RimWorld

RimWorld

Search and Destroy (Continued)
535 Comments
Meme Goddess  [author] 3 hours ago 
@Fysh ~ If you use Dubs Performance, it can tell you what's causing it. It's almost certainly a conflict between mods (possibly CE), so would need more info on what's happening ^.^

@YuYingYa ~ Yeah, I've heard of that issue before, it's some mod conflict, but I haven't been able to narrow it down. If you could send me a mod list exported with RimSort via rentry, and possibly a save just before it happens, that'd be extremely helpful
YuYingYa Nov 24 @ 10:08pm 
It's a great mod, but maybe it's because I've subscribed to too many mods that there's a conflict. When you click "Search and Destroy (Ranged)", they rush straight up to you and start close combat. Even though they are armed with ranged weapons, I have already collected the mod and will continue to use it in the future
Fysh Nov 24 @ 1:26pm 
Anyone else's tps getting obliterated when toggling search and destroy?
Meme Goddess  [author] Nov 23 @ 6:03am 
Haha allgs, good luck ^.^
JcDentonQ Nov 23 @ 5:29am 
@Meme Goddess My bad I didn't know this mod existed, I'm currently updating my modlist so I might miss a few popular ones lol. Yes it seems to do the same, I'll give it a go. Thanks !
Meme Goddess  [author] Nov 23 @ 5:17am 
@JcDentonQ ~ Is that different from RimKeeper ?
JcDentonQ Nov 23 @ 5:11am 
:cozytf2mug:

Well, an updated version of wild animal reproduction would be awesome, as far as I'm aware, there's no updated version.

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2236146674&searchtext=reproduction
Meme Goddess  [author] Nov 23 @ 5:08am 
<3 Let me know if there are any other mods I should continue
JcDentonQ Nov 23 @ 5:04am 
@Meme Goddess Thanks for keeping all those mods alive <3
Meme Goddess  [author] Nov 19 @ 9:51pm 
@bing bong 멍청한 병신 ~ Nope

@YuYingYa ~ Hmmm, does it say why? Is this a pawn, or an animal/mech?
YuYingYa Nov 19 @ 9:15pm 
The remote search and destroy skill seems to be disabled
bing bong 멍청한 병신 Nov 14 @ 2:00am 
is it a feature in your mod for pawns to try and equip something when they're on melee search and destroy ?
Meme Goddess  [author] Oct 29 @ 11:10pm 
@Owlie ~ That's a long running mod conflict that I haven't been able to narrow down. If you could, please send me your mod list (exported with RimSort via rentry), and if not too much to ask, a save file of it happening ^.^

@Berrison ~ I'll take a look at that when I get the chance ^.^

@Darkiazu @Busdenaik @SSS-class Warlock ~ <3
Owlie Oct 29 @ 3:42am 
Is it just me or is search and destroy (ranged) don't work anymore and pawn now charges blindly into enemy for melee
Darkiazu Oct 26 @ 8:28am 
you r peak!
Busdenaik Oct 24 @ 3:17am 
Hey, thanks for keeping this mod updated. Keep up the good work, many thanks. <3
SSS-class Warlock Oct 15 @ 4:53am 
I love this mod
Berrison Oct 11 @ 8:12pm 
The related mod collection has also been published on the Steam Workshop.
Berrison Oct 11 @ 8:08pm 
If that save feels too cluttered, I also know a simpler way to trigger the bug:
During an Anomaly raid, if there are no friendly structures on the map and only one colonist is present, give that colonist the "Invisibility" ability and summon a group of Gorehulks. Then activate "Search and Destroy." At first, the colonist correctly targets and attacks the enemies. But after a few kills, once the Gorehulks lose their target and enter a wandering-like state, the colonist gets forced into "Standing by," and the error log appears again.
Berrison Oct 11 @ 8:08pm 
https://github.com/berrison/mod
——
I've just added a new save file named "孤星旅人" on GitHub. Once loaded, you'll find yourself in a raid against a Mechanoid base. All colonists are already equipped with Monoswords and Miniguns, ready to switch to "Search and Destroy" mode at any moment.

