RimWorld
Guarding Pawns
304 Yorum
Thekiborg  [yaratıcı] 26 Eki @ 15:18 
They're credited in the description
Big Cheese 26 Eki @ 15:06 
what mods are shown in the thumbnail (like the stairs + rails)
下回合就睡 1 Eki @ 21:42 
Why can't slaves do it?
Wrath 30 Eyl @ 23:31 
Logs at initialization of the game says the patch is broken. Doesn't work, especially on mechs.
Thekiborg  [yaratıcı] 29 Eyl @ 0:33 
I made this mod with performance in mind, should be faster than guarding pawns
NerffffF 28 Eyl @ 20:52 
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 8 Eyl @ 17:04 
That's not quite what I'm looking for, but still a really neat mod I'll have to check out! Thanks!
тетеря, блин 8 Eyl @ 16:17 
@Naturtok:

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

not sure if it solves your problem, but…
Naturtok 8 Eyl @ 16:06 
Fair enough! :)
Thekiborg  [yaratıcı] 8 Eyl @ 15:55 
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 8 Eyl @ 15:05 
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  [yaratıcı] 8 Eyl @ 12:04 
Pushed a fix, try after resubbing
Thekiborg  [yaratıcı] 8 Eyl @ 10:16 
Ill try reproducing it, thanks
Tregrenos 5 Eyl @ 20:08 
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  [yaratıcı] 5 Eyl @ 15:17 
Can't fix the issues. They just keep not posting logs.
Tregrenos 5 Eyl @ 13:50 
Can't get Mechanoids to guard. They just keep wondering around.
Midwestern Shinji 27 Ağu @ 16:35 
Does it work for you?
Alu 24 Ağu @ 17:15 
it works better than hugs lib
so yes
Midwestern Shinji 24 Ağu @ 16:13 
Is it necessary to install the Logpublisher if I already have Hugslib?
- ̗̀Skizzie ̖́- 20 Ağu @ 12:45 
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 18 Ağu @ 2:30 
@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  [yaratıcı] 13 Ağu @ 21:57 
Yes
Naturtok 13 Ağu @ 21:24 
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 11 Ağu @ 13:55 
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 6 Ağu @ 10:22 
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 4 Ağu @ 14:44 
814 mods vro just give up atp
NicoLiks 3 Ağu @ 12:45 
can u pls add compatible with the dead man's switch bc robot cant partol\guard spot
zee 2 Ağu @ 0:12 
assigned guard spots to pawns are reset when guard spots are in a gravship and you launch to another tile.
Thekiborg  [yaratıcı] 31 Tem @ 14:24 
I'm not even bothering looking at that log. It has 814 mods
тетеря, блин 31 Tem @ 12:11 
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  [yaratıcı] 25 Tem @ 12:38 
No, colony animals dont run Jobgiver_Work. Big and Small Sapient Animals would enable it though
Damon_Vi 24 Tem @ 17:10 
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. 17 Tem @ 12:41 
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  [yaratıcı] 17 Tem @ 10:36 
Yes its possible for mechs to guard.
Giliduck are you seeing any errors in your log
gilliduck 17 Tem @ 9:14 
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 17 Tem @ 3:04 
is it possible for mechanoid to be able to guard as well
Thekiborg  [yaratıcı] 16 Tem @ 13:27 
what
Matenkai 15 Tem @ 12:15 
hello i probably have a conflict but the patrol/guarding tab is it suppose to be a tab like work and schedule?
Thekiborg  [yaratıcı] 9 Tem @ 5:42 
Reasonable crashout
Henzo 8 Tem @ 4:46 
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 19 Haz @ 21:41 
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 8 Haz @ 9:06 
mod saved my children :steamhappy: great mod
Halicade 8 Haz @ 8:41 
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 1 Nis @ 21:30 
sned help this mod made the game crash :steamsad:
ferny 1 Nis @ 14:35 
@Thekiborg Need to get one of my modpack users to send more. Sorry, gimmie a bit 😅
Alu 1 Nis @ 9:18 
MOD BROKE FIX!
Thekiborg  [yaratıcı] 1 Nis @ 9:15 
i neeeeeeed a loooooooooooog
ferny 1 Nis @ 0:57 
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  [yaratıcı] 30 Mar @ 10:24 
I would love to have a log