RimWorld

RimWorld

Suppression (Continued)
116 Comments
Aulie 11 Jul @ 8:00pm 
cheers mlie
Mlie  [author] 10 Jul @ 10:01pm 
@moo I have no idea with that small of a log-sample. Take a look at the steps in the reporting issues section above
moo 10 Jul @ 5:40pm 
Hi @mlie. I have a really hard to replicate 10j/t error as I'm stress testing lots of pawns fighting

It seems when I dev-mode the suppression hediff away from a heavily injured pawn the errors stop (but the pawn soon collapses).

Is Suppression possibly responsible for blocking this job sequence?

Log snip:
<pawn> started 10 jobs in one tick. newJob=Wait_Downed (Job_21210) jobGiver=Verse.AI.JobGiver_IdleForever jobList=(Wait_Downed (Job_21200)) (Wait_Downed (Job_21201)) (Wait_Downed (Job_21202)) (Wait_Downed (Job_21203)) (Wait_Downed (Job_21204)) (Wait_Downed (Job_21205)) (Wait_Downed (Job_21206)) (Wait_Downed (Job_21207)) (Wait_Downed (Job_21208)) (Wait_Downed (Job_21209)) (Wait_Downed (Job_21210))
Mlie  [author] 4 Jul @ 8:59am 
@XYM04689733 Updating all my mods, see discord for progress
XYM04689733 4 Jul @ 8:16am 
1.6 pls
iF 30 Mar @ 5:32am 
@Mlie When using the same save file, I couldn't reproduce the issue with vanilla weapons. It might be caused by the extremely high firing rate of modded weapons combined with simultaneous shots, but that's just a guess. In any case, the vanilla game shouldn't have this problem.
Mlie  [author] 30 Mar @ 3:21am 
@iF Please verify with just this mod loaded as you have other mods loaded in that log. Essentially follow the steps described under Reporting Issues above
Mlie  [author] 30 Mar @ 2:07am 
@iF You can share the log-file even after game crash.
See https://www.reddit.com/r/RimWorld/comments/zvc7em/whats_the_file_location_of_playerlog/
iF 30 Mar @ 1:42am 
@Mlie Sorry, I always forget to set the permissions.(update to the same link) Also, since the issue causes a direct crash to the desktop, I’m unable to obtain any logs from when the problem occurs.
Mlie  [author] 30 Mar @ 1:32am 
@iF Please share the link to the log. Also, your save-link is blocked behind login.
iF 30 Mar @ 1:15am 
I found that this mod causes the game to crash when facing multiple undead enemy units.
Here is the save file where the issue occurs. Hope this helps.

