RimWorld

RimWorld

Tactics Mode
43 Comments
likeafox  [author] Oct 4, 2024 @ 10:27am 
@Daemonjax 1.4 support is for a future update which I am unfortunately too busy to work on at present. Look at @ec#2718 's link in a earlier comment, he has recompiled it for 1.4
Daemonjax Oct 1, 2024 @ 3:39pm 
not for 1.4?
pgames-food Jun 18, 2024 @ 3:19pm 
(ah no typo, the modlist grew and the estimate with it) :lunar2019grinningpig:
ilyvion Jun 17, 2024 @ 10:50pm 
@pgames-food Typo? 1.2 was released in 2020; that's a lot more than 1.5 years ago. 😅
pgames-food Jun 17, 2024 @ 3:41pm 
thanks :)
(im still on v1.2 of rimworld for my main save with 500+ mods - usually takes 1.5 years per version to upgrade the save lol - but nice to know this will be there for 1.5 eventually) :lunar2019piginablanket:
ilyvion Jun 17, 2024 @ 12:56pm 
For anyone looking for a 1.5 version, I've just released one @ https://steamcommunity.com/sharedfiles/filedetails/?id=3269923353
pgames-food Mar 1, 2023 @ 6:40pm 
cool ;)
ELLIOTTCABLE on Discord Mar 1, 2023 @ 10:59am 
I've recompiled this for 1.4, and it seems to work fine. You can subscribe to my recompiled fork here ; happy to take it down if @likeafox ever returns! (=

Seriously one of the best mods on the workshop, I don't know how people play without it. "Sweaty rimworld" my ass. :P
Mousetrap Jan 5, 2023 @ 7:45am 
Yes plz update, love this mod! <3
pickpickpickpickpickpickpickpick Dec 20, 2022 @ 12:04pm 
Bump for update :D
efedrowisch Nov 6, 2022 @ 8:35am 
Whoo! Thanks! You rock!
Victor Oct 30, 2022 @ 9:23pm 
I haven't played for quite a bit since the update but hopefully when I get back to the game, this mod is still working or updated. I don't like playing the game without this mod lol Good to hear nobody is complaining yet. Thanks for all your efforts @likeafox
likeafox  [author] Oct 27, 2022 @ 11:26pm 
Hi everyone. I haven't been able to test the mod with the new version yet, but others have and I haven't heard complaints yet, take from that what you will. P.S. I am guessing I will be able to officially add support for 1.4 in a week or so.
efedrowisch Oct 24, 2022 @ 10:48am 
Hope you will update this one to 1.4. So helpful for caravans, blight and battles!
likeafox  [author] Aug 1, 2021 @ 2:01pm 
Me too, haha
BladeofSharpness Aug 1, 2021 @ 9:49am 
You're welcome! I'm awaiting eagerly for Haul Explicitly also :-)
pgames-food Jul 31, 2021 @ 8:13pm 
cool :) this mod saved me many times in battle :)
likeafox  [author] Jul 31, 2021 @ 8:09pm 
Tyvm for the support BladeofSharpness! The mod is officially 1.3 now and I will continue to work on it.
BladeofSharpness Jul 29, 2021 @ 5:19am 
UPDATE: The 1.2 version works fine with 1.3 :-)

BladeofSharpness Jul 27, 2021 @ 1:53am 
Take my points! I long for your mod to be updated!
BladeofSharpness Jun 21, 2021 @ 8:10pm 
Hi there! I wanted to convey my warm thanks to the author of the mod, it is so useful in tense situations!
Also I wanted to cross link another unknown mod that allows time control: Slow Down
https://steamcommunity.com/sharedfiles/filedetails?id=1077748917
ELLIOTTCABLE on Discord Jun 19, 2021 @ 5:19pm 
Fellow developer, totally understand side-projects; throw my ideas on the pile and consider them not a concern! <3
likeafox  [author] Jun 19, 2021 @ 5:53am 
Good suggestions. I agree with you that the camera movement is pretty jarring, and that is going to be the next thing I address. I'm in the middle of adding some camera options that I think will improve your experience.

Other than that it's super hard to say how much more work will go into this mod (although I'll continue to maintain it). I have a long queue of "planned" features, most of which I may never get to. If I do though, I'll certainly have your feedback in mind, so thank you for sharing!
ELLIOTTCABLE on Discord Jun 19, 2021 @ 1:44am 
Here's another request, if you've got the time: sometimes, especially if you have more than one pawn in tactics-mode, it can be jarring to be immediately jumped to the paused-pawn's location on the map. Additionally, it's easy to forget "wait, what did I just have them doing? Why did I put them in tactics??"

I think perhaps 1. popping up a toast-notification in the top-left with a message of the form "<Pawnname> just completed <task>, pausing due to Tactics Mode" would be *really* helpful - and further, perhaps a mod-option as to whether the camera immediately jumps to the pawn? If the camera *isn't* set to jump to the pawn immediately, then it just pauses, but leaves the camera where it is; the user can then click the toast-notification to jump to the pawn.

tl;dr: option to not-move-camera-on-pause; and show clickable notification indicating why pause happened
ELLIOTTCABLE on Discord Jun 6, 2021 @ 6:31pm 
This is such an utterly fantastic mod.

