RimWorld

RimWorld

[FSF] No One Ever Flees
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.
Hydra 3 Feb, 2024 @ 2:32pm 
I searched soo much for this, everytime a mechanoide cluster appeared and I ignored it, they would randomly "flee" for no apparent reason, and just roam arround like normal animals
FrozenSnowFox  [author] 17 Jan, 2023 @ 10:55pm 
@Saggy Shaggy's Sunday Special
The only listed incompatibilities so far are some shooting fixes mods, multiplayer and rimthreaded. Its largely compatible with everything else but might be incompatible with stuff that changes how the AI attack patterns work and what not. For the most part its been fairly stable and there hasn't been any major issues.
Air Conditioned Sweat Shop 17 Jan, 2023 @ 10:38pm 
Yup, I got Raiders Never Retreat, so it stops that easily enough. I think the issue is that I had a mega modded game, and raids are huuuuge, and it's also not uncommon for multiple factions to be fighting both me and eachother, so all it takes for them to be satisfied is to do a relatively small amount of destruction. Then again I'm definitely no coder, so I dunno if that's what's going on.

But that AI mod sounds cool as hell though, I'mma have to keep an eye on that one, do they list any known incompatibilities on the discord?
FrozenSnowFox  [author] 14 Jan, 2023 @ 2:03am 
@Saggy Shaggy's Sunday Special
It sounds like Raiders Never Retreat is more what you're after. It changes the AI logic preventing them from retreating even when they are satisfied unless they are actively kidnapping or stealing something.

Personally I've never had issues with them leaving early after doing some minor destruction. Although these days as well as the mentioned mods I've thrown in Vanilla Combat Reloaded and Combat AI 5000. With everything running together it makes for small, strong armoured raids with clever squad tactics. You can find CAI5000 floating around on the discord if it interests you. It's still in testing so its not properly public right now.
Air Conditioned Sweat Shop 14 Jan, 2023 @ 1:45am 
This doesn't prevent raiders from being "satisfied" and leaving, sadly. Anything that can be done against that?

Kinda lame to have a massive human wave that can TOTALLY kick my ass just turning around like, "Yeah we sure showed them" after blowing up a few turrets and downing one guy. :/
Dovenius 3 Nov, 2022 @ 6:40pm 
i see ty, still a good mod!
FrozenSnowFox  [author] 3 Nov, 2022 @ 6:23pm 
@Dovenius
I'm afraid not, this mod is a simple xml patch. Even if I added such a setting you'd have to restart the game for it to take effect.
Dovenius 3 Nov, 2022 @ 4:16pm 
is there a way to toggle this on off without turning off the mod ?
hamed91211173 3 Nov, 2022 @ 2:37pm 
thanks for info and hope to see more great mod from you in future
FrozenSnowFox  [author] 3 Nov, 2022 @ 1:36pm 
@hamed91211173
I have it after all the other mods but it doesn't matter. This is just a simple xml tweak using a vanilla tag. Meanwhile the other mods are all using code to modify things.
hamed91211173 3 Nov, 2022 @ 7:38am 
thanks for this mod
a question about load order this mod need to be higher than Enemy self preservation Faction cooldown or load order dosent matter