RimWorld

RimWorld

847 ratings
Guards For Me
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Mod, 1.0, 1.1, 1.2
File Size
Posted
Updated
1.129 MB
Sep 6, 2019 @ 5:12pm
Sep 6, 2020 @ 8:20am
37 Change Notes ( view )

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Guards For Me

In 1 collection by aRandomKiwi
aRandomKiwi's mods
12 items
Description






WORKS WITH EXISTENT SAVES

Use your colonists as patrol guards (follow waypoints and attack threats), bodyguards (follow and protect), standing guards (protect area) and reaction forces (search and kill threats).
Fully customizable.

Guards can kill all wild animals in range ( need to enable the "Exterminate mode" in mod settings ).

Fully customizable.

[ko-fi.com]



Latest Dropbox link[www.dropbox.com]






How to remove a patrol path ?
When you select the patrol waypoint (of the color of the path you want to delete) in the security tab of the architect menu, press the "Del" key to remove it.

The work priorities are not applyed and when i enable a guard job all other works are ignored
Checks if the setting "Present the function of 'Guard' as a job" is enabled.

How to remove the last placed waypoint without having to remove the whole path ?
Simply hit the "backspace" key

When i affect a colonist to a patrol path he can go on forbidden area
To prevent weird behavior ( patrols go forward and backward), when a colonist is affected to a patrol path he ignore his area assignation, to stop that simply unaffect it from his patrol path

My colonists dont want to do their guard job (bodyguard, standing guard, patrol guards)
Your colonists only work as guard when they are not too wounded (health > 55%), and their needs (food, rest, recreation and mood) is greater than 25% (customizable in settings).
If you enabled the guard duties as job setting, then you need in addition to assign guard colonists to "Guard" job, they will guard based on job priorities you configured.


Can i slow down patrolling guards, make them walk instead of run their routes ?
Yes in mod settings "Walking mode for patrols" you have the choice between (walk, jog (by default), sprint).

When patrol guards reach the end of the path i want them to go back to the first waypoint instead of starting from the opposite direction
You can order it in the mod settings "When a guard reaches the end of a patrol", set it to "He goes back to the first waypoint"

Weirds behaviors happens (ex : cannot delete waypoints path, ...)
Some errors related to other mods can sometime break some harmony patchs, so you should try to put the mod just after HugsLib in your mod list and retry, it can fix this kind of issues.



Should be compatible with all mods



Note : Gears used in the screenshots are from the Vanilla Armour Expanded mod and the flags from the Flags and Banners mod



3.0.2

Enjoy my mods and like me to continue updating ?
Please consider buying me a kiwi on Ko-Fi or at least put a like :)

[ko-fi.com]
Popular Discussions View All (3)
25
Dec 25, 2020 @ 11:55am
PINNED: [Features Request]
aRandomKiwi
19
Dec 15, 2020 @ 5:21am
PINNED: [Bugs Reports]
aRandomKiwi
1
Sep 2, 2020 @ 4:29pm
Performance issues
Rika Voort
< >
261 Comments
CatDeath Jan 15 @ 3:58am 
What's the point of having a guard task in the task menu when u have to manuelly force pawns to guard or patrol, I thought oh hey if I have idle pawns and my guard is set to the lowest priority then they'll go or patrol instead of doing nothing, nope, it's either they guard/patrol and do nothing else or they do regular pawn things.
Wiseman05 Jan 3 @ 1:16am 
Love this mod. Think I found a bug though. Whenever I have a person on guard duty prioritize hauling and queue up 2 things I get this:

Reservation manager failed to clean up properly; Tester still reserving Thing_MealSimple33152
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Pawn:VerifyReservations()
Verse.AI.Pawn_JobTracker:CleanupCurrentJob(JobCondition, Boolean, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:StopAll(Boolean, Boolean)
aRandomKiwi.GFM.Comp_Guard:stopCurrentGuardJob()
aRandomKiwi.GFM.Comp_Guard:CompTick()
Verse.ThingWithComps:Tick()
Verse.Pawn:Verse.Pawn.Tick_Patch1(Pawn)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch0(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Verse.Root_Play.Update_Patch0(Root_Play)

I do have Jobs of Opportunity, Pick up and Haul installed, andFluffy's Work Tab installed. Otherwise, the mod works flawlessly.
00DeadMonkey Nov 4, 2020 @ 11:28pm 
This mod is not compatible with the Corruption Psykers mod. The UI hides the Psychic powers and the skill tree button so you can't use them.
WinterWolf Oct 22, 2020 @ 4:36pm 
Sometimes 'Reaction Force' feature bugs out for me. Pawns will stop attacking all of a sudden and go back to job priorities.Anyone else have this issue? Does it need to be top of the list somewhere?
Memmorath Oct 21, 2020 @ 3:22pm 
Any idea what could be causing a bug so that the weapons are not drawn on pawns who are assigned as guards? (neither human pawns nor droids from Androids mod); Could humanoid alien races cause this?
Nimrod Oct 6, 2020 @ 9:16pm 
@gilinar: Yes, absolutely.
themasternija12 Oct 6, 2020 @ 3:57pm 
@Gilinar Yep actually robots make great guards!
gilinar Oct 6, 2020 @ 3:38pm 
Does this work with Androids and Androids Expanded?
zinapple Oct 6, 2020 @ 5:01am 
Can the weapon be taken out when patrolling and standing guard?
Nimrod Oct 2, 2020 @ 1:25am 
@Daegon: you are abolutely right! My bad. Thanks for pointing it out to me ;)