RimWorld

RimWorld

303 ratings
Guarding Pawns
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Mod, 1.4, 1.5
File Size
Posted
Updated
2.527 MB
14 Dec, 2023 @ 5:45pm
5 Jun @ 8:13am
18 Change Notes ( view )

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Guarding Pawns

Description
This mod adds 3 different jobs to protect your colony and pawns from possible threats.

Features:
  • Guarding and Patrolling Spots inside the Security category.
  • A Guard tab to handle all the mod's features.
  • Options to stop rendering both Guarding Spots and Patrolling Spots, for aesthetic purposes.
  • Compatibility with Biotech, allowing mechanoids to guard.


UI Content:

Only Pawns assigned to the Guard job in the Work tab will be shown here!
  • Select Job will allow you to assign your pawns to different jobs. Currently, the options are:
    1. Unassigned - The pawn will do nothing. This is the default choice.
    2. Guard Spot - The pawn will sit at one of the spots of the designated color, constantly looking for enemies.
    3. Protect Pawn - The pawn will constantly follow the designated pawn, protecting them from threats.
    4. Patrol - The pawn will follow a route made of the spots of the designated color, looking for enemies along the way.
  • Extra options for the selected job. These change depending on the selected job:
    1. Unassigned - No button will be shown.
    2. Guard Spot - Lets you to change what set of spots where you want the pawn to stand, differentiated by colors.
    3. Protect Pawn - Lets you choose the pawn you wish to protect.
    4. Patrol - Lets you change the route color the pawn will follow when patrolling.
      It also includes a checkbox to indicate wether the pawn should return to the first spot after reaching the last one (1 - 2 - 3) or loop back when reaching the last spot ( 1 - 2 - 3 - 2 - 1).
  • The Show Patrolling Spot and Show Guarding Spot checkboxes will stop the respective spots from rendering.


Future plans:
  • Ideology and Anomaly support


Preview Credits:
DetVisor - Big Pillars.
Oskar and the Vanilla Expanded Team - Janissary and nobility apparels, furniture.
gomi - Vertical walls, handrails, fences and stairs that gives it the Z-levels illusion.
kongkim - The bridges' floor decoration and stairs.
Mad Catter and chitoseender - The different weapons used by the pawns


Special Thanks
Code_Infinix for providing my early textures.
ItsHalno for being wonderful to commission.


REPORT BUGS IN MY DISCORD[discord.gg], REPORTS IN THE COMMENTS ARE BOUND TO BE IGNORED.
I am also in my right to say nothing useful in the comments.


Want to support my mods?
[ko-fi.com]
130 Comments
FoxxoTrystan 23 Jul @ 10:30am 
Greetings, think its will be possible to pehaps add support to The Dead Man's Switch?
(Currently they are just not detected in the guard tab)
https://steamproxy.net/sharedfiles/filedetails/?id=3121742525
Thekiborg  [author] 21 Jul @ 8:02am 
@kongkim your error aims towards VFE Mechanoids and Guarding Pawns transpiling the same thing, but when testing with the 2 mods alone, I can't get the error and thus can't reproduce it
Thekiborg  [author] 18 Jul @ 1:32pm 
I don't do anything else than add jobs, if the androids can't work, perhaps they only enable jobs defined by themselves, in which case id need a compat patch, ill look into this
Eiza 18 Jul @ 5:32am 
VRE - Androids don't appear as an option for guards. Is this intentional or isn't implemented yet?
Rubyko 11 Jul @ 10:02am 
Thankful for this alternative mod, good job.
Thekiborg  [author] 7 Jul @ 6:28am 
As i said to the other guy I can't reproduce it with the mod alone so you're gonna have to tell me what other mods break it
Der Riese 7 Jul @ 5:28am 
As someone said before changing colours seems to cause pawns to just wander around and ignore everything, for me only the red and yellow guard spots seem to work, every other colour causes them to just cease doing anything at all and wander around
Thekiborg  [author] 24 Jun @ 6:11pm 
Guards for me is laggy, i made this one to have guarding mod that isn't
Braincell 24 Jun @ 6:08pm 
Whats the difference between this and Guards for Me?