RimWorld
Guarding Pawns
304 件のコメント
Thekiborg  [作成者] 10月26日 15時18分 
They're credited in the description
Big Cheese 10月26日 15時06分 
what mods are shown in the thumbnail (like the stairs + rails)
下回合就睡 10月1日 21時42分 
Why can't slaves do it?
Wrath 9月30日 23時31分 
Logs at initialization of the game says the patch is broken. Doesn't work, especially on mechs.
Thekiborg  [作成者] 9月29日 0時33分 
I made this mod with performance in mind, should be faster than guarding pawns
NerffffF 9月28日 20時52分 
Hi, not to be rude but what is the difference between this mod and Guard for Me mod? It seems like they do the same function.
Naturtok 9月8日 17時04分 
That's not quite what I'm looking for, but still a really neat mod I'll have to check out! Thanks!
тетеря, блин 9月8日 16時17分 
@Naturtok:

https://steamproxy.net/sharedfiles/filedetails/?id=2442908208

not sure if it solves your problem, but…
Naturtok 9月8日 16時06分 
Fair enough! :)
Thekiborg  [作成者] 9月8日 15時55分 
Sorry, no way, I didn't find a way to integrate it properly. And the guarding pawn refused to change size when i wanted last time i tried
Naturtok 9月8日 15時05分 
Any way to control patrol speed similar to the Guards for Me mod? I like the idea of doing a slow prison guard walk for some patrols and a faster colony perimeter sweep for others.
Thekiborg  [作成者] 9月8日 12時04分 
Pushed a fix, try after resubbing
Thekiborg  [作成者] 9月8日 10時16分 
Ill try reproducing it, thanks
Tregrenos 9月5日 20時08分 
I disabled all mods but this one and the results were the same. The mechanoids do not respond to guarding commands and just continue to wonder around.
Thekiborg  [作成者] 9月5日 15時17分 
Can't fix the issues. They just keep not posting logs.
Tregrenos 9月5日 13時50分 
Can't get Mechanoids to guard. They just keep wondering around.
Midwestern Shinji 8月27日 16時35分 
Does it work for you?
Alu 8月24日 17時15分 
it works better than hugs lib
so yes
Midwestern Shinji 8月24日 16時13分 
Is it necessary to install the Logpublisher if I already have Hugslib?
- ̗̀Skizzie ̖́- 8月20日 12時45分 
Is there any way to get the wardron from More Mechanitor Mechs 2.0 to work with this? I've asked over there but not got answer
CrazyBlot 8月18日 2時30分 
@Thekiborg playing a lot with you mod i understand one think. It's function very close to some feature that i understand as life-saver.
I am about "go to" for undrafted pawns. Explaining a bit more. Imagine.
- We have "regrouping" activity in work table
- We assign our operation squad to that activity
- Then we place regroup marker somewhere (marker can be only one and its updating when new position set)
- All pawns assigned to that job - go there RESPECTING zone restrictions (its a deep moment pls think about meaning). Anf hang around it.
- When we update marker previews position discarded
----
And we have semi-drafted movement tools with ZONE RESPECTION!
Right now i am using guard spots for gather pawns in regroups points for assault or exploration.
PS: Sorry for bad English
Thekiborg  [作成者] 8月13日 21時57分 
Yes
Naturtok 8月13日 21時24分 
Hey does the mod respect priority in the worktab? Would like to have guards only guard when they're done with their more important tasks.
CrazyBlot 8月11日 13時55分 
Great mod! I using it for creating gathering spots where pawn go for starting rooms assaults.
@Thekiborg pls add to UI copy paste function for quick copy rows of settings between colonists! Another UI allow drag-copy mechanic. Perhaps you can take this code form somewhere.
Thank for great work!
тетеря, блин 8月6日 10時22分 
the error below shows only when RimSort uses alphabetic way of sort, not the default topological. so, it seems there should be a load order rule correlated with some other mod.
V.A.L. Commorby 8月4日 14時44分 
814 mods vro just give up atp
NicoLiks 8月3日 12時45分 
can u pls add compatible with the dead man's switch bc robot cant partol\guard spot
zee 8月2日 0時12分 
assigned guard spots to pawns are reset when guard spots are in a gravship and you launch to another tile.
Thekiborg  [作成者] 7月31日 14時24分 
I'm not even bothering looking at that log. It has 814 mods
тетеря, блин 7月31日 12時11分 
on game loading:

[Guarding Pawns] Patch operation PostInheritanceOperation.Patch failed
file: I:\Software\Steam\steamapps\workshop\content\294100\3114183220\1.6\Patches\MakeCombatMechanoidsGuard.xml

https://gist.github.com/HugsLibRecordKeeper/da6b5fc54330e4ac43e4b8de49c85b76
Thekiborg  [作成者] 7月25日 12時38分 
No, colony animals dont run Jobgiver_Work. Big and Small Sapient Animals would enable it though
Damon_Vi 7月24日 17時10分 
is this applicable to trained colony animals?

i recently tamed some german shepherds, and i was brainstorming if a mod like this would allow me to assign the "family pet" to a child pawn to guard at all times. like how biotech mechanoids set to escort will follow and protect their operator, but instead of mechs, it would be guard dogs (or wolves, or megasloths, etc.)
Inked. 7月17日 12時41分 
Hi. Would it be possible to make it so guards can protect non-player colony pawns? The general idea being that you could assign bodyguards to visitors to keep them safe + have them socialize often.
Thekiborg  [作成者] 7月17日 10時36分 
Yes its possible for mechs to guard.
Giliduck are you seeing any errors in your log
gilliduck 7月17日 9時14分 
Am I missing something or is it just me, but my militors when on guard duty (any of the 3 kinds) do not respond to threats with ranged attacks, only when they themselves are attacked will they respond with melee. I have to draft them in place to make them do ranged attacks.
VeryNooby 7月17日 3時04分 
is it possible for mechanoid to be able to guard as well
Thekiborg  [作成者] 7月16日 13時27分 
what
Matenkai 7月15日 12時15分 
hello i probably have a conflict but the patrol/guarding tab is it suppose to be a tab like work and schedule?
Thekiborg  [作成者] 7月9日 5時42分 
Reasonable crashout
Henzo 7月8日 4時46分 
goat mod thanks now i no longer have to watch my pawns haul ass like an obese herd of snails whenever there's a raid because these glorified triggerpullers can be just stationed there. You're a hero
broadside 6月19日 21時41分 
I love how this mod works fine if you actually know how to read, but the comments are still full of screaming children whining about what are probably mod conflicts
BHZRD_guy2 6月8日 9時06分 
mod saved my children :steamhappy: great mod
Halicade 6月8日 8時41分 
And on this day the comments have been returned. Will users post their log when they get errors? Find out in the next comment!
Irazell 4月1日 21時30分 
sned help this mod made the game crash :steamsad:
ferny 4月1日 14時35分 
@Thekiborg Need to get one of my modpack users to send more. Sorry, gimmie a bit 😅
Alu 4月1日 9時18分 
MOD BROKE FIX!
Thekiborg  [作成者] 4月1日 9時15分 
i neeeeeeed a loooooooooooog
ferny 4月1日 0時57分 
Hi, great mod. This appears to break the workdrones from VFE: Mechanoids.

JobDriver threw exception in toil MakeNewToils's preInitActions[1] for pawn broadcast workdrone 2 driver=JobDriver_GuardPath (toilIndex=0) driver.job=(GuardingP_GuardPath (Job_196195867) Giver = JobGiver_Work [workGiverDef: null])
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
Thekiborg  [作成者] 3月30日 10時24分 
I would love to have a log