RimWorld

RimWorld

Search and Destroy (Continued)
483 kommentarer
Toyota AE86 For 9 timer siden 
Thank you!
Meme Goddess  [ophavsmand] For 9 timer siden 
@Toyota AE86 ~ I can certainly look into it ^.^
Toyota AE86 For 10 timer siden 
Hello, I noticed the Kyulen pawns only have access to the melee search and destroy command. I think it's because their main ranged attack is an ability rather than a weapon so the mod considers them a melee pawn. Could this be looked into or is it limited by how the Kyulen mod works?
Melzard For 13 timer siden 
Great mod, good on you for keeping it going!
Meme Goddess  [ophavsmand] 22. aug. kl. 3:41 
@Paolini ~ Is my pleasure ^.^
Paolini 22. aug. kl. 3:30 
Thx for keeping this mod alive !!
ВАЛЕРА 19. aug. kl. 0:00 
accept friend request to add translation, pls:holyflame:
Meme Goddess  [ophavsmand] 16. aug. kl. 18:49 
@Forestt ~ That's a pretty small method, the only way it could be hitting a null reference is if the world component for storing who has S&D enabled on them didn't load. Which is weird, since even if it's missing, it creates it when trying to load it.

@adi ~ I've managed to see this bug exactly once while using S&D. I'm not entirely sure what causes it, I think it's to do with how the game ranks targets. It's not something that is all that possible to fix without replacing large parts of the AI though.
adi 16. aug. kl. 12:05 
ok nvm the issue decided to fix itself after me manually discovering all of the enemies that were hidden in the undiscovered areas of the map wth
adi 16. aug. kl. 11:57 
Uh anyone having a problem with the game freezing and unfreezing every second or so after enabling search and destroy on a pawn?
Forestt 15. aug. kl. 19:46 
Hello, do you know what this error is due to?

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F6974EF8]
at SearchAndDestroy.ThinkNode_ConditionalSearchAndDestroy.Satisfied (Verse.Pawn pawn) [0x00001] in
spartandued 14. aug. kl. 22:58 
@Meme Goddess, are you taking over Dual Wield as well? Since Tacticowl seems to apparently not be updating atm either.
tarantio 14. aug. kl. 12:42 
OMG thank you !! i check in options of Big and smal, i reset cache, and i have button again ..now i will see during fight if its fixed
tarantio 14. aug. kl. 12:39 
Yes i do !! and im whole day disabling mods, one by one ...600 mods to check..now my only pawn ,a mechanitor is useless, as during fights he cant stand in place, just charging towards enemy to get hide between them ...im considering new game :( I had button for that like one day, and now it disappeard
Cyber Witch ~ 14. aug. kl. 6:12 
@tarantio do you have small and big framework added? it recently added gizmos for searching cover
tarantio 14. aug. kl. 6:10 
Did this mod add recently an option Always search for cover, or something ? my pawns now look for cover in middle of the mech cluster.
Meme Goddess  [ophavsmand] 13. aug. kl. 23:20 
@Morieth ~ It's a mod conflict that has been happening for a while. Could I have you mod list to help narrow it down?

@Cyber Witch ~ Perfectly safe ^.^ You might get a 1 time error, but it's alright

@Avtark ~ Haha, glad it works. RunAndGun is on my list and in progress with being taken over. Just rewriting the settings menu to not require Hugslib, I'll make sure the mod works with CE as well
Avtark 13. aug. kl. 13:48 
Very happy this works with the CE Dev snapshot. RunAndGun does not unfortunately and it's a huge bummer.
Cyber Witch ~ 13. aug. kl. 11:07 
is it safe to remove it mid-save?
Morieth 12. aug. kl. 11:33 
any reason that melee characters would decide to just follow an enemy mech instead of attacking them. like they go on a mech killing spree taking out dozens of them, then randomly find a mech interesting and start following them until the pawn gets hit.
Meme Goddess  [ophavsmand] 11. aug. kl. 13:32 
@Richie ~ Might be it is what it is, since yeah, they're not aggro. I'll look into it if I get time though

