RimWorld

RimWorld

Enemy Self Preservation
266 Comments
moo 18 Jun @ 2:38pm 
1.6?
Nim 13 May @ 12:33am 
I'd like to second a request for an anomaly patch. It looks like cultists (who are usually genies and thus have the wimp trait) will flee despite having reduced pain perception. Maybe disable the wimps always flee setting as a fix?
Farbott 23 Apr @ 10:20pm 
Shamblers seem to try to self preserve, any hope of an anomaly look for patches?
Nemerijn 28 Jan @ 7:17am 
This mod is causing error log after the enemy that is fleeing left the map, is it possible for you to check why this happens?

https://pastebin.com/xSyVU4ri
Martinsuki 7 Jan @ 10:01pm 
So the higher i set the "Pain % to Flee" in the mod options the higher pain must a pawn be suffering to flee right? because im having trouble finding this to trigger
Willow 22 Oct, 2024 @ 9:06pm 
It'd be pretty neat to have an option so that unwaveringly loyal pawns never flee. Makes sense to me, die for the cause and all that.
Pillowkitty 18 Sep, 2024 @ 5:33pm 
Can confirm fungoid related shenanigans. Custom race enemies who have mind coalescence also sent my own pawn with the same gene running off the map to never be seen again!
orion♪ 8 Aug, 2024 @ 11:39pm 
cai seems to work with self preservation - only combat issue i had (which may not be because of either mods) was the ancients fleeing after having a crashed ship event where i killed two fungal ancients (from VE fungoid). after about a day or so, i got a notification saying the ancients in the ancient danger were leaving. that was the only issue
Marcus 27 Jul, 2024 @ 7:33pm 
I would consider increasing what it takes for raiders to flee, it is really low rn, a single shot and they run away, and then if enough of them do that they just run away even sooner. It's like you're barely fighting a raid.

IMO, I would create an option that could for example prevent fleeing until maybe 25% of the raid is dead or downed.

Then, I would have it be so a group of 2-3 pawns decide to flee together instead each pawn deciding individually because it looks really weird when you have an entire group of raiders and then one guy just randomly starts running away. (or a mix of the two).

Thats just my thoughts on the mod.
hlo120435 20 Jul, 2024 @ 7:29am 
kind of a turnoff. i think it would be cool if raiders setup a designated med zone for enemy pawns to fall back to when injured, instead of giving up.
Marcus 19 Jul, 2024 @ 11:27pm 
Does this mode make enemies rescue their downed allies when fleeing?
D3K43 5 Jul, 2024 @ 1:38am 
This mod was a lifesaver for me when CE wasn't updated to 1.5.
TehJustOne 20 May, 2024 @ 10:27pm 
It would be nice if there can be a variable range of when enemies will retreat. Ie: at 25-40% pain for example
Definitely a Virus 5 May, 2024 @ 5:20pm 
Just wanted to report that the new shamblers, despite being mindless undead who cannot feel pain, will flee when injured
uhhmm 30 Apr, 2024 @ 10:35pm 
I feel like it'd be interesting to have a setting for a % of enemy's to "courage up" after being hit and fleeing for a while.
Basically like they go "Man I don't wanna die, but I can't let my friends die"
Murmur  [author] 27 Apr, 2024 @ 9:34pm 
When half of a raid is no longer able to fight the whole raid flees. That's just the default way Rimworld works, this mod doesn't affect that part so the settings wont matter.
(≡◉‿‿◉≡) 27 Apr, 2024 @ 9:29pm 
My settings is set at 10% health percentage instead of pain. I managed to kill about 30+ of them, but they have like 30-40 left and they're hurrying to left the map. Or maybe my settings is wrong??
Murmur  [author] 27 Apr, 2024 @ 5:40pm 
I didn't change anything related to when the entire raid flees, that's all vanilla so if there's some other mod that changes that, it should work with this one. Granted I have no idea if a mod like that exists but it sounds like it should.
Leoraaaaaaaaaaaaaaaaaaaaa 27 Apr, 2024 @ 5:38pm 
I'd love a setting like that as well, if it's not too much trouble
(≡◉‿‿◉≡) 22 Apr, 2024 @ 12:38am 
Hello, can you please add a setting like if their number is reduced to 5-8 they will flee? I really love this mod but they still flee even with 30 raiders left.
Murmur  [author] 20 Apr, 2024 @ 9:00am 
I have no idea, if they can feel pain, probably. If they don't feel pain, probably not.
Dümbük Enişte 20 Apr, 2024 @ 8:55am 
Does this make dehumanized pawns from Anomaly be able to run?
Murmur  [author] 17 Apr, 2024 @ 9:13am 
Yes
(≡◉‿‿◉≡) 17 Apr, 2024 @ 3:38am 
Hello, safe to remove?
Winter 4 Apr, 2024 @ 8:37pm 
You're welcome. Thank YOU for this mod. :steamthumbsup:
Murmur  [author] 4 Apr, 2024 @ 8:27pm 
@Winterwolf, thanks for the info that's super helpful
Winter 4 Apr, 2024 @ 8:22pm 
Make sure you grab Tacticowl https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936140288 (it includes optimised versions of Run n' Gun, Dual Weild & Search & Destroy) All features are toggleable. Run n Gun has a Flee n Gun option (they will open fire as long as they have line of sight & are in range) Personally I raise Flee n Gun scale to 80% as there are seemingly very few wimps & cowards in RimWorld.

