RimWorld

RimWorld

Combat always collides
100 Comments
Count 5 hours 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
Evono 15 May @ 9:46am 
@mute is clean pathfinding incompatible?
Dath 13 May @ 8:30am 
Yeah I do. Incompatible?
Mute  [author] 7 May @ 10:58pm 
@Dath do you have owl's clean pathfinding?
Dath 7 May @ 9:10am 
Are there any known incompatibilities for this mod? Can't seem to get it work at all, pawns from the raids I test just don't gain collision at all, and balloon forward upon coming into contact with colonists.

Maybe Performance Fish, Performance Optimizer or RocketMan interferes with your mod in some way? What kind of info do you need to troubleshoot compatibility issues?
Deadcurze 19 Mar @ 9:54am 
Seems to work just fine now! Thanks for the quick fix.
Mute  [author] 18 Mar @ 7:53pm 
Fix uploaded, drafted pawns with targets should collide now.
Mute  [author] 17 Mar @ 2:13pm 
Thanks for the clear scenario, I'll give it a look
Deadcurze 17 Mar @ 9:20am 
I did some testing with just this mod, Harmony, and HugsLib on, and it turns out this mod's the issue - for whatever issue, my pawns seem to be ignoring collision when ordered to melee attack a specific target. Once the target is downed, they split up once more.

As noted previously, hostile pawns are split up as usual.

HugsLib seems uncooperative today, so I couldn't get a log, but here's an image: https://ibb.co/hJcVgFYq

I take it this isn't an issue that's been reported before?
Mute  [author] 16 Mar @ 6:39pm 
It should typically affect friendly pawns, though they shouldn't stop on top of each other.
Deadcurze 16 Mar @ 4:49am 
Out of curiosity, is this mod meant to affect colonists / friendly pawns?

If not, it's likely working as intended for me (I did some troubleshooting and even shamblers are affected), but something else is causing my colonists to ignore each other's collision in combat.
Farbott 23 Jan @ 5:23am 
hehehe, shamblers get stuck on eachother a LOT
Mute  [author] 29 Dec, 2024 @ 3:07pm 
@Gold Plated Diaper I had it sort of reproduce with a test, at least with visitors getting stuck. Today's update has things behaving better in tests, let me know if you still see issues.

If there's still trouble I'll probably just revert the logic to how it was pre-December and accept the edge cases like pawns with ignition and goto jobs not colliding with each other.
Gold Plated Diaper 29 Dec, 2024 @ 4:18am 
@Mute i used performance fish, fishery, harmony, hugslib, better loading, prepatcher, no forced slowdown, and your mod
Gold Plated Diaper 29 Dec, 2024 @ 4:16am 
@Mute its extremely similar with traders, visitors who try to use your table and get stuck on each other in doorway
Gold Plated Diaper 29 Dec, 2024 @ 4:12am 
@Mute sadly i cannot, but if it can be replicated. Spawn 10000 raid point mechanitor ship quest, accept it, after they launch attack look at the enemies they will get stuck on each other, sometimes its 2 sometimes its 50% of raid
Mute  [author] 28 Dec, 2024 @ 9:50pm 
@Gold Plated Diaper if you can provide a save with it happening, I'd love to find the cause. Haven't seen it so far in testing.
Gold Plated Diaper 27 Dec, 2024 @ 12:19pm 
experiencing some some odd behaviour of enemy and visitor pawns, they get stuck on each other or stuck in doorways sometimes. removed mod and all went to normal
Horhyzon 20 Dec, 2024 @ 5:35pm 
Every time I've seen them get stuck they're hauling items. Some have caravan packs since they've loaded items into their inventory.
Mute  [author] 20 Dec, 2024 @ 4:41pm 
I installed gauranlen and can't reproduce it with the basic or awakened dryads. I spawned an enemy on them and they entered combat, started colliding, and then properly stopped colliding when the enemy was downed. (This is shown with the debug view setting "Draw Non Combatant").

If you can provide a basic save with a case I can test it there, but my own testing isn't showing an issue on the current build.
Mute  [author] 20 Dec, 2024 @ 4:03pm 
(╯°□°)╯︵ ┻━┻
I'll look
Horhyzon 20 Dec, 2024 @ 2:38pm 
Companion dryads from VRE Phytokin and the new dryads from the VE gauranlen mod still get bunched up at doorways even when not drafted or under threat.
Mute  [author] 19 Dec, 2024 @ 5:16pm 
@FirstBornAcorn try today's version. Should also fix performance regressions introduced in the previous build.
FirstBornAcorn 19 Dec, 2024 @ 10:34am 
@Mute still seems happening and i checked the files and it seems to update yesterday
Mute  [author] 18 Dec, 2024 @ 1:06pm 
@FirstBornAcorn should be fixed as of an hour ago, try unsubbing and resubbing if you don't have the update.
FirstBornAcorn 18 Dec, 2024 @ 1:04pm 
I dont know if anybody was repirting an issue of npc caravans locking themselves in the door.
Mute  [author] 18 Dec, 2024 @ 12:46pm 
Cheers, let me know if you encounter any issues
Ghost 18 Dec, 2024 @ 12:25pm 
@Mute I did not have time to test extensively but based on the save file I have sent you the issue seems to be fixed. Thanks for the quick response.
Mute  [author] 18 Dec, 2024 @ 11:59am 
@Kahrua Fixed, thanks for the report.
Kahrua 17 Dec, 2024 @ 10:17pm 
VPE rock constructs creating traffic jam at doors with colony black spider from alpha animals. The black spider was trained in attack so maybe that plus having an ability made the mod think it was always in combat? Fixed when this mod is removed
Mute  [author] 17 Dec, 2024 @ 4:15pm 
@FirstBornAcorn unsubscribe and resubscribe if you haven't, Steam is often inconsistent updating mods
FirstBornAcorn 17 Dec, 2024 @ 3:50pm 
For some reason 1.5 folder is still empty
Gold Plated Diaper 17 Dec, 2024 @ 9:46am 
@Mute
Your welcome
Mute  [author] 17 Dec, 2024 @ 9:44am 
@Gold Plated Diaper Thanks for pointing it out, the folder structure was broken in the last upload. Fixed now.
Gold Plated Diaper 17 Dec, 2024 @ 5:35am 
Loaded mod with only just harmony and same thing:
Mod Combat always collides did not load any content
Gold Plated Diaper 17 Dec, 2024 @ 5:23am 
Suddenly out of nowhere game started spewing out:
Mod Combat always collides did not load any content.
Mute  [author] 16 Dec, 2024 @ 6:05pm 
Please try the latest version, the save let me narrow it down. This situation also could happen on 1.4.
Ghost 15 Dec, 2024 @ 7:06pm 
Hi I have uploaded the save file in the link bellow. If you need me to share some other way please let me know. Save file is during a raid which some raiders have collision on while some don't and as far as i can tell which ones are effected is random.
https://file.io/LHJAI4V0sjaM
Mute  [author] 15 Dec, 2024 @ 5:37pm 
If you can provide a save with them stacked I can look and see what the cause is.
Ghost 15 Dec, 2024 @ 4:09pm 
The mod seems to not work for at least half of the raiders and they stack and push through. The only other mods i run are clean pathfinding 2 and character editor. Would apperciate any help since playing with stacking forces me to play with ridiculus killboxes which i do not like to do. Thanks in advance.
Mute  [author] 18 Aug, 2024 @ 12:28pm 
@Chuck if they're in considered in-combat, it should.