess 1.5, and it doesn't activate or give me an error, just a non functioning button
Etarnax 19. juni kl. 13:25 
@Meme Goddess Please continue RunAndGun, I'm sure more people than just I are missing it.
Dr. Nolegs 19. juni kl. 12:56 
@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  [ophavsmand] 19. juni kl. 3:57 
Oh, weird. This 1.5 or 1.6? Any errors? Does it activate, or does it stay disabled?
luca 18. juni kl. 19:09 
same issue as @TheStrategicRabbit button just doesn't do anything anymore after recent update
TheStrategicRabbit 18. juni kl. 11:36 
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  [ophavsmand] 17. juni kl. 20:35 
@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 16. juni kl. 9:34 
thanks! such a good mod
Stellar Harbour 16. juni kl. 8:03 
Nice, how about RunAndGun too?
Meme Goddess  [ophavsmand] 16. juni kl. 1:27 
@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 15. juni kl. 22:10 
idk why my pawn go into mele range while wileding guns
Meme Goddess  [ophavsmand] 15. juni kl. 19:42 
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 15. juni kl. 19:23 
Just making sure, your most recent update removed the hugslib requirement, is that only for 1.6, or also for 1.5?
Meme Goddess  [ophavsmand] 15. juni kl. 18:41 
Early support for 1.6 is released. Unknown if mod support is working, considering basically no mods have been updated yet ^.^
Meme Goddess  [ophavsmand] 15. juni kl. 17:41 
@AzoorFox UPDATE SOON!!!!!!!!!!!!! ^.^ I've got a version of it running already, just need to test it
AzoorFox 15. juni kl. 13:32 
UPDATE WHEN?????????????????
Meme Goddess  [ophavsmand] 14. juni kl. 7:10 
@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 14. juni kl. 7:04 
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  [ophavsmand] 12. juni kl. 16:52 
@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 12. juni kl. 13:20 
Does this work with 1.6?
Meme Goddess  [ophavsmand] 6. juni kl. 21:10 
@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 6. juni kl. 19:48 
can confirm constructs work now
WOFUR 6. juni kl. 6:10 
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  [ophavsmand] 6. juni kl. 5:40 
@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 6. juni kl. 4:24 
Would it be possible to use CAI5000 logic for player pawns?
Meme Goddess  [ophavsmand] 6. juni kl. 4:22 
@The Unbidden One It should, turrets would be considered hostile buildings, which I've fixed from the original mod
The Unbidden One 5. juni kl. 18:50 
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  [ophavsmand] 3. juni kl. 19:43 
Constructs should work again now ^.^
Blossom 3. juni kl. 3:17 
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  [ophavsmand] 27. maj kl. 18:31 
@DuckGoosebear PrairieDogLover Glad you're enjoying it <3
DuckGoosebear PrairieDogLover 27. maj kl. 13:16 
love you for this :Mirro_love:
Meme Goddess  [ophavsmand] 26. maj kl. 21:04 
Ok, appreciate you checking. I guess the mod might have updated to break it? Not sure, will investigate probably this weekend
Sedrido 26. maj kl. 19:01 
verified still not working :(
Meme Goddess  [ophavsmand] 25. maj kl. 22:13 
@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 25. maj kl. 2:27 
This should be implemented to vanilla.
Sedrido 24. maj kl. 16:18 
thats the thing it worked for the longest time on my save and now it doesnt
Meme Goddess  [ophavsmand] 24. maj kl. 0:27 
@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 23. maj kl. 23:54 
this mod used to work on the steel constructs from vanilla psy expanded and now it doesnt anymore :(
Hebrux 10. maj kl. 8:44 
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  [ophavsmand] 10. maj kl. 8:43 
@Hebrux Yep, haven't experienced it before, guessing a mod conflict. Accepted your friend request btw
Hebrux 10. maj kl. 8:40 
but it seems like this is not something that you have experienced with this mod correct?
Hebrux 10. maj kl. 8:40 
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  [ophavsmand] 10. maj kl. 3:25 
@Hebrux If possible, could you create a collection with the mods? And possibly send a save file so I know your mod order