RimWorld

RimWorld

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It's Dangerous to Come Along
 
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0.066 MB
Nov 26, 2016 @ 7:04am
Nov 26, 2016 @ 8:04am
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It's Dangerous to Come Along

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Description
NO LONGER NEEDED FOR A16 - THE MOD FUNCTIONALITY EXISTS AS DEFAULT BEHAVIOR

---

"Fido. Fido! Stay, boy. Stay. Stay! Fido, stay! No, over there. By the corn. Go! Go to the corn! Okay. Hold on. Okay. Come here, Fido. Come here. Now . . . Stay! Stay! No, stop! Ack! No licking! Fido! Sit! Stay! Sit! Dammit, Fido!"

"Zoya?"

"Yeah, Chef?"

"What are you doing?"

"I'm tryin' to get Fido to stay here. It's too dangerous out there, fighting that infestation. Fido'll get hurt."

"I can just assign him away from you."

"But . . . Fido! He's mah animal! I can't leave him, I'll go berserk, and the fire spirits will start talkin' to me again!"

"Okay. Yes. That would be bad. But it's just for a few minutes. That'll be okay, right?"

". . . Yeah. Ah guess. Just don't forget, okay?"

"Okay. I promise."

"Good."

"Oh, and, uh, Zoya?"

"Yeah?"

"Why did you name a camel 'Fido'?"

----

I got annoyed at pets following drafted pawns around. This is almost never the thing I want, so I kept unassigning pets, then reassigning them, and it was a huge pain.

This mod makes it so that pets will no longer follow drafted pawns. In an attempt to preserve the behavior where pets will protect their masters from kidnapping, they *will* head over to their master if they're downed, for whatever reason.

This has the unintended side effect that characters undergoing surgery will be surrounded by their pets until they wake up.

Unintended, but hilarious, and kind of cute.

I left it in.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

-- If you like this, toss me a buck or two on Patreon: https://www.patreon.com/ZorbaTHut --

-- Visit https://ludeon.com/forums/index.php?topic=26623.msg269334#msg269334 for more info and other mods --
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75 Comments
Entil'Zha Oct 18, 2018 @ 12:41am 
Is it possible to make a standalone mod for giving pets a tend medical function? Cats and dogs at least really will stay by you when you are sick or hurt and that does sound f'ing cute!
ZorbaTHut  [author] Feb 4, 2018 @ 3:04pm 
@Jaceper, the functionality has been rolled into the base game; this mod is no longer needed.
Jaceper Feb 1, 2018 @ 3:51pm 
will there be an update?
The great Grace Apr 28, 2017 @ 1:33pm 
I always love reading the storys :D
troll Mar 29, 2017 @ 8:26am 
yes needed this ever since i started getting raided
ZorbaTHut  [author] Feb 11, 2017 @ 11:47pm 
@101=5, I believe there's some options in the Animals tab; the animal will, of course, need to be trained. I haven't played the game for a while lately (haven't had time) and can't give you more direct advice, unfortunately.
Liberator-9000 Feb 11, 2017 @ 4:24pm 
how do i tell my pet to follow you said this is default behavour but what if i want them to tag along
ZorbaTHut  [author] Jan 28, 2017 @ 3:49am 
@kezza596, it's no longer necessary. The necessary feature is now part of A16 core functionality. I'm keeping it online just for people using A15 (and for people who want to read stories.)

I should actually edit the description to say that.
kezza596 Jan 28, 2017 @ 3:24am 
Is this okay for A16? My game keeps telling me it is an old build and not complatible
Frission Jan 26, 2017 @ 6:15pm 
"This has the unintended side effect that characters undergoing surgery will be surrounded by their pets until they wake up." Awwhhh <3