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Auto Ability

Free your hands! Enjoy thrilling combat! Automatic management! This mod provides an automatic ability-casting function. You can configure the following settings individually for **each skill**! Mode Selection: Cast on cooldown, timed cast, or no auto-cast (right-click to switch) When to Cast: Cast when drafted, cast when retaliating (ignore/flee/retaliate: response to enemies when not drafted, set in the vanilla "scheme" menu), or cast during daily life Target: Enemy, friendly colonist, friendly mechanoid, friendly prisoner, or self (for aura effects like production commands, please select "self") Cast Range: Minimum and maximum cast distance Priority: Higher numbers indicate higher casting priority. Casting order is self, enemy, friendly colonist, friendly mechanoid, friendly prisoner Other: Only cast on targets without the corresponding skill effect, do not cast if a pop-up appears after casting (e.g., pop-ups for unconsciousness/death after blood extraction) Use Cases: Have a Sanguophage but lack prisoners and always forget to extract blood? Set it to cast during daily life, timed cast every 2 days, and target friendly colonists to meet daily needs! [img]https://images.steamusercontent.com/ugc/9279845541584915182/856B2CF7A5EDED32C6E1E014E8E2E2DE4CEBC40D/[/img] Want to apply debuffs (e.g., stun) to enemies but find it tedious to click one by one? Set it to cast when drafted, cast on cooldown, enable "only cast on targets without the corresponding skill effect," and target enemies to automatically cast on enemies not already under the debuff! [img]https://images.steamusercontent.com/ugc/15347466304272166693/33DFF47D23B546CCCD44D80E646C5ED214A5F822/[/img] Tired of frequently activating skills like production commands from the Culture DLC? Set it to cast during daily life, cast on cooldown, and target yourself for fully automatic use! [img]https://images.steamusercontent.com/ugc/16678325470646655430/B03A96088CA6F695F8E00CA31C5C6693A02888C7/[/img] Added many mods with combat skills? Check out this (If you can get access to it? Recommend you use auto-translation if you are interested in the video intro part): [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fwww.bilibili.com%2Fvideo%2FBV1idxbzZEzg]www.bilibili.com/video/BV1idxbzZEzg[/url] [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fwww.bilibili.com%2Fvideo%2FBV1PnxTzVEEA]www.bilibili.com/video/BV1PnxTzVEEA[/url] ======================================================= Q&A: Q: Can it be added mid-game? A: Absolutely. Q: Can it be removed mid-game? A: This mod adds and saves a global component, so removing it will cause an error when loading the game. However, there are no other impacts! Q: Which mods are compatible? A: It is compatible with any mod whose skill list can be read via vanilla code. Most mods are compatible, except for Vanilla Expanded Framework and A Rimworld of Magic, because they implement their own ability code. (You don't need to worry bugs -- just these so-called "abilities" are invisible for my code) Q: What about Vanilla Psychic Expanded? A: THAT BELONGS TO Vanilla Expanded Framework -- so stop asking me about this mod! Q: Compatible with search and destroy? A: Yes, and I highly recommend you using this mod, especially if you want to auto fight enemies. However, you should tick "Use when counter-attacking" in the auto-attack mode, not "Use when drafted"(you can tick both) Mod: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3232242247]https://steamcommunity.com/sharedfiles/filedetails/?id=3232242247[/url] Q: How to set up a specific... skill? A: Feel free to ask in the comments. If there's a strong need for compatibility, I'll consider adding it. Q: Found a bug/red error text? A: First, check if your settings are incorrect (e.g., casting a skill that shouldn't be cast on a certain target). If the issue persists, let me know in the comments. Q: Will enemy use abilities automatically? A: I won't change enemies' logic. They will auto use what they used to auto use in the vanilla game. Q: Where should I put the mod? A: Near the bottom of your load order ======================================================= Updates: 2025.10.6 UTC+8 0:59 bug fix 2025.10.7 UTC+8 0:29 translation fix 2025.10.7 UTC+8 16:38 Add a button to hide all settings! You can set the window size or disable that hide button, too. 2025.10.8 UTC+8 22:53 bug fix 2025.10.9 UTC+8 10:33 bug fix 2025.10.13 UTC+8 14:25 change logic: Now the auto use in counter-attack mode is only used if there has been a counter-attack action, like melee attack or use the gun. Therefore, ghouls won't use their ability when there is no enemy. 2025.10.13 UTC+8 20:08 change logic: Consider stunning when checking effects. 2025.10.19 UTC+8 15:35 bug fix: mod settings will save properly 2025.10.19 UTC+8 15:53 new feature: you can choose to use on downed enemies or wild animals 2025.10.22 UTC+8 11:04 bug fix: sorry for the bug led by last update, wrong target to wild animals 2025.10.27 UTC+8 17:02 new feature: for abilities like "blinding pulse" that can have a radius, you can turn on to avoid using on colony targets 2025.10.30 UTC+8 12:26 new feature: Allows friendly animals and friendly mechanoids to automatically use abilities. However: The hive queen is currently unable to automatically use abilities on the ground; the war queen's summon is not an ability, so this does not apply. 2026.1.28 UTC+8 18:40 new feature: Allows forbidding to use Psycast ability on psychically deaf targets. In the vanilla game, you are allowed to use area abilities on those targets, so you might need to toggle this new option to avoid your colonist to use abilities on them. 2026.1.28 UTC+8 18:40 changed feature: Wild Animal option now only target animals with no faction 2026.1.28 UTC+8 18:55 new feature: Add an option of "Only use on targets within allowed area" 2026.1.28 UTC+8 20:39 new feature: Add an option of "try to fix stuck for this". Some (but rare!) abilities might cause the colonist to stuck when they can't see the target, you can toggle this on (usually you don't need this) ======================================================= Check out this if you want the colonists to use ability when drafted and standing: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3590359548]https://steamcommunity.com/sharedfiles/filedetails/?id=3590359548[/url] ======================================================= Mod Author: 梦境触感 Workshop Image Creator: astao_lemon Special thanks to the friends who provided suggestions and participated in testing during the mod development process!