@Vlad Draculea ~ It should, let me know if it isn't and I can add compat for it ^.^
Vlad Draculea 11. aug. kl. 9:09 
does this work with LTO colony groups and NWN fog of war?
Richie 4. aug. kl. 18:49 
if enemy bug nests are around this doesn't work for them, the pawn will walk past a giant bug to shoot the nest and just get slashed, anyway to fix that or it is what it is since they aren't aggro yet
Meme Goddess  [ophavsmand] 3. aug. kl. 22:03 
@Divines I don't think so, at least I've never heard of anything like that
Divines 3. aug. kl. 20:18 
Nothing to do with this mod but since you seem to be rather included in the modding scene.

tho its probably a rather hard mod to do or already existing perhaps

is there one that kinda lets the game play on its own like watching a stream i guess, would be really interested in one, maybe that lets the pawn build on their own, planning growing zones etc
Meme Goddess  [ophavsmand] 2. aug. kl. 3:55 
I use both mods, as their implementation for mechs is way better than how this mod does it. That mod for mechs, and this mod for pawns, animals, mod creatures, etc ^.^ I don't have any plans currently to improve how mechs are handled because of that, and because I have a lot to do with other mods. However, if you know C#, feel free to submit any PRs to the repo and I'll take a look at them
[×MERCY] 2. aug. kl. 3:48 
There is a other mod called WVC, it has a "search and destroy" work type for mech, that one work fine, it use short and long range atk both, but only for mech, not pawn or animal. So im still looking forward to the update of this mod.
Meme Goddess  [ophavsmand] 2. aug. kl. 3:45 
@[×MERCY] Mechs don't work too well with S&D, you're probably better off using "WVC - Work Modes" mod, it has Find and Destroy mode for mech groups that is pretty similar in function
[×MERCY] 2. aug. kl. 3:43 
When a mech has short range and long range atk both, this mod will only shows the "search and destory short range".Chenk this, mech will find a target and try long range atk, but it stuck, it never atk, it just keep trying...
Meme Goddess  [ophavsmand] 2. aug. kl. 0:15 
@Smidge That sounds like a mod conflict, do you happen to have any mods that affect the base game enemy AI? Perhaps something you installed recently if it's suddenly not working ^.^
Smidge 1. aug. kl. 14:50 
No longer working on 1.6 walks to the enemy but then doesn't attack
CtrlAltFunk 31. juli kl. 19:26 
Just saw the Github link. Have posted there also
CtrlAltFunk 31. juli kl. 19:24 
Hey @Meme Goddess do you have a preferred way for us to post bug reports?

I keep having this issue where a melee pawn swaps to a new target before they reach the current one, with no real attempt to attack/kill.
If I disable S&D with the F key, manually attack and enemy, then re-enable - the pawn seems to target enemies further away than one right next to it.
B flat 30. juli kl. 2:58 
Ah, so I was tripping. It's from Allow Tool. Thanks! :D
Meme Goddess  [ophavsmand] 29. juli kl. 19:50 
@B flat Drafted hunt? It's another mod ^.^
B flat 29. juli kl. 17:05 
Am I tripping or did this mod used to have settings to enable it for hunted animals? I can't even find the settings now
tanyfilina 29. juli kl. 5:31 
Thank you so much!
Meme Goddess  [ophavsmand] 29. juli kl. 5:07 
@tanyfilina Rewriting the settings menu to not require HugsLib anymore ^.^
tanyfilina 29. juli kl. 3:25 
So... any hope for Run and Gun mod being taken by you? I've found out it's the last mod requiring HugsLib that I have, yet it is a real must-have.
宝宝龙 28. juli kl. 5:12 
爱你
Meme Goddess  [ophavsmand] 26. juli kl. 20:59 
@Tsunatus Yeah, it's been an issue for a bit now. I'm thinking of adding a setting to reduce the job timeout, giving a trade off between performance and combat effectiveness
Tsunatus 26. juli kl. 12:07 
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  [ophavsmand] 25. juli kl. 18:19 
@竹子 Haha, all good ^.^
竹子 25. juli kl. 5:03 
@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  [ophavsmand] 25. juli kl. 3:04 
@竹子 Maybe, we'll see. Does it happen even without S&D installed?
竹子 25. juli kl. 3:02 
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  [ophavsmand] 24. juli kl. 18:24 
@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 24. juli kl. 12:31 
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 23. juli kl. 5:14 
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 23. juli kl. 3:39 
Meme Goddess, more like... Mod Goddess AM I RIGHT OR AM I RIGHT????????