https://drive.google.com/file/d/1DDsWIAz33ctTZyBXlnmWnsmPLW6UF18F/view?usp=drive_link
Darkequation 8 Mar @ 8:18am 
Hope there's a finer adjustment function to which kind of pawn can be suppressed, seeing your warcasket android killing machine cowering in arrow volley is frustrating, but I still want to suppress their melee rusher
Mc_Dyno 26 Jan @ 6:41pm 
I found a work around to this. The mod settings fix this issue. Melee Pawns will not flee and low mood affects their chance of fleeing. Much more realistic.
Mc_Dyno 26 Jan @ 6:28pm 
Hey idk if you can patch this but immortal pawns or pawns with significantly high armor should not be able to be surpressed. Sanguophages in warcasket armor should not fear a little man with his hunting rifle and his five shotgun wielding tinheaded sons.
Mlie  [author] 11 Oct, 2024 @ 3:44am 
@SonOfNitrous Its does not affect the supression rate
SonOfNitrous 11 Oct, 2024 @ 3:40am 
How does it work with energy shields?
sits very well in RW
IVANko 9 Aug, 2024 @ 1:54pm 
thank u for update :3
Narlindir 8 Aug, 2024 @ 2:07pm 
omg the best mod is back baby!
rex6564 5 Aug, 2024 @ 12:35am 
thank u for the update
negimagi_10 3 Aug, 2024 @ 9:07pm 
also as the person who comissioned the update of the mod we also added the crawling animation from 1.5 onto this version.
物理系魔法师 3 Aug, 2024 @ 9:06pm 
~~~
Dan 3 Aug, 2024 @ 4:24pm 
Mlie the goat, been waiting on this one, thanks!
Mlie  [author] 3 Aug, 2024 @ 5:41am 
Updated for 1.5, thanks Taranchuk for the help!
喵酱official 17 Jul, 2024 @ 6:14pm 
please 1.5
Xylem 15 Jul, 2024 @ 6:25am 
I dream of a new feature for this mod: Pawns don't get suppressed while they have an active shield belt. But when the shield breaks, then they get suppressed like anyone else. Makes sense, right?
Pontios 29 Jun, 2024 @ 4:27am 
oh shit of course! wasn't sure whether this mod work correctly since many other 1.4 seem to do so, so i assumed as much. well looking forward to an update then. thx for the help ^^
Mlie  [author] 29 Jun, 2024 @ 3:32am 
@Pontios You are on 1.5 so pretty pointless to report issues on a non-supported version
Xeonzs 29 Jun, 2024 @ 3:24am 
I wonder if it's a function of the base game these days?
Because I'm in 1.5 and don't have the mod enabled as it doesn't work in 1.5, yet I also have ammo casings spawn where pawns are shooting. (but I use the previously mentioned muzzle flash mod and yayo's combat)
Pontios 29 Jun, 2024 @ 2:02am 
SuppressionMod.Main does actually throw an exception: [ https://pastebin.com/26eV6sGG ]
Mlie  [author] 28 Jun, 2024 @ 8:59pm 
@Pontios What game version? Can you share the log?
Pontios 28 Jun, 2024 @ 3:25pm 
I've reinstalled Rimworld and started a new world with only this mod, core, ideology and harmony (suppression depends on it) activated. Same problem. Shot ammo stays on the ground and slows the game down. T_T
Xeonzs 28 Jun, 2024 @ 5:48am 
Indeed not this mod, that's either the muzzle flash mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2917732219) or yayo's combat animations.
Mlie  [author] 28 Jun, 2024 @ 5:14am 
@Pontios This mod does not render ammunition
Pontios 28 Jun, 2024 @ 4:51am 
I have a problem where this mod renders shot ammonition (arrows, bullets etc.) where they land and slows down the game significantly with every rendered piece of ammonition.
I have already checked my other mods and this one is the only one to cause this issue.
I couldn't tweak any mod options cause they don't show up in the mod options menu.

Other mods i use that might cause this problem:
- Gunplay by AUTOMATIC (rendition of ammo?)
- YAYO Animations (Continued) by YAYO (rendition of ammo?)
- [FSF] Filth Vanishes With Rain And Time by FrozenSnowFox (calculation of ammo as filth?)
- Tacticowl (temporary beta) by Roolo and Owlchemist (continuous calculation of shot ammo as live rounds?)
- Yayo's Combat 3 (Continued) by YAYO (continuous calculation of shot ammo as live rounds?)

I don't have a ton of time for further experiments and will just unsub this mod but hopefully someone else has some use for this information.
Xeonzs 16 Jun, 2024 @ 5:00am 
Would it be possible to "just" update it for 1.5 now with the existing mechanics and then add the new animation support later, so we could have a working version of the mod earlier, with additional features to come later?

I truly miss this mod.
Would happily donate a coffee.
DeluvianSenecca 12 Jun, 2024 @ 3:12pm 
1.5 pls essential mos
Spain sucks 25 May, 2024 @ 12:05am 
i await the return
Nim 23 May, 2024 @ 6:09am 
Same!
Filipino Goku 20 May, 2024 @ 7:52pm 
Definitely waiting for this to be updated!
Nim 17 May, 2024 @ 2:05am 
This is really a terrific mod. Personally I don't think it needs any new animations or integration with the 1.5 crawl feature. The current ducking behavior is just fine. I'm not sure why this mod hasn't gotten more attention.
Alucard 10 May, 2024 @ 12:31pm 
@PremierVader agreed. Kinda suprised this mod ain't so popular. It adds a nice mechanic touch to combat. Keep checking when this will be updated since i'm wating on CE to be updated to try it out. Vanilla combat is starting to really get borring.
тетеря, блин 22 Apr, 2024 @ 8:37am 
> can this mod be updated to 1.5 and even better use the new crawling animation?

yeah, new crawling would be great. thanks, Mile.
Kolljak 14 Apr, 2024 @ 8:07pm 
cannot wait Mlie. your suffering is our joy. wish i knew anything about xml to give you a hand. thanks a bunch.
Mlie  [author] 4 Apr, 2024 @ 10:07pm 
@negimagi_10 Updating all my mods, see Discord for detail
negimagi_10 4 Apr, 2024 @ 10:00pm 
can this mod be updated to 1.5 and even better use the new crawling animation?
PremierVader 15 Jan, 2024 @ 7:41am 
This is a seriously underrated mod mate
Aquila15 30 Sep, 2023 @ 4:27pm 
and @KING FORTNITE I think it should be safe I have used it with this mod before without any issues
Aquila15 30 Sep, 2023 @ 4:26pm 
I think he's referring to Vanilla Combat Reloaded not CE
RacistMoose 22 Sep, 2023 @ 3:00pm 
@KING FORTNITE Combat extended uses its own suppression system I think, but its a bit different from this one