The Enemy Self Preservation Mod makes humanoid enemies less suicidal by making them flee from combat when they are in a significant amount of pain. Be aware that the Enemy Self Preservation Mod will decrease combat difficulty significantly.
Enemy Self Preservation Mod Features
Humanoid enemies will flee from combat once their pain exceeds the configured threshold.
By default, the base pain level is set to 25%, but this can be adjusted in the mod settings menu.
- A regular humanoid will flee if their pain exceeds the configured pain level.
- A humanoid with the “Wimp” trait will flee when they receive any injury.
- If over half the raid is fleeing or has fled, the rest of the raid will flee.
- Your colonists, animals, and mechanoids are not affected.
The Enemy Self Preservation Mod is designed to be used with Faction Raid Cooldown, but it can also be used standalone. The author also highly recommends using No One Left Behind.
Compatibility notes
The Enemy Self Preservation Mod uses Harmony for maximum compatibility, but it adds some changes to the “pawn damaged” code. If you run into any weird issues, try moving the mod around in your mod load order.
When troubleshooting the Enemy Self Preservation Mod:
- See if the error persists if you just have this mod and its requirements active.
- If not, try adding your other mods until it happens again.
- Always post your log using the Log Uploader.
- For best support, please use the Discord-channel for error-reporting.
- Do not report errors by making a discussion-thread, I get no notification of that.
- If you have the solution for a problem, please post it to the GitHub repository.
- Use RimSort to sort your mods.