RimWorld

RimWorld

Search and Destroy (Continued)
401 Comments
CAdaverOusPRophet 22 hours ago 
The undead from the "One with Death" mod
Meme Goddess  [author] 11 Jul @ 10:08pm 
With 1.6 being out now, feel free to let me know of any mods that this is not working with. Will happily add compatibility for them ^.^
Meme Goddess  [author] 11 Jul @ 10:08pm 
@GaugeNou Really appreciate you saying that, updates coming for my other mods soon, as soon as I can peel myself away from the new DLC ^.^

@Toyota AE86 I'll take a look at those mods and see if I can add compat for them
GaugeNou 10 Jul @ 5:59am 
Just wanted to say thanks for the mods you make and/or continue to maintain, i like them all.
Toyota AE86 5 Jul @ 4:25am 
Hello there, been loving the mod! I've noticed this doesn't seem to work with the Kyulen mod and both types of droids from Androids for RW 1.5 though the regular android colonists work as normal.

As a disclaimer I am playing on 1.4 so I don't know if this issue is already fixed for 1.5+ or not.
Meme Goddess  [author] 2 Jul @ 9:59pm 
@moo Just removed the dependency from the page. Hasn't been required for a bit now, I removed it in prep for 1.6
moo 2 Jul @ 9:57pm 
The dependency of Hugs points to the 1.5 version
Meme Goddess  [author] 2 Jul @ 9:54pm 
Patch is disabled for now, should be fine to use ^.^
Tyrant 2 Jul @ 8:41pm 
Any progress? Just want to know if this is safe to use with Vanilla Framework.
Atreidi 28 Jun @ 3:45am 
@meme goddess
What are the effects of playing S&D with VEF with the ThinkTreeDef missing?
NuanKi 27 Jun @ 8:19pm 
Ty
Meme Goddess  [author] 27 Jun @ 7:17pm 
Confirmed the issue with Vanilla Expanded Framework. It seems they've removed the ThinkTreeDef (the part that is patched to allow S&D), but haven't replaced it with anything. Will need to investigate
NuanKi 27 Jun @ 5:55pm 
Vanilla Expanded Framework Updated to 1.6, and this mod gives error

[Search and Destroy (Continued) - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThinkTreeDef[defName = "VFE_MainMachineBehaviourViolentActive"]/thinkRoot[@Class = "ThinkNode_Priority"]/subNodes/li[@Class="VFEMech.ThinkNode_ConditionalHasPower"]/subNodes/li[@Class="ThinkNode_Priority"]/subNodes"): Failed to find a node with the given xpath


[Search and Destroy (Continued)] Patch operation Verse.PatchOperationFindMod(Vanilla Expanded Framework) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3232242247\1.6\Patches\VFE.xml
Meme Goddess  [author] 26 Jun @ 5:20pm 
@HongZZ I can put it on the list, but it'll be pretty low priority, also really hard to test any fix for it.
HongZZ 26 Jun @ 3:52am 
Hi, it looks like the current version of this mod is not compatible with the "Multiplayer mod," making it unusable in multiplayer sessions.
The original version worked with the "Multiplayer mod", would it be possible to restore that compatibility?
Thank you, and I appreciate your hard work.
Meme Goddess  [author] 24 Jun @ 1:15pm 
@Renzor Appreciate you reporting that ^.^ Very busy with work this week, but will try to patch the issue later in the week
Renzor 24 Jun @ 7:07am 
mod conflict with vanilla expanded framework for 1.6 :(

"[Search and Destroy (Continued)] Patch operation Verse.PatchOperationFindMod(Vanilla Expanded Framework) failed
file: S:\Steam\steamapps\workshop\content\294100\3232242247\1.6\Patches\VFE.xml


Error in static constructor of RelevantStatsInDescription.RelevantStatsInDescription: System.TypeInitializationException: The type initializer for 'RelevantStatsInDescription.RelevantStatsInDescription' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 72AB1A6F]
Meme Goddess  [author] 22 Jun @ 3:24am 
@maxvmaxvmax Yep, I use it all the time
maxvmaxvmax 22 Jun @ 2:17am 
is this mod compatible with simple sidearms?
Meme Goddess  [author] 21 Jun @ 10:29pm 
@Dr. Nolegs I've tried to replicate the issue, but haven't been able to. There might be yet another mod that is causing the conflict, does the issue happen for you when you're running a lite mod list?

I've opened an issue on the Github if you wanna add more info or anything ^.^
https://github.com/MemeGoddess/SearchAndDestroy/issues/15
Meme Goddess  [author] 21 Jun @ 9:53pm 
@Daevinski I can certainly take a look at it, but it'll be pretty low on my priority list
Daevinski 21 Jun @ 5:57am 
It would be possible to incorporate the retexture from UI Button Retexture by Katsudon ? That mod doesn't seem to work with this version, even if I load it after your mod. The last update is from 2023, so maybe if you talk with author they will give an okay.
Meme Goddess  [author] 20 Jun @ 2:57am 
@Dr. Nolegs Thank you so much, I'll take a look at the mod and see if I can replicate the issue over the weekend
Meme Goddess  [author] 20 Jun @ 2:57am 
@TheStrategicRabbit That's super weird, the latest change was only removing the HugsLib requirement. Which was only used for a hook of when the world was loaded. I think I'll need a save file and mod collection to work out what the issue is.

