(https://raw.githubusercontent.com/WilliamVenner/RimWorld-FuckFriendlyFire/master/About/Preview.png)
(This mod has no requirements)Don't you just hate it when a colonist shoots another accidentally?
With this mod, you can change the chance of pawns' and turrets' bullets from hitting each other accidentally.
You can change this in a 0-99% chance in the Mod Settings. 0% disables friendly fire completely.
It can stop bullets from hitting:
- Your colonists
- Your animals
- Friendly factions
It doesn't stop bullets from hitting:
- Enemies
- Anything you specifically target
Downloads:
- GitHub (https://github.com/WilliamVenner/RimWorld-FuckFriendlyFire/releases)
- Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1013648397)
- Nexus Mods (http://www.nexusmods.com/rimworld/mods/197/)
Awesome mod and I'm really tempted to use it but part of the story drama are these "accidental" shootings. Like was it really an accident when Dizz shot Kit Kat when everyone knows they didn't like each other lol
I'm gonna DL it just to have it as an option. Thanks!
Does it remove friendly fire from other factions as well?
Meaning that Raiders won't shoot each other while shooting at your colonists?
Will it stop you from shooting friendly visitors or traders if they're at your colony during a raid?
Quote from: lorebot on July 14, 2017, 09:56:31 PM
Does it remove friendly fire from other factions as well?
Meaning that Raiders won't shoot each other while shooting at your colonists?
Will it stop you from shooting friendly visitors or traders if they're at your colony during a raid?
It will stop raiders from shooting each other while shooting at your colonists. That's fair, right?
And thanks for bringing that up. I will update it to stop your colonists from shooting friendly visitors/traders
during a raid accidentally.
I only asked cause I once annihilated a group of friendlies totally by accident when they showed up to 'help' me with an infestation...the bugs killed about half of them, but I killed the rest cause I couldn't stop them from going into the room with the bugs even tho I had embrasures to shoot through....
Quote from: lorebot on July 14, 2017, 10:29:37 PM
I only asked cause I once annihilated a group of friendlies totally by accident when they showed up to 'help' me with an infestation...the bugs killed about half of them, but I killed the rest cause I couldn't stop them from going into the room with the bugs even tho I had embrasures to shoot through....
Yup. One of the many things that angered me frequently during my time playing. I hope this mod prevents a lot of that in the future :D
edit: updated on GitHub, Workshop and Nexus Mods (v1.1)
What do you think would be the best way to configure this to make a skilled shooter be unlikely to shoot a friend without making this an OP mod?
Making friendly fire less likely for skilled shooters would make perfect sense.
BTW, what about turrets?
Friendly fire is normaly good thing BUT not in this game. Colonists are more stupid than unicellular organism. So Fck yea.
Quote from: moonra on July 19, 2017, 03:19:48 PM
What do you think would be the best way to configure this to make a skilled shooter be unlikely to shoot a friend without making this an OP mod?
I've just updated the mod to have support for this.
Here's the mod settings menu:
(http://i.venner.io/NVIDIA%20Share_2017-07-20_01-06-36.png)
(http://i.venner.io/NVIDIA%20Share_2017-07-20_01-07-02.png)
(http://i.venner.io/NVIDIA%20Share_2017-07-20_01-07-15.png)
That should give you an idea of how it works.
Quote from: Oblitus on July 19, 2017, 04:45:29 PM
Making friendly fire less likely for skilled shooters would make perfect sense.
BTW, what about turrets?
Turrets will be coming in the update I'm about to push.
(http://i.venner.io/NVIDIA%20Share_2017-07-20_02-00-23.png)
Will it work for non-vanilla turrets?
Gotta love mods like these
Ran into a problem with this coupled with the Hospitality mod. A berserking visitor was impervious to bullets. I'm pretty sure he was punching my guys to death just fine though.
(http://www.integralmusic.fr/wp-content/uploads/2016/05/musical.png) | Maybe present the settings like a sound system equalizer, with ten 'band' settings for chance to hit and height is the adjustable friendly fire chance.
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Quote from: venner on July 19, 2017, 08:07:28 PM
Quote from: moonra on July 19, 2017, 03:19:48 PM
What do you think would be the best way to configure this to make a skilled shooter be unlikely to shoot a friend without making this an OP mod?
I've just updated the mod to have support for this.
Here's the mod settings menu:
That should give you an idea of how it works.
Thanks, I'll add the mod and mess with it a little.
Those settings are a new chance to hit when on the line of fire or modifier to vanilla chance?
Quote from: Schwartz on July 20, 2017, 08:06:41 AM
Ran into a problem with this coupled with the Hospitality mod. A berserking visitor was impervious to bullets. I'm pretty sure he was punching my guys to death just fine though.
