RimWorld

RimWorld

Suppression
61 Comments
RogueCmdr 19 May, 2022 @ 8:29am 
nvm saw the 1.3 at the top
RogueCmdr 19 May, 2022 @ 8:28am 
1.3?
JessieFeathers 8 Oct, 2021 @ 7:10pm 
1.3?
Shinskii 2 Aug, 2021 @ 9:53am 
Thank you all!
YAYO  [author] 28 Jul, 2021 @ 10:28pm 
@Mlie
Thank you Mlie
XANI 28 Jul, 2021 @ 4:31pm 
love u
Mlie 28 Jul, 2021 @ 1:25pm 
SghHanzMullerSW 28 Jul, 2021 @ 6:50am 
(dark vader voice) Noooooooooooooooooooooooooooooooooooooooo
Arcanant 27 Jul, 2021 @ 4:05pm 
NoooooOoOOOOooooo ... ...... :(
YAYO  [author] 27 Jul, 2021 @ 3:23pm 
Updates for this mod have been discontinued.
This is because it was originally a mod from another modder and I don't use this mod at the moment.
なの〈Nano〉 24 Jul, 2021 @ 1:50pm 
There's a red error on the boot up, but so far it works for me with the 1.3&dlc
XANI 23 Jul, 2021 @ 9:27am 
1.3 업데이트 해주시나요? :MCCHELMET:
Arcanant 22 Jul, 2021 @ 1:39pm 
@Ogliss help! ^_^
SghHanzMullerSW 22 Jul, 2021 @ 10:24am 
i love this mod but it dont work whit the current version and new dlc i dont gonna nag about update im gonna wait and let u take your time to update when you have time to do it. :-)
Анатолий 30 Jun, 2021 @ 12:14pm 
l really like your work!
Please do keep at it:steamthumbsup:
Venom Acid 28 Apr, 2021 @ 4:37pm 
This is great
Jenkem 13 Apr, 2021 @ 10:49pm 
looking forward to some sort of continuation
BootlegZoke 20 Mar, 2021 @ 8:22pm 
Seems there isn’t much dev interaction for this one, would be far more interesting if the pawns protections played a factor in the suppression. essentially using the armor pen versus the targets armor as if it had hit and then the damage of the shot could of done would apply suppression?

Shield belts would return that 0 damage was possible from the miss/hit and 0 suppression would be applied, and really high levels of armor would also result in the soldiers fearlessly wading through low armor pen fire, but rethinking their non chelauntness if an anti material rifle round wizzes past them.
nikos 5 Mar, 2021 @ 5:55am 
Just to update my previous comment:

This mod now works with RimThreaded
velcroboy333 3 Mar, 2021 @ 4:40pm 
Man this is such a cool mod but I am also getting the log spam and lag(9tps) from this mod. Not sure if it's coming from modded weapons or what but, unfortunately, I'm going to have to remove this mod until it's fixed. Good luck, I know you're busy.
VU1 10 Dec, 2020 @ 7:09am 
@ZzZombo +1 I had the same exact problem and it made this near game breaking under certain situations, if you could fix this I'd really appriciate it.
nikos 6 Dec, 2020 @ 7:32am 
Can you make this compatible with rimthreaded?
i have this mod enabled but its not working with rimthreaded (no errors but not working)
HDnfbp 23 Oct, 2020 @ 6:30pm 
Should disable the suppression for shield belts
Draqvaus 21 Oct, 2020 @ 11:06pm 
And then theres me with a couple 249 Bunkers causing my own personal D-day
AerosAtar 18 Sep, 2020 @ 8:37am 
@YAYO
Is there a way to make specific races immune to suppression? I use Androids and it doesn't really make sense for the (mindless) Battle Droids to be suppressed...
\(• ◡•)/ 6 Sep, 2020 @ 7:25am 
Great mod, thank you! :D
Michiko 23 Aug, 2020 @ 3:13am 
@PremierVader
A little late but I've been using this mod for a bit and so far there have been no bugs or errors for me. But I also haven't been in any extremely heavy battles yet, as I'm still in a relatively early game. I've seen pawns get fully suppressed but they usually go down soon after that because they're still sitting ducks unless they were somehow able to crawl behind cover while being suppressed, which is difficult for them to do if you know anything about base defense design (remove cover from the immediate area).

