RimWorld

RimWorld

Drafted Auto-Combat
140 kommentarer
TAW | Shadow_Beetle 20. nov. kl. 12:31 
gonna try, looks promising!
Some_one 17. nov. kl. 12:38 
i want to sugest individual deactivation on autoskills, my pawn keeps spaming word of joy against my enemies
galesdeloscien 10. nov. kl. 5:55 
its this compatible with auto abilities?????
plsss.
Dan 7. nov. kl. 7:19 
Running into a bug where auto combat seems to ignore turrets. Other than that this mod is really great :steamthumbsup:
RedMattis  [ophavsmand] 6. nov. kl. 13:29 
@Fyrex
This mod adds a job that is parented under the "Drafted" state, and aborts if the auto-combat toggle isn't on.

Unless those drone are drafted it shouldn't affect them.
Fyrex 6. nov. kl. 5:12 
Seem this doesn't work well with project rimfactory drones. Both mods seem to completely break down. Autocombat does nothing and the drones hardly do tasks or start wondering which they should never do.
Miku, Miku Beam! 1. nov. kl. 16:19 
How does this differ from search and destroy? Is this better or the same?
XXXMAN69 30. okt. kl. 14:12 
10/10
IroncladLion 29. okt. kl. 12:17 
Actually works very well. Works with Run and Gun for those wondering. Great mod :mhwgood:
Arthur GC 28. okt. kl. 12:08 
Most of probably this conflicts with Auto Abilities , right?
Benedetto XVI 28. okt. kl. 3:57 
I'm more interested on a challenging "enemy AI" that use better and often ability on an intelligent way.

Thinking for example to VPE where several Psycasts aren't used, or others ability mod.

So I wonder if this mod take also enemies in to account or is limited to your drafted colonists.
i love fentanyl 23. okt. kl. 16:49 
Kinda bugged with DMS weapons (if auto cover is active while holding weapon from DMS pawns just use melee)
Mechanomical 17. okt. kl. 21:09 
A bit of a weird request but could you add a run away style for those with run and gun, I like to have one good shooting pawn run around and act like a coward to catch attention while everyone else does their thing
Albino Monkey 16. okt. kl. 8:40 
@RedMattis I would definitely do a add-on mod instead of adding it into this one. You could call it "Auto-Combat: Formations" which just add more options to this mod, or if you show me the ropes I could do it myself as I've always been interested in rimworld modding.
Squishyjellyfish 12. okt. kl. 23:00 
does this work with run and gun?
Alexander Zagirov 12. okt. kl. 17:00 
AI auto-combat ignore turrets for some reason.
RedMattis  [ophavsmand] 12. okt. kl. 2:51 
Update
Now works with the old VEF Abilities such as those from Dragon's Descent, probably psycasts, etc. as well.

It hooks into their code which includes things like random-chance-to-not-use, etc., so if a pawn doesn't use an ability it might be due to that kind of setting.

I've not checked how friendly-fire prone they are, but probably exactly the same how the VEF-style autocast usually is.

@Albino Monkey
It would be interesting, but I'm a bit worried that might over-complicate things. While the mod lets you turn off buttons I still don't want to go too crazy on the complexity, and options hidden in the mod menu 98% of users probably never learn about.
Zaphiel 11. okt. kl. 6:02 
This mod doesn't seem to be working well with Simple sidearms mod. The moment I enable the Auto-combat and AI control, all ranged pawns switches to their available melee weapon and starts chasing the enemy instead of using their ranged weapon.
Albino Monkey 10. okt. kl. 10:18 
An idea I have now that I see that you've added full AI drafting, maybe dive into squads and proper formations? I am running a full synthetic army playthrough right now and being able to have ai squads that stay together and fight a little more smart (more than what we have now) would be amazing. Also thank you for the work you have put in so far, the mod is awesome.
Minitialize 9. okt. kl. 21:22 
thank you for this. Everytime my colonists are downed, I feel the need to savescum hard because as vanilla AI is right now, drafted colonists are only as smart as the players handling them so if they die, 7 times out of 10, its def. player fault. At least that's how I view it, so thank you again.
Shampooh 9. okt. kl. 14:27 
Oh good call, now that I check Steam still hadn't downloaded the update. Check the time on your AutoCombat.dll on disk and if it's before the update time here (2:16 pm EDT), you're outdated. Unsub and resub, force a redownload through RimPy, restart Steam, whatever you gotta do. All good now for me.
Albino Monkey 9. okt. kl. 14:07 
Ay, I just had that problem everyone is having where the drafting wasnt working and the UI didnt show up but the patch you just released fixed it. If you are still having problems try to restart your game first before coming here.
Shampooh 9. okt. kl. 13:56 
Not getting any problems with a new colony, only when trying to draft in my ongoing save that had the prior version. I have a very beefy modlist as you can tell which might be a related factor with the differences people are getting, but here's what I'm getting:
Exception in Verse.GizmoGridDrawer.DrawGizmoGridFor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1A58987C]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x0000c] in <75e8245ce183483ca398166bbf6ac5d7>:0
at BigAndSmall.DraftGizmos.ClearPrioritizedWorkAndJobQueuePostfix (Verse.PriorityWork __instance) [0x0002a] in <75e8245ce183483ca398166bbf6ac5d7>:0
at Verse.PriorityWork.ClearPrioritizedWorkAndJobQueue () [0x00017] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX RedMattis.AutoCombat: Void BigAndSmall.DraftGizmos:ClearPrioritizedWorkAndJobQueuePostfix(PriorityWork __instance)
Full thing: https://hastebin.com/share/qopegiwoce.txt
bigd 9. okt. kl. 13:48 
My bad. Here's the error message from the beginning.

