RimWorld
PawnTargetFix
106 opmerkingen
Gabe Knight 2 sep om 8:51 
Thank you. Can't wait to try it out.
lucky_one 🍀 16 aug om 16:07 
So far I didnt notice any performance hit (I would even say it feels better), played a few hours and faced lots of raids (100-200+ pawns-mechs), so looks like the default settings work just fine.

Thanks for your time boss
Proxyer 16 aug om 8:16 
@Jellypowered
Thank you for quick fix work!
lucky_one 🍀 16 aug om 8:06 
I will come back with some feedback if I have something worth commenting!
Jellypowered  [auteur] 16 aug om 7:45 
We will give this update some time to cook, but I would be very interested in getting some feedback regarding the performance in larger raids.
Did it get better?

Also If you guys find the "sweet spot" for the customization settings, I will gladly set them as defaults. I just threw some random numbers as starting points, as the bulk of the functions are just math, I know there will be some room for improvement.
lucky_one 🍀 16 aug om 7:38 
Amazing update, thanks chief
Jellypowered  [auteur] 16 aug om 7:19 
Fixed:
- Forgot to remove the gif's in the About folder.
- Moved the Japanese translation to it's proper home after drinking some coffee.


@Ishchyaboi The settings are Mod Wide :)
无声飞雪 16 aug om 6:30 
About文件夹下,2张gif图片,11.3M
Ishchyaboi 16 aug om 5:57 
Is the *-first targetting a mod-wide setting or a colonist toggle?
Proxyer 16 aug om 5:24 
Thank you for update!
I have one issue to report. The Japanese translation PawnTargetFix.xml file does not exist in the Keyed folder, but appears to exist directly under the Japanese folder. Please check it. Thank you.
Jellypowered  [auteur] 16 aug om 0:46 
Hey everyone! 🎯

Big update just dropped for Pawn Target Fix:

• You can now toggle between accuracy-first or proximity-first targeting.
• New settings for handling downed enemies, target stickiness, and retarget timing.
• Fully translatable (English, Chinese, Japanese, German, French, Russian).
• Performance improved with smarter caching.

Thanks for all the feedback in the comments, this update is based directly on your requests.
As always, let me know how it plays and if you spot anything odd!
grim 15 aug om 20:06 
Possible future additions:
DisKorruptd Mar 29 @ 6:19pm
I would like to recommend a change. Instead of looking for closest target, compare accuracy's. Someone in cover 5 tiles away is less accurate for a rifle than someone 20 tiles away running in the open.

I seconded this and add my own suggestion: Make it a toggle-able Mod setting.
Alapma 27 jul om 15:46 
how ofthen do they change targets? with run&gun you have to rely on the auto targeting and for some reason they always chose to shot everything but the ennemy thats 5 cells away and closing the distance
Trollsama 20 jul om 10:21 
noted. thanks!

I can see this mod becoming a mandatory install for sure.
Jellypowered  [auteur] 18 jul om 13:03 
@Trollsama
1st: No, if you manually set a target, this doesn't run.
2nd: Whenever auto targeting takes over. (When target dies, object destroyed, etc)
3rd: Target will not change unless current target is no longer valid while still drafted.
Trollsama 15 jul om 9:31 
Does target acquisition overrule manual target instruction? and if so how quickly?

Basically I like the idea of the mod, but im curious if i tell my people to focus the RPG in the back, are they going to stay targeting on that pawn till it dies, or will they swap targets the first time someone moves?
Rubyko 9 jul om 2:28 
One of the first mods I install when I am starting a run on a new patch. An essential part of making combat work. Good work and thank you.
Chaosllama 26 jun om 12:27 
brilliant!
boytype 19 jun om 2:52 
This is a core feature for me. Thanks for keeping it updated! <3
AzoorFox 18 jun om 5:15 
GOOD. THANKS.
Jolays 18 jun om 2:19 
NICE ONE! THANK YOU SO MUCH!
VelxraTV 18 jun om 0:47 
excellent
Jellypowered  [auteur] 17 jun om 21:56 
How BOUT NOW?! (1.6 update)
Deon ☣ 7 jun om 12:04 
To be fair it doesn't need to be CE compatible. CE has its own approach to gameplay and combat.