@Etarnax I have a 1.6 build already, just waiting on HugsLib to be updated ^.^ Sadly RunAndGun uses HugsLib a lot more than S&D did, so I probably won't be able to remove it.
TheStrategicRabbit 19 Jun @ 3:34pm 
@Meme Goddess 1.5, and it doesn't activate or give me an error, just a non functioning button
Etarnax 19 Jun @ 1:25pm 
@Meme Goddess Please continue RunAndGun, I'm sure more people than just I are missing it.
Dr. Nolegs 19 Jun @ 12:56pm 
@Meme Goddess I think I found, at least one mod, that causes the (Run face first into Enemy with Ranged Weapon) but it's inconsistent to which I have a theory.


The Mod is Tweaks Galore, specifically, the 'Hunt with Melee Weapon + allow Unarmed' option.
I suffered with the issue for a while, After disabling that option (I had it on while playing with Revia, since their claws are amazing), I noticed the issue no longer occurs.

This may be a false cure, but colonists no longer walk into enemies completely now.
Meme Goddess  [author] 19 Jun @ 3:57am 
Oh, weird. This 1.5 or 1.6? Any errors? Does it activate, or does it stay disabled?
luca 18 Jun @ 7:09pm 
same issue as @TheStrategicRabbit button just doesn't do anything anymore after recent update
TheStrategicRabbit 18 Jun @ 11:36am 
The buttons straight up don't work for me anymore when they used to before. I'm not sure what's causing the conflict as I haven't changed what mods I use.
Meme Goddess  [author] 17 Jun @ 8:35pm 
@Stellar Harbour It's possible I could adopt RunAndGun, I personally don't use it, but I know the original dev of these mods is MIA.

@Renzor Glad you're liking it! Let me know if there's any issues with mod compatibility and I'll see if I can fix it
Renzor 16 Jun @ 9:34am 
thanks! such a good mod
Stellar Harbour 16 Jun @ 8:03am 
Nice, how about RunAndGun too?
Meme Goddess  [author] 16 Jun @ 1:27am 
@ElectricSkull It's a known issue, I'm assuming it's a mod conflict, haven't been able to narrow down what mod is causing it though
ElectricSkull 15 Jun @ 10:10pm 
idk why my pawn go into mele range while wileding guns
Meme Goddess  [author] 15 Jun @ 7:42pm 
It should be for both versions ^.^ It was mostly just using it for a hook to load some data from the save after the world was loaded, so nothing should really change.
Dr. Nolegs 15 Jun @ 7:23pm 
Just making sure, your most recent update removed the hugslib requirement, is that only for 1.6, or also for 1.5?
Meme Goddess  [author] 15 Jun @ 6:41pm 
Early support for 1.6 is released. Unknown if mod support is working, considering basically no mods have been updated yet ^.^
Meme Goddess  [author] 15 Jun @ 5:41pm 
@AzoorFox UPDATE SOON!!!!!!!!!!!!! ^.^ I've got a version of it running already, just need to test it
AzoorFox 15 Jun @ 1:32pm 
UPDATE WHEN?????????????????
Meme Goddess  [author] 14 Jun @ 7:10am 
@ForestSingleRank I use CE myself, so it's not that. Could be Run&Gun? I've heard it's not very mod compatible in the past. ^.^
ForestSingleRank 14 Jun @ 7:04am 
somehow when I active S&D my pawn just follow the target but wont attack, both range and melee, I have CE/Run&Gun/CAI5000/melee animation. anyone have similar problem?
Meme Goddess  [author] 12 Jun @ 4:52pm 
@Head Not yet, but it's very high on my list to add support for it. 100% it'll be out before the official release of 1.6
Head 12 Jun @ 1:20pm 
Does this work with 1.6?
Meme Goddess  [author] 6 Jun @ 9:10pm 
@MOUNTAIN OF FUR Oooo ok, you might have just moved it up the list, that sounds so cool ^.^

@Sedrido Appreciate you confirming that <3
Sedrido 6 Jun @ 7:48pm 
can confirm constructs work now
SOGGY DOGGY 6 Jun @ 6:10am 
It would be a dramatic upgrade for ranged pawns, they're even smart enough to take cover and to run away from melee pawns on their own. You could feasibly play Rimworld as an autobattler of sorts. If you felt particularly ambitious I imagine the controls within CAI used to differentiate faction tech levels could be repurposed to set sliders for individual pawn behaviours.
Meme Goddess  [author] 6 Jun @ 5:40am 
@MOUNTAIN OF FUR It's on my todo list for support in the future, it's not the highest priority though. Is it something you're really interested in?
SOGGY DOGGY 6 Jun @ 4:24am 
Would it be possible to use CAI5000 logic for player pawns?
Meme Goddess  [author] 6 Jun @ 4:22am 
@The Unbidden One It should, turrets would be considered hostile buildings, which I've fixed from the original mod