Something I didn't expect is that you can visually see when they get suppressed. There's a spark vfx that plays over suppressed pawns' heads, which makes it easier to see pawns that are suppressed vs. those that are downed. It's a nice touch.
PremierVader 16 Aug, 2020 @ 1:46am 
Hey great mod! Can I play this mod without using the other mods like crash landing? Have the errors been worked out and is this mod working fine?
nikos 28 Jul, 2020 @ 9:49am 
@ZzZombo

+1

found this out when my game lagged to a crawl.
i had to manually delete all the projectiles with dev mode. then i removed the crash landing mod.

PS: this is a problem that probably existed before
@YAYO continued this mod. but i hope he will fix it.
ZzZombo 15 Jun, 2020 @ 11:00pm 
Please, add a safeguard to a projectile launcher being `null`. It's the reason AFAIK why the Crashlanding weapon deck crash event causes errors, the bullets are created with `null` launcher.
DrBossWatson 15 Jun, 2020 @ 11:31am 
@Yayo The advanced ammunition thing was also a load order issue and I fixed that by moving suppression to near the bottom of my load order (just above my animal section and below my items); but I still get some errors when a pawn gets fully suppressed and I think it is caused by specific apparel. Could you please add an option to disable the visual effect of suppression? I think that would work for preventing the errors and still allow people who have giant mod lists to blanket fix this error. These are the errors I'm getting https://pastebin.com/k6v2C2sS
and my harmony log: https://gist.github.com/4f4bac0234516fb87424517223595375