However, every time these colonists score a kill, they get stuck in a "Standing by" state. In Developer Mode, this shows as a recurring error log indexed 99 times. If you repeatedly click the "Search and Destroy" command, they quickly acquire the next target. But without doing so, they soon fall back into "Standing by." This happens with both ranged and melee colonists — ranged units, for example, often end up idling behind enemies until the enemy fires the first shot, only then reacting.
Meme Goddess  [author] Oct 11 @ 1:25pm 
@Berrison ~ Oh damn, ok. Well there's not much I can do without a rentry modlist, as otherwise it's a *massive* pain to load someone else's modlist. However the alternative is you create a Steam mod collection and send me a save file, although that'd be lower on my list to get to due to the extra effort to download the mods ^.^ That being said, I'm about to get back from holidays pretty soon and will be burning through my todo list, so now is probably the best time for it
Berrison Oct 11 @ 8:06am 
I'm completely unable to access sites like GitHub or Rentry, even with a VPN. I've set up the latest RimSort and exported the list, but as a non-programmer, I'm stuck on the "next step" when the XML file won't open correctly. The available guides are outdated, and no one in my local community uses this tool.

Frankly, I prefer manual mod sorting and find this process has ruined my enjoyment of the game. The file I shared was exported from RimSort. If it's not what you need, I'll need extremely detailed, step-by-step instructions, as I lack any technical background.

I'm about to become very busy with real life and may not have time for this again soon, so a clear checklist would be greatly appreciated.
Meme Goddess  [author] Oct 11 @ 2:55am 
@Berrison ~ Can you use RimSort to export it via rentry? It allows me to just paste the link and have it download and enable all the mods automatically ^.^
Berrison Oct 10 @ 9:39am 
https://github.com/berrison/mod/blob/main/mod.xml
Not sure if this is what you're looking for...
Meme Goddess  [author] Oct 10 @ 6:46am 
@Berrison ~ Please don't post like 10+ comments of the stacktrace. If you need to post something that big, use a pastebin or something. Or, ideally, Hugslib log share. Also a modlist is really the only thing that would help in this case ^.^
Berrison Oct 10 @ 6:37am 
Sorry, I'm not in the habit of using Rimsort, but I'll make a point to try it out in the next couple of days to see if I can get you more info. In the meantime, here's my game error log—maybe you can find some clues in there.
——
make started 10 jobs in one tick. newJob=Goto (Job_904) A = Thing_Gorehulk6115 jobGiver=SearchAndDestroy.JobGiver_GoWithinRangeOfHostile jobList=(Goto (Job_894) A = Thing_Gorehulk6115) (Goto (Job_895) A = Thing_Gorehulk6115) (Goto (Job_896) A = Thing_Gorehulk6115) (Goto (Job_897) A = Thing_Gorehulk6115) (Goto (Job_898) A = Thing_Gorehulk6115) (Goto (Job_899) A = Thing_Gorehulk6115) (Goto (Job_900) A = Thing_Gorehulk6115) (Goto (Job_901) A = Thing_Gorehulk6115) (Goto (Job_902) A = Thing_Gorehulk6115) (Goto (Job_903) A = Thing_Gorehulk6115) (Goto (Job_904) A = Thing_Gorehulk6115)
Meme Goddess  [author] Oct 9 @ 10:04pm 
@Berrison ~ That doesn't sound like the intended behaviour. Just to confirm, would this mean that it wouldn't attack raids that are "preparing"? If so, can you give a mod list exported with RimSort via rentry?
Berrison Oct 9 @ 8:17pm 
Hi there! I've got a bit of feedback about the auto-targeting for melee attacks in your mod.

From what I've noticed recently, it seems like colonists only engage enemies that are already in an aggressive state—meaning, if an enemy isn't actively targeting one of my colonists, my melee units won’t initiate an attack. Instead, they just kind of… follow the enemy around, waiting until the enemy locks onto someone before they start swinging.

