RimWorld

RimWorld

Avoid Friendly Fire
falconne  [developer] 16 Sep, 2017 @ 4:04am
Bug Reports
Post here about any issues you have
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Showing 1-15 of 46 comments
Just Call Me V 16 Sep, 2017 @ 11:31pm 
Just a heads up, and i didn't nab any sort of logs or screenshots on account of my base burning down, but if this is "Enabled" in game then you gotta toggle it off when a fire breaks out.

For whatever reason the game considers beating out fire to have the potential of friendly fire.

This leads to your pawns just standing there staring at fire if they are near one another trying to put it out.
falconne  [developer] 16 Sep, 2017 @ 11:45pm 
Ah nuts, thanks for the report, will look into it
silvrsurfr7 16 Sep, 2017 @ 11:49pm 
Hmm I'm showing colonists that are incapable of violence are unable to use this mod... and one other random colonist for some reason... odd.
More Research later - option only present when the colonist has a weapon... but when same colonist without weapon traversed a fire path, the other colonist did not stop shooting. For some reason it also prevents melee when a colonist is behind the subject.
Last edited by silvrsurfr7; 17 Sep, 2017 @ 12:31am
falconne  [developer] 17 Sep, 2017 @ 12:13am 
Originally posted by silvrsurfr7:
Hmm I'm showing colonists that are incapable of violence are unable to use this mod... and one other random colonist for some reason... odd.

The mod only activates if the colonist is carrying a supported ranged weapon. I would expect your colonist incapable of violence can't equip a weapon?

What weapon is the other colonist carrying? Certain weapons like grenades and miniguns are not supported.
falconne  [developer] 17 Sep, 2017 @ 12:22am 
Originally posted by Just Call Me V:
For whatever reason the game considers beating out fire to have the potential of friendly fire.

Latest update should fix this
silvrsurfr7 17 Sep, 2017 @ 12:32am 
More Research later - option only present when the colonist has a weapon (as expected and mentioned)... but when same colonist without weapon traversed a fire path, the other colonist did not stop shooting. For some reason it also prevents melee when a colonist is behind the subject.
Last edited by silvrsurfr7; 17 Sep, 2017 @ 12:32am
falconne  [developer] 17 Sep, 2017 @ 12:42am 
Originally posted by silvrsurfr7:
More Research later - option only present when the colonist has a weapon (as expected and mentioned)... but when same colonist without weapon traversed a fire path, the other colonist did not stop shooting. For some reason it also prevents melee when a colonist is behind the subject.

The bug with melee attack should be fixed in the last update.

If you can reproduce the problem of a colonist not stopping shooting when the other went over the fire path, please upload a save for me.
Hi.
I'm using RT's Weapon Pack and have noticed some guns get the Avoid button, others don't (AK-12 from the pack does, AK-47 from the same pack doesn't, etc). Is this intended? Has to do with accuracy levels?
Last edited by Trig_the_Poor_Shot; 18 Sep, 2017 @ 5:35am
falconne  [developer] 18 Sep, 2017 @ 1:34pm 
Originally posted by Trig_the_Poor_Shot:
Hi.
I'm using RT's Weapon Pack and have noticed some guns get the Avoid button, others don't (AK-12 from the pack does, AK-47 from the same pack doesn't, etc). Is this intended? Has to do with accuracy levels?

Yes, the mod doesn't support guns with a forced miss radius (in vanilla that is only miniguns). In a future update I could look at handling reasonable miss radius sizes.
Ok, thank you. At least I know it's not a bug. Good mod!
ROFLpl0x 24 Sep, 2017 @ 4:45pm 
Works.... mostly. I still have a few instances of colonists taking shots with a friendly in the way but thankfully they've always missed (except for last night's tamed muffalo that got shot 3 times in a row by it's own master), which is ironic considering that their fellow colonists are all Rimworlders ever seem to be able to hit reliably in the first place.

It seems to happen the most, or is the most obvious, with weapons that have a long aiming time, like sniper rifles, so it makes me wonder if there's a point during aiming where the mod is unable to stop the shot. I see this usually during hunting when one colonist will walk into another's firing line to pick up an animal they just killed.
falconne  [developer] 24 Sep, 2017 @ 5:34pm 
I will try out some long range experiments. I do depend on the game's own routines that automatically recheck LoS periodically during the aiming warm up, but it might not happen that often for performance reasons.

There is a bug with colonists behind cover not looking out for FF properly; I'm fixing that at the moment.

Edit: the bug with shooters behind cover has now been fixed.
Last edited by falconne; 25 Sep, 2017 @ 3:14am
Myrthandeline 10 Nov, 2017 @ 6:18am 
error report. don't know if it is important or not:
https://gist.github.com/HugsLibRecordKeeper/be21c7cee1e4c9b7dab0b25cd102bf9c
(line 640)
Myrthandeline 10 Nov, 2017 @ 6:28am 
JecsTools seems to have fixed the issue. sorry for bothering
Torres 25 Nov, 2017 @ 10:33am 
modlist here as requested https://pastebin.com/wXtMcuTt

Is there a way to get a cleaner modlist? other than opening a save?
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