System.NullReferenceException: Object reference not set to an instance of an object
[Ref 56CFA0E4]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x00000] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:332
at BigAndSmall.DraftGizmos.GetGizmosPostfix (System.Collections.Generic.IEnumerable`1[T] __result, RimWorld.Pawn_DraftController __instance) [0x00031] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:88
at RimWorld.Pawn_DraftController.GetGizmos () [0x00026] in <24d25868955f4df08b02c73b55f389fe>:0
Cute Pie 9. okt. kl. 12:58 
Any work around for the gizmo disappearing?
Riven 9. okt. kl. 11:38 
I had the gizmo bug, the update fixed it
RedMattis  [ophavsmand] 9. okt. kl. 11:17 
Update: Took a shot in the dark. I'm guessing the list of auto-fire set abilities has somehow scribed as null for some users.

Can't reproduce it myself though.
RedMattis  [ophavsmand] 9. okt. kl. 11:07 
@bigd
What is the error? The copied text is just pointing at a line. Is it a NullReferenceException?
NoClip 9. okt. kl. 11:05 
Echoing recent statements here, also getting the gizmo bar disappearing when a pawn is drafted now since the update
LeInsurge 9. okt. kl. 10:58 
gizmo bar stopped working with the latest mod update :(
bigd 9. okt. kl. 9:41 
This is what I get. Its trying to look for files dealing with dealing with Big and small files. I tried with big and small mod installed and uninstalled and the same results.

at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x00000] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:332
at BigAndSmall.JobGiver_AutoCombat.TryGiveJob (Verse.Pawn pawn) [0x00013] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\AutoCombatJob.cs:84
Paolini 9. okt. kl. 8:20 
So this is not needed if we already have Big and Small Framework ?
Mara 9. okt. kl. 7:35 
Simple sidearms compatible?
ASaltyTwixBar 9. okt. kl. 6:53 
I'm having the same issue. Disabling the buttons in the mod settings doesn't do anything, and I'm using Character Editor to down Pawns that are drafted and cannot be un-drafted.
Ev 9. okt. kl. 6:49 
Yeah, just experienced that too.
Logical Terror 9. okt. kl. 6:28 
this update broke something, the mod is looking for big and small references and the gizmo bar is disapearing when drafted.
Ev 9. okt. kl. 6:20 
Does the full-auto mode in this update obsolete loading Search & Destroy together with this mod?
RedMattis  [ophavsmand] 9. okt. kl. 5:10 
Update

Added a full-auto mode.

When enabled they will hunt down any hostile threats (which you are aware of/aren't fogged), beating down doors if required to reach them.

As always you can disable any extra buttons in the mod setting.
ELF SLAYER 28. sep. kl. 15:48 
Thanks for adding the option to disable gizmos! It was getting really crowded
biowreck 23. sep. kl. 16:24 
Works now ::cozyspaceengineersc:
RedMattis  [ophavsmand] 23. sep. kl. 14:26 
@biowreck
Try updating it again. The name of the settings menu button had gone missing.
biowreck 22. sep. kl. 20:24 
Hey, just trying to confirm if it's on my end or not. The options don't show up with only DLCs, Harmony, and your mod running. I've tried resubscribing a couple of times too. Does it work on your end?
RedMattis  [ophavsmand] 22. sep. kl. 11:15 
Update:
Added mod settings menu and ability to toggle on and off display of buttons.

Also added the ability to make the main button be a dropdown menu instead.


@Roque the Rogue
The problem with swapping the state on abilities individually is that when you use it on a large group of pawns the behaviour becomes a bit chaotic.

I might add it as a right-click-menu option though.
Roque the Rogue 8. sep. kl. 22:20 
Greetings RedMattis, I've had an idea for improving the toggle gizmo on left click;

What if when you click to autocast, it shuffles between;
-Normal mode (just the usual autocast, for basic abilities)
-1 Cast Once (like buffing or triggering a shield)
-2 Cast Twice (useful for certain powerful abilities)

It does another layer of utility.

I think doing this can solve some of the spam issues pawns seem to have with certain abilities, especially ones that consume a resource pool, like force abilities, like hemogen abilities, some mods, allows you use shield abilities and pawns will proceed to spam the ability quickly depleting resources.

Awesome if possible, thanks for your contributions.
next0ne22 7. sep. kl. 12:57 
Thanks for reply, I will keep your mod in my list and check it later. Good piont is that auto-combat now is auto-disabled when undrafting, that was one of the reasons I had to look for alternatives. What I like in Drafted AI is avoiding friendly fire is also there.
RedMattis  [ophavsmand] 6. sep. kl. 9:32 
Seems like I missed the language keys. This should be fixed now. Thanks for pointing it out. :)
DAOWAce 6. sep. kl. 9:24 
Yeah, code text is displaying instead of a friendly name on the, I assume, new option (3rd gizmo).
天才少公子 5. sep. kl. 15:44 
The newly added Auto-Combat mode option seems to display incorrect text in the game.
RedMattis  [ophavsmand] 5. sep. kl. 13:28 
@elĐeve
Correct. This is a standalone version of the optional built-in auto-combat. :)
elĐeve 5. sep. kl. 0:59 
now i think of it it's the same autocombat that it's integrated in big and small? i just noticed i can enable it lol (i'm not subbed to this one) :SG0_BestGirl: