RimWorld

RimWorld

Search and Destroy (Continued)
518 kommentarer
Berrison For 5 timer siden 
The related mod collection has also been published on the Steam Workshop.
Berrison For 5 timer siden 
If that save feels too cluttered, I also know a simpler way to trigger the bug:
During an Anomaly raid, if there are no friendly structures on the map and only one colonist is present, give that colonist the "Invisibility" ability and summon a group of Gorehulks. Then activate "Search and Destroy." At first, the colonist correctly targets and attacks the enemies. But after a few kills, once the Gorehulks lose their target and enter a wandering-like state, the colonist gets forced into "Standing by," and the error log appears again.
Berrison For 5 timer siden 
https://github.com/berrison/mod
——
I've just added a new save file named "孤星旅人" on GitHub. Once loaded, you'll find yourself in a raid against a Mechanoid base. All colonists are already equipped with Monoswords and Miniguns, ready to switch to "Search and Destroy" mode at any moment.

However, every time these colonists score a kill, they get stuck in a "Standing by" state. In Developer Mode, this shows as a recurring error log indexed 99 times. If you repeatedly click the "Search and Destroy" command, they quickly acquire the next target. But without doing so, they soon fall back into "Standing by." This happens with both ranged and melee colonists — ranged units, for example, often end up idling behind enemies until the enemy fires the first shot, only then reacting.
Meme Goddess  [ophavsmand] For 12 timer siden 
@Berrison ~ Oh damn, ok. Well there's not much I can do without a rentry modlist, as otherwise it's a *massive* pain to load someone else's modlist. However the alternative is you create a Steam mod collection and send me a save file, although that'd be lower on my list to get to due to the extra effort to download the mods ^.^ That being said, I'm about to get back from holidays pretty soon and will be burning through my todo list, so now is probably the best time for it
Berrison For 17 timer siden 
I'm completely unable to access sites like GitHub or Rentry, even with a VPN. I've set up the latest RimSort and exported the list, but as a non-programmer, I'm stuck on the "next step" when the XML file won't open correctly. The available guides are outdated, and no one in my local community uses this tool.

Frankly, I prefer manual mod sorting and find this process has ruined my enjoyment of the game. The file I shared was exported from RimSort. If it's not what you need, I'll need extremely detailed, step-by-step instructions, as I lack any technical background.

I'm about to become very busy with real life and may not have time for this again soon, so a clear checklist would be greatly appreciated.
Meme Goddess  [ophavsmand] For 23 timer siden 
@Berrison ~ Can you use RimSort to export it via rentry? It allows me to just paste the link and have it download and enable all the mods automatically ^.^
Berrison 10. okt. kl. 9:39 
https://github.com/berrison/mod/blob/main/mod.xml
Not sure if this is what you're looking for...
Meme Goddess  [ophavsmand] 10. okt. kl. 6:46 
@Berrison ~ Please don't post like 10+ comments of the stacktrace. If you need to post something that big, use a pastebin or something. Or, ideally, Hugslib log share. Also a modlist is really the only thing that would help in this case ^.^
Berrison 10. okt. kl. 6:37 
Sorry, I'm not in the habit of using Rimsort, but I'll make a point to try it out in the next couple of days to see if I can get you more info. In the meantime, here's my game error log—maybe you can find some clues in there.
——
make started 10 jobs in one tick. newJob=Goto (Job_904) A = Thing_Gorehulk6115 jobGiver=SearchAndDestroy.JobGiver_GoWithinRangeOfHostile jobList=(Goto (Job_894) A = Thing_Gorehulk6115) (Goto (Job_895) A = Thing_Gorehulk6115) (Goto (Job_896) A = Thing_Gorehulk6115) (Goto (Job_897) A = Thing_Gorehulk6115) (Goto (Job_898) A = Thing_Gorehulk6115) (Goto (Job_899) A = Thing_Gorehulk6115) (Goto (Job_900) A = Thing_Gorehulk6115) (Goto (Job_901) A = Thing_Gorehulk6115) (Goto (Job_902) A = Thing_Gorehulk6115) (Goto (Job_903) A = Thing_Gorehulk6115) (Goto (Job_904) A = Thing_Gorehulk6115)
Meme Goddess  [ophavsmand] 9. okt. kl. 22:04 
@Berrison ~ That doesn't sound like the intended behaviour. Just to confirm, would this mean that it wouldn't attack raids that are "preparing"? If so, can you give a mod list exported with RimSort via rentry?
Berrison 9. okt. kl. 20:17 
Hi there! I've got a bit of feedback about the auto-targeting for melee attacks in your mod.

From what I've noticed recently, it seems like colonists only engage enemies that are already in an aggressive state—meaning, if an enemy isn't actively targeting one of my colonists, my melee units won’t initiate an attack. Instead, they just kind of… follow the enemy around, waiting until the enemy locks onto someone before they start swinging.