@Apocalyptic Flatulence I think what you are describing is because the colonist bar has a low refresh rate, with Dub's Bad Hygiene if it refreshes when a pawn showers and they stay naked until it refreshes again. Did you try letting it go for a few days?
DrBossWatson 12 Jun, 2020 @ 8:52am 
Turns out that might be a load order issue on my end; but I get some errors when pawns firing the new ammo from Advanced Munitions at other pawns. I'll get the error after RW reloads.
Almantuxas 30 May, 2020 @ 2:36am 
would it be possible to add a config option to disable the visual effect of a pawn lowering their head while supressed?
Videogameplayer 20 May, 2020 @ 11:11am 
Also I've noticed a visual bug: being suppressed seems to lower the head of a colonist in their portrait, but often it doesn't rise back to shoulder height once the suppressed effect has passed. Reloading has fixed this so far but it's a bother to need to do it so your colonists don't all look like hunchbacks after a firefight xD
Videogameplayer 20 May, 2020 @ 11:07am 
Hi Yayo, a nice improvement would be if the stats of the different intensities of the suppressed hediff could be seen by hovering the cursor over it in the health tab. I never know by how much a pawn has become harder to hit or how much slower at moving/shooting they've become. Thanks!
Kaiser 10 May, 2020 @ 1:02pm 
I am not sure if this mod is working correctly, no matter how many times my pawns shoot i never see the suppression effect go off. anyone else having this issue since 1.1?
Paradox 27 Apr, 2020 @ 8:02pm 
Uninstalled and it deleted half of my pawns. Good mod 10/10
Ossian 21 Apr, 2020 @ 2:29am 
at SuppressionMod.Patch_Bullet_Impact.BulletImpactStuff (Verse.Thing& hitThing, RimWorld.Bullet __instance) [0x00141] in <4c7fff218ea14d0590f67d5e8fe6a79c>:0
at (wrapper dynamic-method) RimWorld.Bullet.DMD<DMD<Impact_Patch1>?1372979200::Impact_Patch1>(RimWorld.Bullet,Verse.Thing)
at Verse.Projectile.ImpactSomething () [0x00329] in <36108d57f84d49cabdae818c2a53fc38>:0
at (wrapper dynamic-method) Verse.Projectile.DMD<DMD<Tick_Patch1>?-1608443520::Tick_Patch1>(Verse.Projectile)
at Verse.TickList.Tick () [0x0015c] in <36108d57f84d49cabdae818c2a53fc38>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DMD<DMD<DoSingleTick_Patch1>?1998444416::DoSingleTick_Patch1>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Ossian 21 Apr, 2020 @ 2:29am 
Hello YAYO. Suppressed enemy pawn often won't die, game blames it on this mod.
Exception ticking RNBullet_762x54_DMR611578 (at (121, 0, 127)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_RelationsTracker.Notify_PawnKilled (System.Nullable`1[T] dinfo, Verse.Map mapBeforeDeath) [0x0001d] in <36108d57f84d49cabdae818c2a53fc38>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Kill_Patch4>?-693599360::Kill_Patch4>(Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<CheckForStateChange_Patch2>?-1325501184::CheckForStateChange_Patch2>(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, System.Nullable`1[T] dinfo, Verse.DamageWorker+DamageResult result) [0x00019] in <36108d57f84d49cabdae818c2a53fc38>:0
cbtendo 10 Apr, 2020 @ 9:48am 
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DMD<DMD<DoSingleTick_Patch2>?-2145964160::DoSingleTick_Patch2>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:DMD<DMD<Update_Patch1>?-1432453248::Update_Patch1>(Root_Play)
cbtendo 10 Apr, 2020 @ 9:48am 
Exception ticking Bullet_Pistol_CrashLanding385565 (at (104, 0, 136)): System.NullReferenceException: Object reference not set to an instance of an object
at SuppressionMod.Patch_Bullet_Impact.BulletImpactStuff (Verse.Thing& hitThing, RimWorld.Bullet __instance) [0x000a9] in <4c7fff218ea14d0590f67d5e8fe6a79c>:0
at (wrapper dynamic-method) RimWorld.Bullet.DMD<DMD<Impact_Patch1>?-792303232::Impact_Patch1>(RimWorld.Bullet,Verse.Thing)
at Verse.Projectile.ImpactSomething () [0x00329] in <c8e8d421567e4ee5864626a429a27a37>:0
at (wrapper dynamic-method) Verse.Projectile.DMD<DMD<Tick_Patch1>?-1273160448::Tick_Patch1>(Verse.Projectile)
at Verse.TickList.Tick () [0x0015c] in <c8e8d421567e4ee5864626a429a27a37>:0
cbtendo 10 Apr, 2020 @ 9:48am 
I think this mod has an incompatibility with crash landing. specifically their weapon deck crashing event. it just throws red errror everywhere.
An Author 5 Apr, 2020 @ 2:22am 
Note that this mod makes Naked Brutality runs on high difficulty impossible. (Real Ruins + Fog of War + Scheduled Events + Randy Random Savage) Your pawn will just stand there doing nothing, and will get killed. One way around this is though is the Time Based Dangers mod.

This mod makes raid severity scale with time, not wealth. So at least initial raids will be manageable.
5katz 17 Mar, 2020 @ 11:11am 
i second burgah's ideas, would make the mod nicer from a colonist-side, and also generally making melee viable again
Inconspicuous Gnome 14 Mar, 2020 @ 4:26pm 
an extension on what 5kats said, certain traits and equipment should prevent pawns from being supressed as much, for example, pawns wearing an active shield belt, pawns with the psychopath/bloodlust trait, ect.
Kokorocodon 11 Mar, 2020 @ 6:58pm 
You son of a b****, i'm in!
YAYO  [author] 11 Mar, 2020 @ 6:07pm 
@5katz
good idea. I will try when it is time.
5katz 11 Mar, 2020 @ 3:40pm 
if possible it would be nice if suppression would accumulate only as much as the pain multiplier is for that person, so a drugged up soldier doesnt care about bullets whizzing past or a painstopper-bionic-monster just not caring to be hit, because it doesnt hurt anyways
123caboom 11 Mar, 2020 @ 10:03am 
I´ll try that... did you consider to involve the Nerves-Trait? or the flee-job