RimWorld
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Guarding Pawns
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Mod, 1.4, 1.5
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1.296 MB
14 dic 2023, ore 17:45
16 ott, ore 14:15
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Guarding Pawns

Descrizione
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?
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Discussioni più popolari Visualizza tutte (2)
0
1 ora fa
Error with deleted patrol spots
Radical Rust
0
27 set, ore 19:44
Ghouls?
leastpark
190 commenti
Thekiborg  [autore] 2 ore fa 
I shall look into that
Radical Rust 2 ore fa 
Great mod, especially when combined with fog of war and silent raids, it really enhances the immersion for me.

A small suggestion, could you make it so we can rename guard and patrolling spots? I find it a bit confusing because they are automatically given a new progressive number even when I delete the old ones, so I have a bunch of "patrolling spots 2, 9, 17, 38" all around my base, and there's no option to rename them
YES SIR! HOORAH!
Thekiborg  [autore] 14 ott, ore 0:25 
Slaves can't guard, and i'm gonna have that worktab not allow u to assign slaves
Smock 13 ott, ore 22:16 
Is there a way Im missing to make a slave guard a pawn or patrol? I have their job priority set but no tasks are available under the guard tab
Mitchel Vories 11 ott, ore 16:40 
I'm not sure what @CaptArtcticWolf had in mind. For me, I just like to know; I keep a log of my mods, and their compatibilities is just one of the pieces of information I like to collect.

Why do people mix mods? Who knows what could happen? Could discover really weird but cool mechanic.
Thekiborg  [autore] 11 ott, ore 5:34 
It's compatible. But why.
Mitchel Vories 10 ott, ore 22:04 
@CaptArcticWolf If you ever happen read this. What did you find out about GFM compatibility?
asmta 10 ott, ore 18:50 
@jonilgz I remember the mood debuff can disable from mod setting
Thekiborg  [autore] 8 ott, ore 5:04 
More people like this pls