RimWorld

RimWorld

53 ratings
Seek Enemies
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Mod, 1.6
File Size
Posted
Updated
140.000 KB
9 Aug @ 1:23pm
12 Aug @ 12:57am
7 Change Notes ( view )

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Seek Enemies

In 1 collection by Amro
Amro's Mods
8 items
Description
- Description -
Adds a toggle gizmo for player pawns to automatically seek out enemies anywhere on the map while undrafted, providing passive defense.

When enabled, the pawn will advance toward the nearest valid hostile (ignoring fogged areas and dormant or invisible targets) and engage using their weapon’s effective range.

The pawn’s hostility response is automatically set to Attack, using the vanilla engaging system for optimal performance.

Settings persist across saves and are remembered individually for each pawn, and it should be safe to add mid save.

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- Required Mods -
Requires Harmony

- Usage -
All undrafted colonists will have a gizmo next to the draft button that enables Seek Enemies.

Works for both ranged and melee pawns.

- Thoughts -
Search and Destroy works on drafted pawns and this mod is for undrafted pawns so they cover different scenarios

Search and Destroy was too hands-on, as you had to keep drafting pawns to make it work.

This mod is written from scratch and optimized to have minimal performance impact.
It leverages RimWorld’s vanilla attack system for undrafted colonists, so no odd interactions should occur.

- Notes -
I wanted my ghouls to defend other outpost colonies passively, and nothing I found worked well enough, so I made this myself.

Also the vanilla undrafted combat has issues with doors that I couldn't fully fix

- My Other Mods -
Unique Apparel & Armor – Armor and clothing can have unique effects
Combat Speed Unlocker – Unlocks all game speeds during combat
Auto Close Research Popup – Auto-closes the research finished popup
Psychic Ritual Mechanoids – A mech helps invoke psychic rituals
Psychic Anchor – New psychic ritual to prevent low consciousness
Fleshmass Regeneration – Path to gain regeneration from the Dreadmeld
Archite Temperature Genes – Adds higher-level temperature genes

- Support -
[ko-fi.com]
If you like this mod, consider supporting me for as little as $1.
All my mods are free; support is optional and helps future updates.

- Change Log -
Version 1.0
-> Initial release

Version 1.1
-> Fixed path-finding issues and made ranged path-finding more reliable

Version 1.2
-> rewrote entire enemy and pawn search logic for performance, so massive performance increase

Version 1.3
-> Fixed exit map bugs
Popular Discussions View All (1)
0
15 Aug @ 4:46pm
PINNED: Bug Reports
Amro
18 Comments
HotdogMoisturiser 4 Sep @ 2:03am 
Be WarnedIf left on Colinists wont repect zoned boundry's & suicide charge (only seen melee do it)
thepizzaman2013 15 Aug @ 7:03am 
Yeah it's fixed!
Amro  [author] 11 Aug @ 2:11pm 
@NeinDao
I think I fixed it in the new version

@FelipeGames2000
yeah, they don't automatically use abilities.

@PremierVader
It should be light/medium on performance depending on how large the map is I tried to keep it optimized.

@thepizzaman2013
I think I fixed this in the new version as well
NeinDao 11 Aug @ 12:07pm 
it says "watching for targets"
NeinDao 11 Aug @ 12:04pm 
i had this active on 3 characters and than i traveled to another map using caravan, and now even if i turn it off, it is till active and it stops my characters from doing what i want. they just stand there locked up "seeking enemies" there are enemies in a ancient danger but there is no pathing to them and no los
FelipeGames2000 11 Aug @ 9:49am 
I assume that, since it works with undrafted colonists, they don't automatically use abilities, correct?
PremierVader 11 Aug @ 8:02am 
How is this mod in terms of performance compared to previous mods that did the same thing? The previous ones hit performance pretty badly from what I remember.
thepizzaman2013 11 Aug @ 12:22am 
There seems to be an issue with prisoners, I kept a few and for some reason when the prisoner is injured, everyone who's assigned to seek enemies just keep pathing back towards the prisoner over and over. They then lose sleep and food a lot of times, to eventually starving. I've only fixed the issue by removing the prisoner beds. Not sure what's causing it, also no errors in console.
Amro  [author] 10 Aug @ 5:25pm 
@Ishchyaboi
if the enemy is behind fog of war the pawns wont move towards them
Ishchyaboi 10 Aug @ 4:43pm 
how does the seeking respond to mods that adds fog of war where pawns can't see?