RimWorld

RimWorld

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KlopKots Target Priority
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
848.024 KB
3 Jul @ 2:22am
19 Aug @ 8:11pm
11 Change Notes ( view )

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KlopKots Target Priority

Description
The mod adds optional designators for hostile pawns and turrets to set them as priority or ignored targets, and optional designator for player's pawns to set them follow or ignore Target Priority rules.
Player's drafted pawns, who choices targets for ranged attack by themselfs, prioritize designated targets before others and won't attack targets setted as ignored.

V1.2.2
- Added option to mod settings to set colony pawns(like running prisoners or berserker-colonists) as Ignored by default
- Changed mod load order requirements
- Compatibility fixes

V1.2.1
- Compatibility fixes

V1.2
- Added Priority designator for hostile turrets (player's mannable turrets acts according manning pawn's setups)
- Now designation of target as ignored interrupts autoattacks on it
- Minor visual improvements

V1.1.1
- Fixed loading default mod settings

V1.1
- Added Rimworld v1.6 compatibility
- Added mod settings window
- Added customization of visuals
- Added options to turn off designator types
- Added designator for players's drafted pawns to follow or ignore Target Priority rules (inactive by default)

Compatibilities:
- CE(Combat Extended) Compatible. I did few test and worked fine, i think...
- RunAndGun Compatible.

P.s. Shouldnt be inpactfull on performance, i think...
20 Comments
KlopKot  [author] 20 Oct @ 7:19am 
@ferny
This is a check that allows to immediately stop preparing an attack on a target if it doesn't meet the criteria of rules. (I forgot to give it a proper name.) This can be important when working with single-shot weapons like sniper rifles or rockets, to prevent pawns from firing random, unnecessary shots or wasting time on aiming.
Does it use a lot of CPU?
It performs several basic checks internally, and the main part is only triggered for the player's drafted pawns.
I assumed that as long as the player's pawn count is within the vanilla maximum, everything should be fine. Was I wrong?
ferny 19 Oct @ 11:30am 
Could you make Patch_Test4 lighter on the CPU? It's always calling even when not in any sort of combat situation, maybe have it only tick when absolutely necessary or tone down its severity internally
KlopKot  [author] 19 Aug @ 8:12pm 
@Soos
@Techercizer
Sorry, my bad, should be fixed now.
Soos 19 Aug @ 4:55pm 
Getting the same error as Techercizer
Techercizer 19 Aug @ 4:10pm 
Hey, I don't know if you support this but I'm using this as part of Ferny's 1.5 modpack and the latest update you made caused a massive spam of errors that look like this

https://pastebin.com/1iFqG6Ty

Any chance this is fixable? Had to disable the mod for now but I did like making good use of it before today.
KlopKot  [author] 19 Aug @ 5:08am 
@VitaKaninen
These limitations in mod are semi-intentional.
First part, ofcourse shame on me, im not so good code-writer to go so deep and change complex behavior of not drafted pawns. It much simplier while they just stand drafted and watch for targets.
Second part i didnt want to cross (maybe crapy) game balance and give player options that aren't there by default. You cant control what you cant control. Its delfault vanilla Rimworld experience to open fire automatically to kill puny prisoners, slaves or colonists if they do something aggressive. )
Its not good, but its ok. I think.

I updated mod( and writed some changelog). If you want, you can try and write if something is wrong.
(TargetPriority now needs to be loaded before Vanilla Expanded Framework to work correctly with turret-backpacks)
VitaKaninen 17 Aug @ 6:52pm 
When I have a prison break, my pawns ignore the designation if they are not drafted, and still kill my prisoners. When they are drafted, they will follow the rules, but if they are set to attack in the policy manager, they will ignore your mod, and kill the prisoners.

Also, if I have my pawns equipped with turret packs from vanilla apparel expanded, the turrets will ignore the designation and attack.

Also, it would be nice to be able to designate non-hostile pawns, such as my own people or prisoners. I don't want everyone to insta-kill someone as soon as they go berserk or have a prison break before I have a chance to mark them. It would be nice if there was a default setting that would auto-mark prisoners, slaves, and colonists as "ignore" as soon as they are added to the colony. This way, I can deal with it manually.

There is no situation where I want everyone to just open fire automatically and attempt to kill a prisoner, slave or colonist when they go rogue.
KlopKot  [author] 20 Jul @ 7:09am 
@Danger Girl Forever Ok, i hope everything will work correctly. Thanks for feedback )
Danger Girl Forever 20 Jul @ 6:22am 
Thank you for responding Klopkot. I just logged back in and the ignore mark was gone. Ill try it again next raid to see if I can mark and unmark people. :)
KlopKot  [author] 19 Jul @ 11:50pm 
@Danger Girl Forever Sounds like mod problem.
I wasn't able to reproduce this case. (Runned RimWorld without any other mods for quick launch, maybe its actually mods incompatibility)
But i added some checks to try avoid something like this, and updated mod.
Could you try it again and tell, was it fixed?