RimWorld

RimWorld

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[FSF] No One Ever Flees
   
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Mod, 1.4, 1.5, 1.6
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295.140 KB
3 Nov, 2022 @ 1:22am
11 Jun @ 10:58am
4 Change Notes ( view )

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[FSF] No One Ever Flees

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

This is a simple mod that patches every faction whether they're from the core game, the dlcs or from mods with the tag <autoFlee>false</autoFlee>. The purpose of this tag is to ensure factions like mechanoids and insects never tuck tail and run away. When applied to other factions it simply makes them act in the same manner, they never flee regardless of how many die or how few are left.

While this mod can be used just fine on its own the purpose of this mod at least for myself is to use it in conjunction with other mods. Such as, Compressed Raids, Enemy Self Preservation and Faction Cooldown.

With Compressed Raids you can have smaller but stronger better geared raids. Without this mod the flee behaviour will eventually kick in removing the compressed raid buff and forcing half the raid to flee. The mod Enemy Self Preservation overwrites the never flee behaviour instead allowing enemies to flee by themselves but only after they've hit a specified pain threshold.

The mod Faction Cooldown adds a cooldown timer for every death raids suffer resulting in factions taking turns raiding you rather than getting tribal raiders ten times in a row. Since the cooldown is based on deaths if raiders managed to escape with Enemy Self Preservation the faction will be able to raid you sooner.

With all four mods working together you can have varied raids that are more challenging and less tedious.

This mod is included in [FSF] FrozenSnowFox Tweaks.

How is this mod different to others?

There are a number of "don't flee" mods on the workshop but they all work a little differently. This particular mod applies to all factions whether they are from the core game, the dlcs or even mods. Friendly factions, neutral factions, permanent enemy factions, it applies to them all.

Using the autoFlee tag means you will never see the message "x have decided to flee" because the enemy never stops and never breaks. It also means the buff Compressed Raids gives to strengthen raiders won't suddenly vanish in the middle of the raid.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
21 Comments
FrozenSnowFox  [author] 5 Jul @ 10:17pm 
@Ash
That would be unrelated to this mod since it doesn't touch AI. I can't say I've noticed them ever doing it to that extent. However Vanilla flee behaviour can be a bit weird at times where they'll try to flee through your base or through a door instead of a better route.
Ash 5 Jul @ 10:14pm 
For whatever reason pawns synchronize with each other when fleeing. If your base is big enough pawns will calculate that the shortest path to their predetermined map edge flee spot is straight through your base, no matter how many walls you have. Not sure what other mod could fix this. The funny thing is pawns can be literally 50 tiles away from the map edge but will run over 200 tiles away just to flee in a group.
Ayna 9 Sep, 2024 @ 12:17am 
Reminds me of a quote from a youtuber: "...You don't get to run away! Come back here and scare me!" -Slimecicle
FrozenSnowFox  [author] 2 Sep, 2024 @ 5:15pm 
@Sovereign Star
That behaviour sounds like it could be coming from a mod. The vanilla behaviour is to swarm the enemy and attack unrelentingly once provoked. They'll call off their attack if not engaged for a specific amount of time. If all their hives are destroyed they'll shift to a more neutral behaviour similar to animals where they'll wander and defend themselves. Pathfinding can cause them to act a bit more erratic at times if they can't reach their enemy. They might wander or try to find an alternative path.
Sovereign Star 2 Sep, 2024 @ 5:09pm 
Oh... what I meant is that insectoids tend to back off for about 10 to 30 blocks whenever they start taking casualties and gunfire.

Unless this mod is placebo effect for me, they seem to just mindless march into gunfire and stopped backing off for a long while now.
FrozenSnowFox  [author] 2 Sep, 2024 @ 5:03pm 
@Sovereign Star
I'm afraid this mod won't change the behaviour of insects since they're already set to never flee. The way insects react is more down to the AI behaviour they've been assigned which this mod does not change.
Sovereign Star 2 Sep, 2024 @ 4:58pm 
THANK YOU, omg, I absolutely HATE IT and DESPISE Insectoids keep scurrying away when they dare to set foot on my home turf.
FrozenSnowFox  [author] 12 Feb, 2024 @ 1:33pm 
@VitaKaninen
I've never encountered that issue before and I use giddy up 2. If it is related to my mod there isn't actually a way for me to fix that. This is a very simple xml mod that simply adds a vanilla tag to the factions. I'm not sure why they'd spam a wait job like that since there isn't a reason for them to do so. More than likely the issue itself is coming from giddy up or some other mod.
VitaKaninen 12 Feb, 2024 @ 10:01am 
I am having an issue with an interaction between this mod and the giddy up 2 mod.

When I am raided and the enemies are on mounts and a person is downed but the mount is not, the animal will attempt to flee the map. That part is fine.

The problem occurs when the animal is also downed, and when the raid is over. All of my doctors are stuck standing still and will not move until the last enemy animal is finished off.

I will get hundreds of errors like the one below, but once the last enemy animal is finished off, everything goes back to normal.

[quote]
Lanaca started 10 jobs in 10 ticks. List: none curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_61430031))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
......
[/quote]
FrozenSnowFox  [author] 3 Feb, 2024 @ 2:36pm 
@Hydra
That could be due to CAI 5000 if you're using it. I noticed in the past it had some issues with mechanoid raids from ships or clusters. If that's the cause then my mod likely won't fix the issue since the mechanoid faction is already set to never flee even in vanilla.