Would it be possible to adjust this behavior? It'd feel a lot more natural if our colonists could proactively engage nearby hostiles, even if they aren’t actively attacking at that moment.
不善言辞钟表头 9. okt. kl. 18:36 
I think I found a reproducable bug.

1. Take a meele pawn.
2. Cast invisibility on him
3. Toggle search and destroy y meele on
4. Get error pawn started 10 jobs in 1 tick soawn
我的问题跟这个一模一样,不过第四点会在小人杀死了目标之后发生
Huge Alpaca 9. okt. kl. 17:11 
you are my savior
Meme Goddess  [ophavsmand] 7. okt. kl. 11:54 
Hmmm ok, I'll have to look into it. I think I might have seen the issue before, but could never narrow it down, nice to know it's CE
w_ather 7. okt. kl. 11:00 
Yeah, it gives lags with CE
Iceobeasty 3. okt. kl. 6:28 
im getting lag with CE
Meme Goddess  [ophavsmand] 26. sep. kl. 5:54 
@Rassmond ~ Ah yes, it's a mod conflict that I haven't been able to narrow down. Can you give me your mod list? Exported with RimSort via rentry ^.^

@BB7 ~ I haven't actually checked, and out of the country right now so am unable to. If you take a look at RimWorld's key rebinding, there might be an option in there. If it doesn't have it, I'll add it when I get home ^.^
Rassmond 25. sep. kl. 18:34 
Looks like issue with chasing fleeing pawns with pawns with melee weapon square by square and not hitting still stands
BB7 24. sep. kl. 7:53 
is there a way to edit the keybinds of this mod?
Geojak 19. sep. kl. 9:54 
Can i add you on discord? I'll try replicating on the weekend, if possible I would like to sent you a safe file then.
I am geojak on discord too
Meme Goddess  [ophavsmand] 19. sep. kl. 5:39 
@Geojak ~ I'm unable to replicate that bug. Does the bug still happen with just this mod installed?
Meme Goddess  [ophavsmand] 18. sep. kl. 4:44 
@The_Munkeh ~ It's possible they have a custom thinktree, I'll need to patch it

@Geojak ~ Appreciate you finding that, I'll take a look at it ^.^
Geojak 18. sep. kl. 2:13 
Oh and you need enemy's on me map when testing for the error
Geojak 18. sep. kl. 2:13 
I think I found a reproducable bug.

1. Take a meele pawn.
2. Cast invisibility on him
3. Toggle search and destroy y meele on
4. Get error pawn started 10 jobs in 1 tick soawn
The_Munkeh 12. sep. kl. 10:47 
I have noticed that when the shamblers are set to search they do not. I am using the "One with Death" mod and not sure if its conflicting
The mod allows me to raise shamblers and they cannot work or such but are cannon fodder for battle.
hunter 12. sep. kl. 4:07 
Why haven't I attacked Gorehulk since it escaped after I attacked it up close
hunter 12. sep. kl. 3:48 
hello
Meme Goddess  [ophavsmand] 11. sep. kl. 17:26 
Support for vehicles has been on my list for a while, but there's no AI for them currently. I believe at some point they were talking about allowing raiders to use vehicles, which is what I'd probably need before S&D can support it. I mean, unless I write my own AI for it
󠀡󠀡 11. sep. kl. 6:24 
Would it be possible to add support for vehicle framework then my VE tanks can auto drive / auto fire at pawns please
strategy 9. sep. kl. 18:04 
There is a conflict between Baizhan Bingpu in Mechanoids: Total Warfare and Search and Destroy.
Once a pawn is carrying Baizhan Bingpu, they will keep switching the guns from Baizhan Bingpu endlessly.
Meme Goddess  [ophavsmand] 5. sep. kl. 1:07 
If anyone was waiting for RunAndGun, I've released the continued version of it as well now ^.^
https://steamcommunity.com/sharedfiles/filedetails/?id=3562365100
demondust6 27. aug. kl. 4:06 
sweet, thank you! you really are amazing for getting these mods up to date with 1.6!
Meme Goddess  [ophavsmand] 25. aug. kl. 16:53 
@demondust6 ~ I can take a look at it ^.^
demondust6 25. aug. kl. 9:00 
Great job with this mod, would you be able to make a temporary one for ED-EnhancedOptions? That one is another similarly useful one that hasn't been updated yet and hasn't had any communication in months with the author
Dongerino 24. aug. kl. 23:00 
why is this not in the base game is beyond me, I'm too lazy microing melee pawns :steamlaughcry:
Toyota AE86 23. aug. kl. 5:59 
Thank you!
Meme Goddess  [ophavsmand] 23. aug. kl. 5:47 
@Toyota AE86 ~ I can certainly look into it ^.^
Toyota AE86 23. aug. kl. 5:33 
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 23. aug. kl. 2:36 
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