RimWorld

RimWorld

173 ratings
Combat always collides
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
114.620 KB
5 Dec, 2022 @ 6:33am
11 Jul @ 4:19pm
15 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
100 Comments
Count 1 hour ago 
Thanks so much for the update! Looking forward to trying it out
Mute  [author] 11 Jul @ 4:21pm 
We 1.6 now. Performance is about 4.55% worse than vanilla in pawn-heavy situations (e.g. large raids) due to the need to check paths for combatant pawns.
Mute  [author] 11 Jul @ 12:47pm 
Wow it seems like in 1.6 pawns don't collide in combat at all (other than being unable to stop in the same square).

This will be interesting to try and detour.
bewby 11 Jul @ 1:50am 
Yeah pathing has changed considerably the pawns just run A to Z now but I don't know how thats impacted collision. Appreciate you either way!
Mute  [author] 7 Jul @ 10:26pm 
I hear pathing is completely reworked in 1.6 so it'll take some looking into
bewby 6 Jul @ 2:58pm 
Would love a 1.6 update!
dfifd 4 Jul @ 7:00am 
well, the combination of clean pathfiding and combat always collides makes the game shit itself because of shouldcollidewithpawns method (or whatever is this) which taken up about 400 tps from me
Arthur GC 11 Jun @ 5:51am 
I'm also having the 'balloon forward' issue Dath mentioned.
Mute  [author] 6 Jun @ 2:12pm 
Sorry for the late reply, I'm not sure if clean pathfinding compatible with all variations on the settings it has.

From the FAQ it seems like it shouldn't cause issues, but I'm uncertain if the patches overlap

> A. Hostiles and animals ignore any special rules set out by this mod and work as normal. It just impacts your own colonists and mechs, and non-hostile guests of a greater than animal intelligence. Drafted pawns are also ignored.
joyboy 6 Jun @ 11:13am 
doesnt work