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Now works with the old VEF Abilities such as those from Dragon's Descent, probably psycasts, etc. as well.
It hooks into their code which includes things like random-chance-to-not-use, etc., so if a pawn doesn't use an ability it might be due to that kind of setting.
I've not checked how friendly-fire prone they are, but probably exactly the same how the VEF-style autocast usually is.
@Albino Monkey
It would be interesting, but I'm a bit worried that might over-complicate things. While the mod lets you turn off buttons I still don't want to go too crazy on the complexity, and options hidden in the mod menu 98% of users probably never learn about.
Exception in Verse.GizmoGridDrawer.DrawGizmoGridFor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1A58987C]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x0000c] in <75e8245ce183483ca398166bbf6ac5d7>:0
at BigAndSmall.DraftGizmos.ClearPrioritizedWorkAndJobQueuePostfix (Verse.PriorityWork __instance) [0x0002a] in <75e8245ce183483ca398166bbf6ac5d7>:0
at Verse.PriorityWork.ClearPrioritizedWorkAndJobQueue () [0x00017] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX RedMattis.AutoCombat: Void BigAndSmall.DraftGizmos:ClearPrioritizedWorkAndJobQueuePostfix(PriorityWork __instance)
Full thing: https://hastebin.com/share/qopegiwoce.txt
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 56CFA0E4]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x00000] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:332
at BigAndSmall.DraftGizmos.GetGizmosPostfix (System.Collections.Generic.IEnumerable`1[T] __result, RimWorld.Pawn_DraftController __instance) [0x00031] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:88
at RimWorld.Pawn_DraftController.GetGizmos () [0x00026] in <24d25868955f4df08b02c73b55f389fe>:0
Can't reproduce it myself though.
What is the error? The copied text is just pointing at a line. Is it a NullReferenceException?
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x00000] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:332
at BigAndSmall.JobGiver_AutoCombat.TryGiveJob (Verse.Pawn pawn) [0x00013] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\AutoCombatJob.cs:84
Added a full-auto mode.
When enabled they will hunt down any hostile threats (which you are aware of/aren't fogged), beating down doors if required to reach them.
As always you can disable any extra buttons in the mod setting.
Try updating it again. The name of the settings menu button had gone missing.
Added mod settings menu and ability to toggle on and off display of buttons.
Also added the ability to make the main button be a dropdown menu instead.
@Roque the Rogue
The problem with swapping the state on abilities individually is that when you use it on a large group of pawns the behaviour becomes a bit chaotic.
I might add it as a right-click-menu option though.
What if when you click to autocast, it shuffles between;
-Normal mode (just the usual autocast, for basic abilities)
-1 Cast Once (like buffing or triggering a shield)
-2 Cast Twice (useful for certain powerful abilities)
It does another layer of utility.
I think doing this can solve some of the spam issues pawns seem to have with certain abilities, especially ones that consume a resource pool, like force abilities, like hemogen abilities, some mods, allows you use shield abilities and pawns will proceed to spam the ability quickly depleting resources.
Awesome if possible, thanks for your contributions.
Correct. This is a standalone version of the optional built-in auto-combat. :)
If your issue is them charging too much then the new update might be what you were looking for.
If you wanted them to chase foes around corners then it is better to combine this mod with something like Search & Destroy.
I've not tried the Drafted AI mod, so I can't say how it compares to it, but if you have specific feedback I'm always grateful for it. :)
@elĐeve
I don't think this mod has any performance issues at all. Most of the methods I've created are probably cheaper than what the vanilla AI foes uses against you.
@tanyfilina
I don't know what the other mod does, but I did read a comment from someone saying they used them together.
@Some Random Pleya
Thanks!
Melee characters can now be set to only engage nearby foes. Of course if you want them to hold their ground, just toggle autocombat on that pawn.
This was a feature voted by our supporters. :3
Also, auto-combat now is auto-disabled when undrafting. If you want to change the settings for this the auto-combat settings are in the B&S Framework.
I might make a setting menu for the standalone mod too though, it seems to get requested a fair bit.
Also pondering if I can make ability auto-cast clearer since I think most people miss what is probably the coolest feature. In my humble opinion ofc... :D
I would generally expect this mod to be better, as it's made by much more experienced modder, while that one, I suspect, is made largely by AI :)
(and while I'm here and if you engaged into the combal modding, maybe you could add the functionality of the Run and Gun mod? We're all waiting for Meme Goddess to update it, but still no news)
Certainly interested here uwu
I've added an option for toggling off the auto-combat when a pawn is undrafted.
At the moment you need Big & Small Framework since this mod doesn't have a mod menu for settings, but I might add it to this standalone as well if there is enough interest for tuning things in detail.
You mean for my abilities? Otherwise I don't have friendly fire avoidance, that is from the other mod.
if I disable the friendly-fire avoidance for abilities they will literally fireball their own team if an enemy would also be hit. I doubt there are many instances where you'd want this.
@Ali50
Sounds good. :)
If both are activated for melee pawns, Drafted AI's code for "avoid friendly fire lines" seems take precedent over your / B&S framework's code.
They will not close in on enemies shot by other pawns and only wriggle on the spot if those are the only enemies left. Otherwise they search for new targets on the map.
I think the severity of this can be configured in the mod config for Drafted AI but I have not tinkered with that yet. So far I would simply deactivate the DAI gizmo for melee pawns.