So in short, Tactiowl is the perfect compliment to this mod for those who want more spice in their combat soup.
Murmur  [author] 4 Apr, 2024 @ 7:33pm 
@Dax, that's interesting, I might have to try it out sometime, never used Run and Gun before.
Dax 4 Apr, 2024 @ 3:46pm 
I wonder how well this pairs with Run and Gun, cus the raiders will defend themselves as they flee and won't have their backs lit up.
Murmur  [author] 30 Mar, 2024 @ 11:40am 
@Aira, I don't know, give it a shot and let me know.
Aira 30 Mar, 2024 @ 11:38am 
Compat with cai?
Murmur  [author] 16 Mar, 2024 @ 11:33am 
@ALE199, yes I will definitely be updating this mod soon.
ALE199 16 Mar, 2024 @ 5:51am 
Hey! love this mod, would you be able to update for 1.5?
Murmur  [author] 30 Nov, 2023 @ 9:56am 
@lordvetinari, that was something I had looked into before but couldn't figure out a way to implement. I may try again in the future.
lordvetinari 30 Nov, 2023 @ 2:56am 
Is there a way (or would it be possible to implement an option) to make it so that turrets and my army stop targeting fleeing enemies without midromanagement? It feels rather cowardly to me, plus it's a wast of defense time when you're facing a huge raid. and there are other people who still pose a threat to the colony
Wolf_Speed 9 Sep, 2023 @ 10:24am 
I feel like this mod would fit good as an ideology precept, so maybe some religions would rather flee and keep their people alive. And you could maybe make an opposite preset where they rush at you and never stop fighting unless they are seriously injured.
Murmur  [author] 12 Jul, 2023 @ 5:57pm 
yeah
(≡◉‿‿◉≡) 12 Jul, 2023 @ 5:48pm 
@Murmur hello, can I remove this halfway?
Giggles 5 Jun, 2023 @ 4:16am 
@Farbott Zombieland in general is awful for performance
Farbott 14 Jan, 2023 @ 1:46am 
Is that what may be causing lag for me? Ive always had some issues with jombieland and I never figure'd it might be this.
MapleSierrap 21 Dec, 2022 @ 10:33pm 
Might need an exclusion for Zombieland's zombies as they cannot do job SelfPreservation (and they shouldn't, I mean, they are zombies).
B 19 Dec, 2022 @ 5:08pm 
Trying the set of mods together. Seems like a more realistic way that enemy raiders would react. Thanks! :steamthumbsup:
Big.D.Dino 25 Nov, 2022 @ 10:58pm 
@murmur like some are aggressive and go straight for the kill whereas others would be after walls and loot, anything you could think of to try and make them not all the same AI
Murmur  [author] 23 Nov, 2022 @ 3:48pm 
Not sure what you mean, personalities like: "This guy fled after 3 shots instead of 2"?
Big.D.Dino 23 Nov, 2022 @ 2:48pm 
should be one of many random enemy ais so the enemies have personalities
Thunderkleize 16 Nov, 2022 @ 2:39pm 
@Murmur Thanks for the explain
Murmur  [author] 16 Nov, 2022 @ 2:13pm 
Yeah, this does nothing to affect pain so as long as the drug is causing reduced pain any pawn on that drug will be less likely to flee.
Thunderkleize 16 Nov, 2022 @ 12:48pm 
Do drugs properly interact with the pain threshold for this?
보스니아헤르체코슬로 7 Nov, 2022 @ 2:56am 
Well, i exampled cataphract and pirate (because it's well-known for not only several role players, but all rimworld players) but there can be less-armored, but more zealous enemies (ex : eldritch gestalt-ideology tribespeople). so i still want you to add faction-by-faction mod option, but i understand too-complicated pawn AI mod can be bad compatiable mod...
thank you for reply about it!
Murmur  [author] 6 Nov, 2022 @ 11:26pm 
Cataphracts already flee less often than simple pirates because they have better armor. better armor = less damage, less damage = less pain, less pain = less fleeing. No need to over complicate things.