Thank you for this mod btw.
DisKorruptd 29 mrt om 16:19 
I would l,ike to reccomend a change. Instead of looking for closest target, compare accuracies. someone in cover 5 tiles away is less accurate for a rifle than someone 20 tiles away running in the open
BattleGrown 29 sep 2024 om 13:53 
This mod has been in my list for so long, but now I'm starting a new run with CAI 5000 - Advanced AI + Fog of War and RimPy says it is incompatible with this mod. Not sure if I will miss it or not. I hope it hasn't altered my default behaviour lol.
Holarula 15 apr 2024 om 0:27 
Although I have been using this mod, the performance problems are indeed more obvious when a lot of people are fighting.
Pos 4/5 13 apr 2024 om 4:15 
Thank you so much!
NukaClipse 7 mrt 2024 om 14:34 
After not having this mod with CE I've realized it DOES work with CE. The targeting without this mod is really obvious. It might not be compatible but they do function together I guess.
Damek Bulganin 11 jan 2024 om 13:09 
Does this conflict with Yayo's Combat 3 (Continued) or is it redundant?
Target 31 dec 2023 om 17:54 
Is it normal that my FPS drops to hell when multiple enemies are downed between my pawn and the next closest enemy. I don't know how many checks per second this mod does but i'am almost sure that it goes thought every alive and downed enemy.
I can confirm that the fps drop is related to this mod and to downed enemies.

My guess is every time the game runs a check for the closest enemy, it targets the downed enemy, then skips it and goes to the next, skips it again if its downed and goes to the next and so on until it finds a moving enemy and because the pawn doesn't stick to the enemy like in vanilla, but switches to the closest, there must be at least 1 check per second and all the skips are the fps killer.
Winter 30 okt 2023 om 22:39 
"Instead of "closest target" I would like "highest probability of hit" because weapons don't all get better with closer range. - AngleWyrm"

You might be onto something here.
Codingale 8 aug 2023 om 5:54 
Funny thing Giggles, it says this mod isn't Multiplayer compatible too but it's listed in many mod lists I was looking at for Multiplayer
Giggles 5 jun 2023 om 4:52 
Why isn't this compatible? Just did a play through with both CE and this mod and ran into ZERO problems.
AngleWyrm 25 feb 2023 om 0:46 
Instead of "closest target" I would like "highest probability of hit" because weapons don't all get better with closer range.
SAUCE__GODD 18 dec 2022 om 22:17 
CE?
Stellar Harbour 13 dec 2022 om 9:29 
Can you make that if you choose target by yourself - it won't reset to closest one?
ShortBear 13 nov 2022 om 17:43 
@Airdog20 The issue isn't that raiders don't come, it's that they show up and ignore your people to go punch walls and just sit there while getting shot
Airdog20 11 nov 2022 om 18:12 
those who are having complains about raiders not coming to attack them its simple, get a mod that forces raids like winston waves, this mod works well with it because you know when to set up and watch how the mod works in target requisitioning pathing. sorry if im throwing out a mod in another mod btw
FungusLord 9 nov 2022 om 13:47 
ok so i dont have this mod in yet but ive had the same issues some of you all are having which is conclusive to me that it isnt this mods fault so all of you can literally stop commenting here that raiders arent attacking your base. 100% this mode isnt responsible for raiders not attacking. that just happens.
19Peej 6 nov 2022 om 22:20 
Thank you!
.puddi 28 okt 2022 om 18:59 
@kocel @shortbear
if you have vanilla expanded accessories, that also caused an issue with raiders not attacking colonists. I removed it, and my pawns are throughy being murdered now.
So not entirely this mods fault.
Gerewoatle 28 okt 2022 om 18:55 
People have been posting about problems with raiders and pawns and combat on all sorts of mods. I think it might actually be a vanilla issue.
Jellypowered  [auteur] 28 okt 2022 om 17:22 
I'll try to debug this over the weekend, It may be that it's just time to let this mod go, if too much has changed. I'm by no means an expert at coding, but i'll give it an honest go.
Kocel 27 okt 2022 om 19:05 
Well, it'd be one thing if it was plain raiders, but I've had the raid where they post up and wait to attack refuse to attack my pawn as she was shooting them point blank with a shortbow.

Again, it's not producing errors so it's hard to prove it's this, but with a few others having the same issue it might be worth looking into.
ShortBear 26 okt 2022 om 23:38 
Almost certain this is the one causing issues with raiders not targeting colonists. Was having issues with my animals ignoring raiders mid fight too. I removed this mod and everything is back to normal.
Something must have changed in the base game code that's silently causing issues with this.
ignis 26 okt 2022 om 10:18 
That is because they have the same AI.
Mbos 26 okt 2022 om 8:37 
dont think so ignis since mechanoids are also doing it even when my pawn is shooting them. Not saying its this mod but im having the same werid behaviour
ignis 25 okt 2022 om 23:59 
I'm pretty sure it is a vanilla behavior. After all, they are here only to trash your stuff and set your back.
Kocel 25 okt 2022 om 23:40 
Anyone have a problem with raiders not targetting colonist pawns properly? I'm having them prioritize structures above colonists and refuse to aggro when shot. This is the only mod I have that could change AI behavior, so I figure'd I check. No error messages go along with it that I've seen.