RimWorld

RimWorld

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Mark That Pawn
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.175 MB
Oct 21, 2023 @ 1:21pm
Mar 1 @ 8:32am
51 Change Notes ( view )

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Mark That Pawn

In 1 collection by Mlie
Developed by me
107 items
Description


You get a large raid and looking through the pawns you find one that would be excellent to capture, but sadly you lose them in the action. You later find their corpse blown up by one of your rockets.

With this mod you can mark any pawn with a selection of icons to make them easier to keep track of.

Mod-options:
  • Change the size and position of the icon
  • Change the icon-set used
  • Relative icon-size based on pawn-size
  • Increase the icon-size when zoomed out, selectable strength
  • Have different icon-sets based on the pawn type
  • Disable the gizmos based on the pawn type
  • Have the icons pulse like the question mark over traders in a caravan
  • Show all applicable icons
  • Rotating the active icon between the applicable icons
  • Show all icons when hovering the icons or selecting the pawn
  • Show on corpses

You can define rules to make spawning pawns get marked automatically. The rules are defined based on:
  • Weapons equipped
  • Weapon type equipped
  • Apparels equipped
  • Apparel type equipped
  • Pawn skill levels
  • Pawn traits
  • Pawn age
  • Pawn gender
  • Relations to colonists
  • Pawn category
  • Pawn has one or more permanent hediffs, like a bionic limb
  • Pawn has any bad permanent hediff, like a scar
  • Animal type
  • Faction icon
  • Ideology icon (Ideology DLC)
  • Ideology role (Ideology DLC)
  • Royalty titles (Royalty DLC)
  • Xenotype (Biotech DLC)
  • Genes (Biotech DLC)

There are also priority rules that get applied based on events
  • Pawn is drafted
  • Pawn is downed
  • Pawn is in a mental state
  • Pawn has one or more temporary hediffs, like an injury

If you have TD Find Lib active you can add rules that uses its search filters. These filters are saved in the save-game so they require and active game to add or edit.

All applicable rules can also be set to only apply to one category of pawns.
There is also support for the fog of war in CAI 5000
BadgeDefs from Pawn Badge will be imported as marker-sets

There are default sets of icons for each type of pawn but you can always set any icon for a specific pawn using the custom option. There is also support for vehicles using Vehicle Framework.

It is very simple to add more Icon-sets as only a small xml-definition is needed to make it be selectable in the mod options. If you have suggestions for new icon-sets or new rules, please leave a comment here or on the Discord server and Ill see if I can add it to the mod!

Extra Icons

Mod-idea: Cedric

[dsc.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: pawn marking, icon customization
292 Comments
Mlie  [author] Apr 17 @ 12:44am 
@月空 Havent seen any real performance issues. All depends on how many rules you create.
If you have a low end computer you may want to only use manual markings instead of automated rules.
月空 Apr 17 @ 12:33am 
Or it should mark once when the set key is pressed without affecting performance
月空 Apr 17 @ 12:28am 
It has a significant impact on performance. Can it be changed so that it only detects once when there is an attack or a visitor?
Mlie  [author] Apr 16 @ 8:50am 
@estrogenesys They should as long as the pawn is not removed by the regular cleanup
estrogenesys Apr 16 @ 8:42am 
does this work on world pawns and will they still be marked when they leave the map and return at a later date? (as in a visitor event or part of a caravan)
Mlie  [author] Apr 7 @ 5:59am 
@EAST Not sure I understand the save-load issue. Could you give an example of such a rule?
EAST Apr 7 @ 5:46am 
Thank you for the quick and detailed response.
-I meant that although Invisibility appears as a hediff in dev mode and is shown in the in-game hediff list, it may not be included in the mod’s detection because it’s applied differently from standard hediffs?
-It's really unfortunate that there's no way to assign icons to berserk or stun states. I hope this can be improved in the future.
-By label in the automatic marking rules, I meant being able to add tags or labels to each entry. For example: Ally Buff, Enemy Debuff, etc., to improve readability and make managing settings easier.
-The save/load is about the entries in the automatic marking rules. There are quite a few entries that change depending on the game’s ideology concept or between the early and late game.
Mlie  [author] Apr 7 @ 3:49am 
@EAST - The issue with zoom is a bit out of my control, the game just dont render them
- I dont think the psycast invisibility is a hediff, invisibility should just be a property of it own
- I assume that these do not have any gizmos visible?
- Labels where?
- The automatic rules are not saved in the save-file, they are global. What configurations are you referring to?
EAST Apr 7 @ 3:20am 
This is an incredibly cool and fantastic mod.
The feature where icons appear above the head when using buffs is especially impressive.

However, I’ve encountered a few issues:
-When fully zoomed in, the icons disappear.
-The invisibility psycast doesn’t appear in the hediff list.
-There’s no way to assign icons to targets affected by psycast-induced stun or berserk.
-It would be helpful to add simple labels to the defined (e.g., Buffs, Enemy Debuffs).
-These automatic settings must be reconfigured in every new game—save/load support for configurations would be greatly appreciated.
Mlie  [author] Mar 21 @ 11:08pm 
@J3llyFish Please see the Reporting Issues section described above