I'm not sure if this is possible - could you enable Tactics Mode for non-colonist pawns? Obviously, you can't issue them an order; but that same sort of "immediately pause the game and visually jump to this enemy/guest after they finish their current action" behaviour is useful in some scenario for pawns you *can't* control.
pgames-food Oct 13, 2020 @ 5:08pm 
ah hi victor, ok thanks for that i tried it and it does help..

hopefully i remember to re-enable it for them and not forget :)
Victor Oct 12, 2020 @ 5:24am 
@pgames-food
Been using this mod for a while and it's been great for me so I have a few tips that may help. You can enable/disable "tactics mode" for each pawn. Each pawn has a tactics mode button that you can click to enable/disable it. In your situation, my suggestion would be to disable tactics mode for your "builder' who is doing the large construction job. You can re-enable tactics mode for that pawn later on, whenever you see fit.
pgames-food Oct 9, 2020 @ 9:20pm 
yeah its very good...
i do have one question and suggestion though, based on some recent gameplay...

is it possible for tactics, to "not" treat the bringing of a resource to a construction site, at least when building wall pieces?

currently when i have 1 person set to build a large, multi-piece wall, they bring some wood to the wall, and the game pauses and switches focus to them, only for me to unpause and they quickly build the wall piece, and it pauses again, only for them to then bring some more wood to another piece, (pause) and maybe another piece (pause, before building 1 piece (and pausing etc) :)

(this is quite distracting and makes it tricky while trying to follow other people elsewhere, or people on another map that actually are in combat, when the tactics pauses every few seconds to swap the camera back to the person doing the building work)

but its still a cool mod :)
Maddoc06 Oct 9, 2020 @ 9:02pm 
Most important addition to Rimworld Combat
Victor Sep 18, 2020 @ 9:19pm 
Works fine in 1.2 as far as I can tell. Still would appreciate an update pretty please. Thank you likeafox, a million times over! Stay safe! :)
Miguel V-DF Sep 14, 2020 @ 6:15am 
This seems like a fine mod. Does it work in 1.2?
Maddoc06 Jun 2, 2020 @ 12:13am 
The simplest and most essential mod for Rimworld.
Victor Mar 27, 2020 @ 5:40pm 
Thank you! Thank you! Thank you! I always play with this mod. I can't get myself to play Rimworld without it! :D
pgames-food Mar 17, 2020 @ 8:52pm 
btw ive been mentioning this mod in several places but must have forgotten to post here..
it is a very good mod and has been superb in helping my main 1.0 game with about 40 people + a few androids/robots.
pgames-food Mar 17, 2020 @ 8:49pm 
cool thanks very much :)
likeafox  [author] Mar 17, 2020 @ 8:07pm 
It's 1.1 ready now. Thanks for being patient with the delay on this one.
Victor Feb 29, 2020 @ 2:58am 
v1.1 update please :)
Yrol Akiyama Nov 5, 2018 @ 11:05pm 
Blade, so if no one screams "first" in an infantil fit, it does not count as comment, huh? ;oP
BladeofSharpness Nov 5, 2018 @ 8:44am 
Ok understood, it makes sense!
likeafox  [author] Nov 5, 2018 @ 8:29am 
@BladeofSharpness Thanks for the feedback!

It is currently by design that the next job doesn't get started when Tactics Mode focuses on a pawn. The reason for that is that some "jobs" have instantaneous and potentially unwanted side-effects, such as pulling out an equipped meal, or doing a melee attack.

What I do when I want to auto-queue up the next job is I double-tap the draft button. Undrafting a colonist instantly assigns them their next job, so you can actually do this without any extra time elapsing.

That said, something I've thought might work is a sort of "next job preview" so that you are able to see what the next job would be without also having the side-effects from actually starting it. I'm not sure how feasible this is in terms of actually programming it, but it's something I'll consider for possible future updates.
BladeofSharpness Nov 5, 2018 @ 12:53am 
237 subscribers and not a single comment! So I'll start...

This is a VERY GOOD mod. It works flawlessly.

Where you are in a tense situation (like playing a Zombie mod, in merciless, tundra start no tech :) ), each and every move can be fatal... Instead of being angry when you realize one of your colonist wandered away to a random stupid job, you have fine and precise control.

It's of great interest for people having to deal with any tense situation, like a difficult firefight or any crisis... CONGRATS!


A minor improvement perhaps. The pause happens as soon as the current job is done and before the next is queued. So you have to unpause-pause rapidly to see if the next colonist job is something you want or something stupid. If you added a micro delay of 0.1 sec before the pause happens, the next job would already be shown and indicated in the pawn panel... Is it something you could consider? Perhaps as an option?
Re-mover Oct 27, 2018 @ 9:31am 
Screenshots, screenshots!
Yrol Akiyama Oct 26, 2018 @ 6:52pm 
This should be fun with 25 Colonists ;o)