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Maybe an option in the mod, where players can select which feature they want, in case some people prefer the old, self-induced drop and roll behavior.
Running around panicking is a normal behavior and quite realistic, hence why fire weapons should be priority targets always.
Also the fact that this mod taught me that heat resistance of armor and clothing has nothing to do with ignition chance and how long you burn is crazy lol
a trait, skill, gene or something opposed to an all encompassing change.
just because i do think its perfectly reasonable for some pawns to panic the moment they get set on fire (i mean its fire, every living being since the dawn of time has been hardwired to be scared shitless of it, its survival instinct), especially in a high pressure situation like a battle. however provided your pawn has a trait or skill or level of combat experience or whatever else, maybe theyre calm under pressure and realize they need to stop drop and roll opposed to panicking.
That said, I wanted to a make a suggestion about how ignition rolls are done; as they really don't simulate fuel based weapons or their consequences very well.
Not saying that the ignition calculations so far be removed or changed; and more more suggesting an option where it doesn't apply to fuel-based fire attacks. Impid spew, molotovs etc.
I know the mod was made with these in mind, but also keep in mind that napalm kills tank crews not because the tanks armor or their clothing was flammable - but because it was soaked in napalm.
That is the horrific nature of fuel weapons; they remove how flammable a target is from the equation entirely.
Clothing and armor on a victim could fill more a reductive rather than preventative role; heat armor reducing burn damage
Reason being not just for balance but also because I've seen people act like rimworld pawns when on fire and they were stupid as hell.
I'll upload a fix as soon as possible.
On a vanilla list this mod works as expected.
The replacement behavior SHOULD be always replacing the "run around" action with "extinguish fire" but I have no idea how that interacts with being interrupted by teleportation.
When a burning pawn gets teleported(by the psycast Skip or something similar)they will forget how to extinguish the fire on them and move around aimlessly like vanilla.
(BTW I'm using Vanilla Psycasts Expanded)
- Vanilla pawns
Thanks for the mod
I have no knowledge about how hard [or even how feasible] this would be, but I feel it would increase immersion to add a research to neolithic or medieval research so that your pawns don't magically just know to do this, especially if in the mod settings you have it so other factions don't have this behavior.
also might I request an update to 1.4?