Stacked Enemies in Rimworld. Collision Mechanics.
ฝัง
- เผยแพร่เมื่อ 11 ก.ค. 2024
- How does Collision work in Rimworld?
How do I unstack enemies?
Why did my Melee Block get pushed back?
Text Script used for guide: docs.google.com/document/d/1F...
IMGUR Album version: imgur.com/a/qT0ToJX
Here's some more info from phlap on the topic:
pastebin.com/d4Hsa2bM
imgur.com/a/Uir3rCS
If I learn more I will hopefully update the description. Last updated 7/12/2023.
Timestamps
00:00 Collision Basics
01:36 Melee Block Pushback
02:21 Why did my collision setup fail?
03:03 Collision Mechanics
07:25 Collision affects player too
08:00 Collision Conclusion Collage - เกม
You not only went over the topic, but gave lots of teaching and use examples, emphasized the important bits, made a great short summary at the end and made sure we both understand and will remember. With every statement there was a picture/clip to help us visualize it and something to prove it.
Also: I've been looking for this and found nothing... then I stumble across your video and it has EVERYTHING I needed and also what I didn't know I had needed.
Thank you for this and for _Standard Enemy Pathing._ I finally get it.
This video is so damn good.
PSA: Mech boss waves can get collision with a trap at the beginning of your maze!
Really useful guide - thanks Smurph! I didn't know about the melee block door issue!
1:45 that f'ed me so bad and I didn't understand why :D
Thanks for explaining this in such detail. Combat mode vs movement mode clarifies behavior I didn’t quite understand. The powered turret exception was an eye-opener. As a viewer of AdamVsEverything, I had been introduced to the closed unpowered turret, but I didn’t realize fire could go though diagonal wall blocks. My totally missing the fundamental point of this whole thing takeaway: Always put corners on your walls! :)
Super straightforward and informative! Ive been slowly chipping through your wooden base series so I've yet to see one of your scripted videos! :)
I just want to know why Smurph isn't one of the people on the MasterClass website.
And here I was, checking if my collision finally worked (after turning turrets off), with a Mech Boss raid... lol now I know it could never work. The tip with the colonist to turn it off or on is also very useful. All in all pretty good video, very informative. The door bit potentially wrecking melee block is a thing I also have to consider. Thanks for this detailled breakthrough!
The movement mode/combat mode thing was eye opening!
Useful info, good guide
Thx for making this
Thanks for another guide, mate.
Great Video! Learned a lot. Will survive more :D
Great explanation.
Thanks my dude. It was driving me nuts trying to work out why I was getting pushed. It was them pathing to cover. Such a weird mechanic.
Thank you! That was very helpful.
the powered turret thing is new i believe, ive had a killbox full of powered turrets not break collision on ranged pawns couple years ago
No it is not. I still have a savegame i started with the biotec release last year. In that playthrough i noticed it for the First time, because thats when i also started to play with forced collision in my killbox designs. So it might even be older than the biotec release.
@@TheEnemieKiller to clarify I started playing since before royalty was thing, and i stopped right before biotech came out. I have defended 500 raiders with a 12 pawn killbox which would not have been possible if the turret thing existed. My standard killbox had loads of mini turrets kept on at all times.
really good info !
Thanks very much You really helped
"Near is complicated?!" Sure. Ask any Path of Exile player about 'Nearby'.
very good!
Wonder how the 'Combat always collides' mod affects these mechanics.
That powered turret bug /mechanic has bin bugging me for over a year now and was one of the reasons i havent played the game in a while. This the first time i ever see somebody else mentioning this bug/mechanic. I'm actually relieved that i'm not the only one, that found this is a thing. Is this actually an intended mechanic in the code of the game or is it a bug that never git fixed. Because i first noticed this in game about a year and a half ago and it is still not gone.
This "feature" is on the level of shooters turning their collision off by going into the movement mode to "reach cover" my arse, moving into your chokepoint only to meele you and spring into your base through the use of newly gained collision, aquired by switching into combat mode. Luckily, this video explains it all.
The springing action from gaining collision should push the enemies OUT of your base/farther away from your pawns, NOT into them.
Over 2.000 hours rimworld and I didn't know this with the turret.
Mech bosses gain collision when they take damage. I had a sniper hit a diabolus and the whole gang gained collision instantly.
Then again, i also realised normal diabolus immediate attack raids sometimes having collsion while sometimes not....abit weird
Jesus those changes are dumb. I yearn for olden days
needs more boomalopes