RimWorld

RimWorld

Interception Tweaks
GonzoGonz 22 Jan, 2023 @ 10:56am
extremely short interception weirdness
I've encountered a tiny bit of trajectory oddness with this mod and i think also passive cover. Granted i am playing with a ton of mods, of which is YAYO's combat 3 and smart turret covering may play a role, so it may arise due to a combination of mods and not this one individually.

The weirdness is that sometimes shots get intercepted in the first 1-3 tiles or so when fired, even when nothing should have caught the shot, like they're standing in an open plain (and the settings are set to make it only look at stuff in a range of 5-8 tiles). With normal weapons this isn't too big a deal, but with slow-firing snipers and especially explosive weapons it's a real pain. One of my colonists occasionally manages to shoot himself with his Neopup cannon (from Gun Nut), even when the thing he is targeting is 30+ tiles away. Also noticed that the vanilla grenade launcher will have it's grenade land at the initially calculated location, then teleport to where it had actually gotten intercepted at and then explode there, making it quite unpredictable. Maybe explosive weapons shouldn't be subject to passive cover? Or maybe allow the overhauled interception mechanic to be toggled for specific weapons chosen from a list in the mod settings?

Otherwise, love the mod, thanks for making it!
I'll gladly try to provide modlists, logs and saves should that be helpful in finding the cause for this.
< >
Showing 1-2 of 2 comments
Atkana  [developer] 16 Feb, 2023 @ 2:20am 
(oops, didn't notice this until a comment mentioned it - don't think I got a notification for it?)

Based on my attempts to replicate these problems, I'm going to assume that most of them are sadly down to mod compatibility problems:
  • For me, the graphics of grenades/grenade launcher shots work as intended, stopping once they get intercepted by something (which looks kind of weird given they're thrown with an arc, and so can freeze mid-air xP).
  • The only time I could get the Neopup cannon to injure the pawn using it is when they were shooting a target that was so close that the shooter was in the blast radius, but that might be because I'm not experiencing the next problem.
  • I don't know why interceptions would be happening even before the range in which they should happen, and have to assume that it's some weird mod compatibility problem. There is technically a chance that what you're seeing aren't actually interceptions, though it's hard to tell unless you've got some debug options on and pay close attention to every shot. When most shots fail their skill check, the shots go wild, changing the target to some random destination roughly around where it should've gone. I think it mostly goes close to where the intended target was, but there might be a chance the wild destination is somewhere closer than where interceptions can happen?

As for solutions? I'm probably not going to debug and make compatibility patches for whatever mods might be causing the issues, as Rimworld modding isn't really one of my focuses at the moment. Options in the settings to let the user toggle what weapons should/shouldn't be affected by the mod sound ideal (both for working around the problem, and just as a nice option to have), but GUI modding is the hardest part of Rimworld modding, and it's beyond my current abilities. I have/will be, however, releasing a small update that'll allow patch mods to opt particular projectiles out of this mod's interception system.
Last edited by Atkana; 16 Feb, 2023 @ 2:46am
GonzoGonz 16 Feb, 2023 @ 5:21pm 
Originally posted by Atkana:
(oops, didn't notice this until a comment mentioned it - don't think I got a notification for it?)

Based on my attempts to replicate these problems, I'm going to assume that most of them are sadly down to mod compatibility problems:
  • For me, the graphics of grenades/grenade launcher shots work as intended, stopping once they get intercepted by something (which looks kind of weird given they're thrown with an arc, and so can freeze mid-air xP).
  • The only time I could get the Neopup cannon to injure the pawn using it is when they were shooting a target that was so close that the shooter was in the blast radius, but that might be because I'm not experiencing the next problem.
  • I don't know why interceptions would be happening even before the range in which they should happen, and have to assume that it's some weird mod compatibility problem. There is technically a chance that what you're seeing aren't actually interceptions, though it's hard to tell unless you've got some debug options on and pay close attention to every shot. When most shots fail their skill check, the shots go wild, changing the target to some random destination roughly around where it should've gone. I think it mostly goes close to where the intended target was, but there might be a chance the wild destination is somewhere closer than where interceptions can happen?

As for solutions? I'm probably not going to debug and make compatibility patches for whatever mods might be causing the issues, as Rimworld modding isn't really one of my focuses at the moment. Options in the settings to let the user toggle what weapons should/shouldn't be affected by the mod sound ideal (both for working around the problem, and just as a nice option to have), but GUI modding is the hardest part of Rimworld modding, and it's beyond my current abilities. I have/will be, however, releasing a small update that'll allow patch mods to opt particular projectiles out of this mod's interception system.

Had a feeling it was a mod compat issue, but thought i'd bring it to your attention in case it wasn't (and was an easy fix) thanks a ton for checking so thoroughly! The issue isn't gamebreaking imo, it affects player and NPC pawns alike i'm pretty sure so as long as one avoids the certain weapons (impact explosive weapons) it's a pretty minor issue.
Thanks for replying back, and good luck with the stuff you've got going on!
< >
Showing 1-2 of 2 comments
Per page: 1530 50