Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

[AV] Dynamic Combat Mode For Mechs

This mod adds a toggle button for each individual work mech to change their behavior to that of a combat mech (and also back again). When toggled on (dynamic combat mode active) they will prefer to fight over doing their normal jobs, provided enemies are around. This means that a lifter mech in dynamic combat mode will actively fight without beeing drafted when it sees enemies around it, while continuing to work as a hauler when there are no enemies around. [i]In memory of all the kidnapped mechanitors lost to inconsistent modded mech behavior[/i] [img]https://i.imgur.com/nHftucr.png[/img] Why would this be useful? Take a look at the preview images above. A lot of modded mechs are perceived by the game as work mechs, as the game only knows work mechs OR combat mechs. There is no both. But modders and players want their mechs to be useful when not in combat, so they give them a worktype. This results in the mech beeing recognized as a work mech and using the corresponding AI for it. Also known as mechs with a weapon don't fight when not drafted and instead turn dumb. This also happens when a mod adds work types to vanilla combat mechs and this is the fix. With this mod work mechs can behave like combat mechs when there are enemies around provided the player allows them to be in dynamic combat mode. However dynamic combat mode comes with a few trade-offs: [list] [*] mechs in dynamic combat mode will use a bit more performance as they scan their surroundings for enemies before starting a new action [*] a downed enemy still counts as a seen enemy [*] recharging is still more important then fighting when the mech is on low energy (vanilla combat mech behavior) [/list] You can always just disable dynamic combat mode for an individual mech to swap its behavior back to default. Dynamic combat mode is also not active by default, so their beheivior only changes when you allow it. [img]https://i.imgur.com/Q2Jhv0q.png[/img] It should work with all modded colony work mechs on the get go. This was mainly made for modded mechs. Some mods add unique thinktrees (AI) for their mechs. Do they still work with this? Most likely. As long as they based the thinktree on the vanilla ones. Is this safe to add or remove from an existing save? Yes. Removal will pop out a harmless one-time error for each mech which was previously in dynamic combat mode. Technical stuff This is basicly just a harmony patch for 'JobGiver_Work_PawnCanUseWorkGiver' and 'ThinkNode_ConditionalWorkMech_Satisfied'. For anything beyond those functions mechs will still be their default type (combat or work). [img]https://i.imgur.com/2ZTOZy8.png[/img] Where are the cool mechs in the preview pictures from? [url=http://steamcommunity.com/sharedfiles/filedetails/?id=3121742525] The Dead Man's Switch [/url] I don't have the button on my lancer! Yes, it wouldn't do anything for a combat mech, so there is no button. Can I use your work queen mod as a spawner for melee urchins with this? Don't tell anyone. (They are still bad at it though) [img]https://i.imgur.com/qo2JBHn.png[/img] Me, myself and I. Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function. Without this awesome community this mod would not exist.

Зависимости мода

Логотип мода

Harmony

Загрузить 2.9 MB