Yeah - the mod only affects bullets. I don't think that's related to the Hospitality mod though as berserks are vanilla. Will fix.
wait, is swearing allowed on the forums? if so then Fuck Yea
Very nice to have the option. I was always annoyed by friendly fire in this game.
I mean - it's perfectly fine that it can happen if you are watching them fight and you risk firing into a melee or whatever - but when an important pawn just drops dead completely randomly because someone assigned to hunting felt it was fiiiine to open fire towards allies while hunting some squirrel - that just makes you annoyed and feel like you can't not constantly babysit them for fear of them literally being to dumb to live.
I think anyone who has ever tried to actually use "release animal" in combat knows the feeling... your pets shouldn't fear the enemy nearly as much as they should fear your pawns.
The "accidental hits" system in this game is also a bit wonky. If the hit chance is low and someone is in the line of fire - it is actually much more likely to accidentally hit the friendly than the intended target. Sometimes mechanically it is literally optimal to aim at some random spot behind the target.
I feel like the ideal balanced alternative to friendly fire ON would be to have aim be penalized whenever friendly fire would normally be a threat. It would simulate pretty well how conservative most people would be in their aim if they had allies in the line of fire. Better to not hit the enemy than to accidentally blow Bob's brains out. The higher chance the game would have given the friendly fire to happen - the higher the penalty. It would remove all the annoyances of friendly fire while keeping battles from being easier since having allies in the line of fire would still be just as bad an idea as before.
The mod as it stands is nice too though. I just feel it maybe removes some of the challange/fun along with the annoyances - which is a shame.
Thanks for the fix!
What the game is lacking I believe is some judgement on the side of the pawns when to shoot and when not to. Like.. if there's a high probability to hit a friendly, the pawn should wait until he's passed the line of fire. Ideally with the weapon cooldown on 'pause' in the meanwhile rather than having to re-aim.
I don't find friendly fire in this game completely unrealistic btw. It happens a lot in real life. A friendly between you and your target is closer and therefore many times the size of the target. What the game doesn't have is different stances that would help with avoiding weapon fire from both sides. Crouching behind rocks, laying prone to help with long-range gun stability and concealment. Etc. Lots of cool stuff and I can't imagine they'd be hard to implement either. In the meantime, FFF helps.
Is this safe to add/remove in an ongoing save?
It kind of sounds like it would be - but I'd rather ask than run into trouble later :)
-Stigma
Quote from: stigma on July 23, 2017, 12:01:09 PM
Is this safe to add/remove in an ongoing save?
It kind of sounds like it would be - but I'd rather ask than run into trouble later :)
-Stigma
Yeah, it's completely safe to add/remove in an ongoing save.
Does it support non-vanilla turrets? Looks like lazer turrets from Extended Turrets are not affected.
Doesn't seem to work with Combat Extended. Just lit my own guys up while taking on an infestation, lol.
It apparently does not work with custom projectiles.
Quote from: Rellicus on August 10, 2017, 08:16:10 PM
Doesn't seem to work with Combat Extended. Just lit my own guys up while taking on an infestation, lol.
Truly wish this was CE compatible, friendly fire is absurd in this game... Then again if the AI wasn't stupid enough to keep shooting when an ally blocks line of sight to their target it wouldn't be an issue, the base game really needs that, we absolutely shouldn't need to worry about our own colonists shooting each other in the back.
hopefully owner update to v18 ^^
Works for me with the A18.1719 unstable version. Will be testing more with the new 18.1722 tonight.
Love the mod name and the mod itself 10/10
Quote from: selmephren on November 14, 2017, 08:14:57 PM
Works for me with the A18.1719 unstable version. Will be testing more with the new 18.1722 tonight.
ty for the test man, im downloading now
I think this does work in Beta 18. However, in the game's mods list it is still colored red as if it is not ready, but it doesn't give any errors.
You can get rid of the red by simply changing the release to 0.18.0 in the About.xml, but this is a risky move with many mods (you never know if the mod will crash the game, etc, unless it is first recompiled, etc).
Can you please update this to B18? I've already changed the a17 to b18 but somehow friendly fire still happends even though i disabled it in the mod options
Quote from: Sparkie on February 20, 2018, 02:45:41 PM
Can you please update this to B18? I've already changed the a17 to b18 but somehow friendly fire still happends even though i disabled it in the mod options
https://ludeon.com/forums/index.php?topic=35571.0
Please update this to 1.0.
This mod appears to be dead ...It hasn't been updated in a year.
Try to watch
https://ludeon.com/forums/index.php?topic=35571.0
That will prolly be updated i think.
Quote from: MisterTim on July 16, 2018, 12:28:26 AM
This mod appears to be dead ...It hasn't been updated in a year.
Since it worked just fine until the 1.0 unstable releases, it didn't need to be updated.
Also, the author has been active on these forums as of today, so I can hope that it will be updated for 1.0.