Hello, I noticed Trinity changed logics for activation of combat based on the trash pack size. Unfortunately, there is a mistake: in the latest Trinity, file DefaultWeightProvider.cs, the line int nearbyTrashCount = objects.Count(u => u.IsUnit && u.HitPoints > 0 && u.IsTrashMob && (u.IsInLineOfSight || u.HasBeenInLoS) && cacheObject.Position.Distance(ZetaDia.Me.Position) <= TrinityCombat.Routines.Current.TrashRange); needs cacheObject.Position.Distance(ZetaDia.Me.Position) changed to u.Position.Distance(ZetaDia.Me.Position) . In the current version the range is not applied. It only counts mobs in los or hasbeeninlos, which makes combat activation kinda random. As a side note, such a TrashCount does not depend anymore on the cacheObeject and should be taken out of the loop, so you don't check number of mobs around the player for each unit around.