RimWorld

RimWorld

Search and Destroy (Continued)
512 kommentarer
Berrison 13 timmar sedan 
https://github.com/berrison/mod/blob/main/mod.xml
Not sure if this is what you're looking for...
Meme Goddess  [skapare] 16 timmar sedan 
@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 16 timmar sedan 
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  [skapare] 9 okt @ 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 @ 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 @ 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 @ 17:11 
you are my savior
Meme Goddess  [skapare] 7 okt @ 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 @ 11:00 
Yeah, it gives lags with CE
Iceobeasty 3 okt @ 6:28 
im getting lag with CE
Meme Goddess  [skapare] 26 sep @ 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 @ 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 @ 7:53 
is there a way to edit the keybinds of this mod?
Geojak 19 sep @ 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  [skapare] 19 sep @ 5:39 
@Geojak ~ I'm unable to replicate that bug. Does the bug still happen with just this mod installed?
Meme Goddess  [skapare] 18 sep @ 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 @ 2:13 
Oh and you need enemy's on me map when testing for the error
Geojak 18 sep @ 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 @ 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 @ 4:07 
Why haven't I attacked Gorehulk since it escaped after I attacked it up close
hunter 12 sep @ 3:48 
hello
Meme Goddess  [skapare] 11 sep @ 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 @ 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 @ 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  [skapare] 5 sep @ 1:07 
If anyone was waiting for RunAndGun, I've released the continued version of it as well now ^.^
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3562365100
demondust6 27 aug @ 4:06 
sweet, thank you! you really are amazing for getting these mods up to date with 1.6!
Meme Goddess  [skapare] 25 aug @ 16:53 
@demondust6 ~ I can take a look at it ^.^
demondust6 25 aug @ 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 @ 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 @ 5:59 
Thank you!
Meme Goddess  [skapare] 23 aug @ 5:47 
@Toyota AE86 ~ I can certainly look into it ^.^
Toyota AE86 23 aug @ 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 @ 2:36 
Great mod, good on you for keeping it going!
Meme Goddess  [skapare] 22 aug @ 3:41 
@Paolini ~ Is my pleasure ^.^
Paolini 22 aug @ 3:30 
Thx for keeping this mod alive !!
ВАЛЕРА 19 aug @ 0:00 
accept friend request to add translation, pls:holyflame:
Meme Goddess  [skapare] 16 aug @ 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 @ 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 @ 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 @ 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 @ 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 @ 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 @ 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 @ 6:12 
@tarantio do you have small and big framework added? it recently added gizmos for searching cover
tarantio 14 aug @ 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  [skapare] 13 aug @ 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 @ 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 @ 11:07 
is it safe to remove it mid-save?
Morieth 12 aug @ 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  [skapare] 11 aug @ 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 ^.^