RimWorld

RimWorld

1,712 ratings
Guards For Me
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
19.830 MB
Sep 6, 2019 @ 5:12pm
Apr 12, 2024 @ 6:38pm
48 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



3.0.9

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]

[github.com]
Popular Discussions View All (4)
58
Oct 20, 2024 @ 3:44am
PINNED: [Features Request]
aRandomKiwi
45
Feb 14 @ 4:21am
PINNED: [Bugs Reports]
aRandomKiwi
0
Aug 6, 2023 @ 2:52pm
Guard/Patrol schedule recommendations.
dave 🎄
446 Comments
Nextshot Jun 4 @ 7:01pm 
We need mechanoids as 'spot guards' :(
DiegoCalvito Jun 4 @ 2:35pm 
Anyone else get this bug where pawns dont go to the guard spot and just start wandering?
- ̗̀Skizzie ̖́- May 14 @ 6:31pm 
Is there a way for them to not have their weapons showing when not on guard duty?
Flat Apr 25 @ 9:53pm 
Does guarding suppress slaves?
ultimatealphauniverse Apr 21 @ 4:09am 
You should ad guard to the schedule tab so we can have pawns take turns guarding.
maltaknight1776 Apr 19 @ 11:58pm 
Fixed the issue by loading the mod last. Now they respond as they should. Thank you arandomkiwi Please keep this mod up to date. It's the only one that does this the best.
Snuggl Mar 23 @ 2:02pm 
Frikken love this mod! You can automate alot of your base's defense with it. Especially useful when playing with zombies and patrols. I'm defending my base in the middle of a grass land completely without turrets :D
does it allow mechanoids to guard?
X_hydra2 Mar 7 @ 2:28am 
does the mod work midgame?

reaction force doesnt seem to work until i did a dev test in a new world and all of the sudden it works
maltaknight1776 Feb 25 @ 6:28pm 
Tested. Pawns unreliably go into reaction force mode when threats are present on the map. Maybe one or two will but on my last test none did. Idk what's causing this but the mod doesn't seem to work like it used to. Maybe has something to do with different races? idk