RimWorld

RimWorld

1,748 ratings
Guards For Me
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.690 MB
Sep 6, 2019 @ 5:12pm
Jul 9 @ 10:54pm
49 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



3.0.10

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)
60
Jul 24 @ 5:13pm
PINNED: [Features Request]
aRandomKiwi
45
Feb 14 @ 4:21am
PINNED: [Bugs Reports]
aRandomKiwi
0
Aug 6, 2023 @ 2:52pm
Guard/Patrol schedule recommendations.
dave 🎄
458 Comments
Thunderbird Jul 31 @ 2:09am 
There is a soft incompatibility with the exterminator mode in this mod and "Show me your hands" mod, when the exterminator mode is active and they performs various works there is hands appearing where the task starts and disappear when it's completed. A bit sad because it's ugly and I love both mods, especially exterminator mod to automatically kill all animals coming eating my crops :D
迷死人的247 Jul 25 @ 8:19am 
保镖模式会一直挨饿,不会去休息或者娱乐,只能手动取消让他们去吃饭吗
彩虹猫 Jul 23 @ 6:18pm 
机械体有指令但是不生效.是bug么?
owo Jul 20 @ 9:19pm 
Reaction force seems not working for ghouls can update that plzz
GetUrAssToMars Jul 12 @ 7:47pm 
I might be in the minority here but... Is there anyway to remove the guard commands just from mechanoids? I just feel like having them runs counter intuitively to how they are meant to be played. Plus its alot of clutter on their menu that i'd like to make go away.
Nextshot Jul 12 @ 8:41am 
@Doggocide In my experience any mod that adds a task after the game was created (such as 'bodyguard') can implode save files
aRandomKiwi  [author] Jul 9 @ 10:58pm 
:ai_wormhole: Update V3.0.10 :ai_wormhole:

-Add support for Rimworld 1.6
Jasun Jul 5 @ 3:18pm 
Please if possible update this for 1.6 unstable.. This mod is how I play at work
Doggocide Jun 25 @ 1:27pm 
I just reset my mod's list and completely forgot about this mod- I already started a new save. I know this has probably been asked before but I couldn't find a Q&A in the description, so I'll ask it.

Is the mod safe to add to an active save?