RimWorld

RimWorld

188 ratings
Combat always collides
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
115.182 KB
5 Dec, 2022 @ 6:33am
24 Sep @ 6:57pm
17 Change Notes ( view )

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Combat always collides

Description
Prevents pawns from stacking when performing any combat duties.

Technical stuff
If a pawn is performing a duty that has the attribute alwaysShowWeapon, they will not be able to share a tile with other pawns. This replaces the periodic check of "is there a hostile in a given radius", resulting in a more predictable experience.

These duties are basically any sort of active participation in hostilities - raiding, sapping, breaching, prison breaks, etc.

Requires
111 Comments
Mute  [author] 29 Sep @ 12:27pm 
Please provide a log, there are likely errors happening.
klancy 28 Sep @ 2:52am 
Collision needs to turn back off even when drafted for colonists entering shuttles.

After a shuttle is loaded, it also won't want to travel on the world map. (Tested with a combat quest where emperials ask you to go in a shuttle and fight for them.)
weak2 29 Aug @ 9:41pm 
thx God i dont have to use turret with doors rn
Mute  [author] 2 Aug @ 2:19pm 
That makes sense, thank you for the explanation :squirtyay:
Protok 2 Aug @ 1:17am 
:AffinityPurity: Mute,

In current testing state it's remains unclear for me how it will influence my game experience. I just finished 15 days of reactor charging with everyday 2-3 raids engaging. And I can say that "easy" raids more interesting with vanilla collide script. "Hard" raids when half of pawns injured and I need to hold in killbox are in need of your collide script.

As an intermediate conclusion for myself, I realized that in the normal game mode I will use the standard collide script, and in the final phase of the game I will include your collide script.

Idea of toggle is not a necessity in my case. It's just a wish.
Mute  [author] 1 Aug @ 11:16pm 
Hi Protok,

Runtime patching/unpatching is pretty complex (and the mod doesn't currently have a settings menu), so I'm not sure if I'll be adding such a feature, at least in the near future.

What kind of situation has you looking for a toggle?
Protok 1 Aug @ 5:07am 
Thanks for mod. It would be convenient to have an on/off option in the mod settings. To change the vanilla and modified script on the fly, without restarting.
Mute  [author] 30 Jul @ 12:20pm 
Updated, thanks for the reports
Inglix 29 Jul @ 3:33pm 
I'll just chime in and say I'm seeing the same error as of today. The errors in my log are identical to the log that mathan posted.
Victor 29 Jul @ 3:25pm