RimWorld
Guarding Pawns
댓글 304
Thekiborg  [작성자] 9시간 전 
They're credited in the description
Big Cheese 10시간 전 
what mods are shown in the thumbnail (like the stairs + rails)
下回合就睡 2025년 10월 1일 오후 9시 42분 
Why can't slaves do it?
Wrath 2025년 9월 30일 오후 11시 31분 
Logs at initialization of the game says the patch is broken. Doesn't work, especially on mechs.
Thekiborg  [작성자] 2025년 9월 29일 오전 12시 33분 
I made this mod with performance in mind, should be faster than guarding pawns
NerffffF 2025년 9월 28일 오후 8시 52분 
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 2025년 9월 8일 오후 5시 04분 
That's not quite what I'm looking for, but still a really neat mod I'll have to check out! Thanks!
тетеря, блин 2025년 9월 8일 오후 4시 17분 
@Naturtok:

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

not sure if it solves your problem, but…
Naturtok 2025년 9월 8일 오후 4시 06분 
Fair enough! :)
Thekiborg  [작성자] 2025년 9월 8일 오후 3시 55분 
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 2025년 9월 8일 오후 3시 05분 
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  [작성자] 2025년 9월 8일 오후 12시 04분 
Pushed a fix, try after resubbing
Thekiborg  [작성자] 2025년 9월 8일 오전 10시 16분 
Ill try reproducing it, thanks
Tregrenos 2025년 9월 5일 오후 8시 08분 
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.
Tregrenos 2025년 9월 5일 오후 8시 01분 
Thekiborg  [작성자] 2025년 9월 5일 오후 3시 17분 
Can't fix the issues. They just keep not posting logs.
Tregrenos 2025년 9월 5일 오후 1시 50분 
Can't get Mechanoids to guard. They just keep wondering around.
Midwestern Shinji 2025년 8월 27일 오후 4시 35분 
Does it work for you?
Alu 2025년 8월 24일 오후 5시 15분 
it works better than hugs lib
so yes
Midwestern Shinji 2025년 8월 24일 오후 4시 13분 
Is it necessary to install the Logpublisher if I already have Hugslib?
- ̗̀Skizzie ̖́- 2025년 8월 20일 오후 12시 45분 
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 2025년 8월 18일 오전 2시 30분 
@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  [작성자] 2025년 8월 13일 오후 9시 57분 
Yes
Naturtok 2025년 8월 13일 오후 9시 24분 
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 2025년 8월 11일 오후 1시 55분 
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 2025년 8월 6일 오전 10시 22분 
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 2025년 8월 4일 오후 2시 44분 
814 mods vro just give up atp
NicoLiks 2025년 8월 3일 오후 12시 45분 
can u pls add compatible with the dead man's switch bc robot cant partol\guard spot
zee 2025년 8월 2일 오전 12시 12분 
assigned guard spots to pawns are reset when guard spots are in a gravship and you launch to another tile.
Thekiborg  [작성자] 2025년 7월 31일 오후 2시 24분 
I'm not even bothering looking at that log. It has 814 mods
тетеря, блин 2025년 7월 31일 오후 12시 11분 
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  [작성자] 2025년 7월 25일 오후 12시 38분 
No, colony animals dont run Jobgiver_Work. Big and Small Sapient Animals would enable it though
Damon_Vi 2025년 7월 24일 오후 5시 10분 
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. 2025년 7월 17일 오후 12시 41분 
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  [작성자] 2025년 7월 17일 오전 10시 36분 
Yes its possible for mechs to guard.
Giliduck are you seeing any errors in your log
gilliduck 2025년 7월 17일 오전 9시 14분 
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 2025년 7월 17일 오전 3시 04분 
is it possible for mechanoid to be able to guard as well
Thekiborg  [작성자] 2025년 7월 16일 오후 1시 27분 
what
Matenkai 2025년 7월 15일 오후 12시 15분 
hello i probably have a conflict but the patrol/guarding tab is it suppose to be a tab like work and schedule?
Thekiborg  [작성자] 2025년 7월 9일 오전 5시 42분 
Reasonable crashout
Henzo 2025년 7월 8일 오전 4시 46분 
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 2025년 6월 19일 오후 9시 41분 
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 2025년 6월 8일 오전 9시 06분 
mod saved my children :steamhappy: great mod
Halicade 2025년 6월 8일 오전 8시 41분 
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 2025년 4월 1일 오후 9시 30분 
sned help this mod made the game crash :steamsad:
ferny 2025년 4월 1일 오후 2시 35분 
@Thekiborg Need to get one of my modpack users to send more. Sorry, gimmie a bit 😅
Alu 2025년 4월 1일 오전 9시 18분 
MOD BROKE FIX!
Thekiborg  [작성자] 2025년 4월 1일 오전 9시 15분 
i neeeeeeed a loooooooooooog
ferny 2025년 4월 1일 오전 12시 57분 
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  [작성자] 2025년 3월 30일 오전 10시 24분 
I would love to have a log