Would it be possible to adjust this behavior? It'd feel a lot more natural if our colonists could proactively engage nearby hostiles, even if they aren’t actively attacking at that moment.
荒野大政委 Oct 9 @ 6:36pm 
I think I found a reproducable bug.

1. Take a meele pawn.
2. Cast invisibility on him
3. Toggle search and destroy y meele on
4. Get error pawn started 10 jobs in 1 tick soawn
我的问题跟这个一模一样,不过第四点会在小人杀死了目标之后发生
Huge Alpaca Oct 9 @ 5:11pm 
you are my savior
Meme Goddess  [author] Oct 7 @ 11:54am 
Hmmm ok, I'll have to look into it. I think I might have seen the issue before, but could never narrow it down, nice to know it's CE
w_ather Oct 7 @ 11:00am 
Yeah, it gives lags with CE
Iceobeasty Oct 3 @ 6:28am 
im getting lag with CE
Meme Goddess  [author] Sep 26 @ 5:54am 
@Rassmond ~ Ah yes, it's a mod conflict that I haven't been able to narrow down. Can you give me your mod list? Exported with RimSort via rentry ^.^

@BB7 ~ I haven't actually checked, and out of the country right now so am unable to. If you take a look at RimWorld's key rebinding, there might be an option in there. If it doesn't have it, I'll add it when I get home ^.^
Rassmond Sep 25 @ 6:34pm 
Looks like issue with chasing fleeing pawns with pawns with melee weapon square by square and not hitting still stands
BB7 Sep 24 @ 7:53am 
is there a way to edit the keybinds of this mod?
Geojak Sep 19 @ 9:54am 
Can i add you on discord? I'll try replicating on the weekend, if possible I would like to sent you a safe file then.
I am geojak on discord too
Meme Goddess  [author] Sep 19 @ 5:39am 
@Geojak ~ I'm unable to replicate that bug. Does the bug still happen with just this mod installed?
Meme Goddess  [author] Sep 18 @ 4:44am 
@The_Munkeh ~ It's possible they have a custom thinktree, I'll need to patch it

@Geojak ~ Appreciate you finding that, I'll take a look at it ^.^
Geojak Sep 18 @ 2:13am 
Oh and you need enemy's on me map when testing for the error
Geojak Sep 18 @ 2:13am 
I think I found a reproducable bug.

1. Take a meele pawn.
2. Cast invisibility on him
3. Toggle search and destroy y meele on
4. Get error pawn started 10 jobs in 1 tick soawn
The_Munkeh Sep 12 @ 10:47am 
I have noticed that when the shamblers are set to search they do not. I am using the "One with Death" mod and not sure if its conflicting
The mod allows me to raise shamblers and they cannot work or such but are cannon fodder for battle.
hunter Sep 12 @ 4:07am 
Why haven't I attacked Gorehulk since it escaped after I attacked it up close
hunter Sep 12 @ 3:48am 
hello
Meme Goddess  [author] Sep 11 @ 5:26pm 
Support for vehicles has been on my list for a while, but there's no AI for them currently. I believe at some point they were talking about allowing raiders to use vehicles, which is what I'd probably need before S&D can support it. I mean, unless I write my own AI for it
󠀡󠀡 Sep 11 @ 6:24am 
Would it be possible to add support for vehicle framework then my VE tanks can auto drive / auto fire at pawns please
strategy Sep 9 @ 6:04pm 
There is a conflict between Baizhan Bingpu in Mechanoids: Total Warfare and Search and Destroy.
Once a pawn is carrying Baizhan Bingpu, they will keep switching the guns from Baizhan Bingpu endlessly.
Meme Goddess  [author] Sep 5 @ 1:07am 
If anyone was waiting for RunAndGun, I've released the continued version of it as well now ^.^
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3562365100
demondust6 Aug 27 @ 4:06am 
sweet, thank you! you really are amazing for getting these mods up to date with 1.6!
Meme Goddess  [author] Aug 25 @ 4:53pm 
@demondust6 ~ I can take a look at it ^.^