RimWorld

RimWorld

No Pawn Left Behind
91 Comments
funny skeleton Dec 28, 2021 @ 8:05pm 
If you're looking for a similar mod to this here is one that is up to date https://steamcommunity.com/sharedfiles/filedetails/?id=1985186461
Mr. Mauer (Mollari) May 7, 2021 @ 2:15pm 
ah you are right iam sorry
Dance with the dead Apr 30, 2021 @ 4:54am 
@Mr. Mauer This is different mod
Master_Baiter Jan 20, 2021 @ 5:31pm 
1.2 comming?
Karmapowered Jul 9, 2020 @ 1:46am 
Would also love to see this mod updated when time allows, as I very much enjoy creating pawns and weaving interesting narratives with them.

For me, it's usually "the more the merrier" when working with EDB, and the "rescuing friends or relatives from capture" quest just has to be in any decent storytelling repertory.

Please have a nice day.
Vakaria Apr 19, 2020 @ 2:19pm 
1.1 Request as well
Sasha Fox #SaveTF2 Mar 24, 2020 @ 5:31pm 
Would be interested in this unofficial update! Keeping an eye out for a link.
IceMaverick Mar 13, 2020 @ 12:51am 
Okay, so you'd like to get around to it one day, but don't foresee it happening too soon? Sounds like the perfect time for an unofficial update. Thanks for getting back to me :)
newcolonist  [author] Mar 13, 2020 @ 12:49am 
The thing is Reunion needs EdB and introduces a trait. I'd like to keep it simple with vanilla and expend the event to new quests with 1.1. Meanwhile feel free to upload an unofficial update since I'll work on the 'Large' series first.
IceMaverick Mar 11, 2020 @ 10:37am 
@newcolonist I'm assisting Mlie in managing requests for 1.1 versions of outdated mods. You appear to be recently active, but your last post was directing people to use a new mod with the same concept. Do you plan to make a 1.1 version of this mod? Please let me know when you have a chance so I can update our Trello board. Thank you in advance.
cell990 Mar 6, 2020 @ 3:36am 
Any chance at a 1.1 update?
ClevaEnGeanyus Mar 3, 2020 @ 10:26pm 
I found it just minutes ago, but thank you. It might be what I'm looking for.
newcolonist  [author] Mar 2, 2020 @ 12:15pm 
You could try 'reunion', a mod based on the same idea.
ClevaEnGeanyus Mar 2, 2020 @ 11:10am 
Now, I love the idea of this mod, except I must refuse to use it. I'm not sure if there is an unstated limit to how many left behind pawns there are, but I consistently have the "pawn dupe" problem. I wish I meant that I was just getting the quest twice (because I would just ignore it), but it pretty much just makes an invisible copy of the pawn- preventing that pawn from interacting with things like their normal bed, work benches, etc. Is alien races the cause of the problem? I would gladly use this mod over it, since I haven't added any other races yet. Sorry if this is old news. I saw talk of pawn duping, but I thought it would be a physical dupe. I can't seem to do much to fix the AI.
TwistedRuse Feb 11, 2020 @ 6:40pm 
Not a mod conflict specifically, more a head's up, if you use RuntimeGC's cleanup worldpawns feature can(and likely will) delete left behind pawns out of the world pool.
newcolonist  [author] Feb 6, 2020 @ 12:18am 
This works with leftover generated pawns, all of them, not necessarily the one with relationships. With saves in progress it works too, but only with leftover pawns at generation.
NovellaBee Feb 4, 2020 @ 11:05am 
Does this work with pawns that you did not take with you when doing initial preparations (i.e. the leftovers from the generation) and/or specifically the ones with relations that you didn't take? Does this work with saves in-progress?
newcolonist  [author] Oct 24, 2019 @ 11:00am 
It's because alien races world pawns aren't seen as pawns left behind in my mods. I'll see if i can find a work around.
earthboundhiro Oct 22, 2019 @ 5:28pm 
I'm also having problems with Alien races. got these errors after trying to start quest from debug menu.

Tried to remove pawn from RimWorld.Planet.WorldPawns, but it's not here.

Exception filling window for Verse.Dialog_DebugOptionListLister: System.NullReferenceException: Object reference not set to an instance of an object
at Lost.World_Incidents.IncidentWorker_QuestLeftBehind.
Jack Jagger Oct 13, 2019 @ 11:52am 
vIt seems to work fine for me, but sometimes it does glitch up with it.
Hannibal Oct 13, 2019 @ 11:33am 
After much testing, it doesnt seem to be compatible with Alien races. I wonder if you would be able to compatibility please?
Jack Jagger Sep 30, 2019 @ 1:11am 
Darn you, Randy! And no worries, thank you
newcolonist  [author] Sep 30, 2019 @ 12:57am 
I'll check the file but i think it's Randy being Random.
Jack Jagger Sep 29, 2019 @ 6:12am 
Oh, I don't want ALL of the left behind pawns, maybe just two or three. But in over 48 hours of gameplay, I've only gotten the quest a single time
newcolonist  [author] Sep 28, 2019 @ 11:22am 
If you've that many pawns left behind you'd rather use Rimquest to ask for the quest. Otherwise it's a standard quest.
Jack Jagger Sep 28, 2019 @ 10:03am 
Is the author still around, or still updating?

So I've got 47 hours in my current playthrough, and I've only seen one pawn left behind quest

I've used prepare carefully to create 3 pawns in, 15 pawns left behind (That was for fun, not cos of this mod) but I've only found one single left behind quest. That just bad luck, or? I'm using Randy.
KhanKanin Aug 30, 2019 @ 6:48am 
It must have been a hidden pawn, so thank you for clearing that up.
In my tests I had a 100% success rate to get a pawn that I put in the world selection using prepare carefully when I activated the quest through dev mode, but in my actual playthrough I got that random pawn so I was a little disheartened but you've cleared that up and hopefully I'll find at least a couple of the world pawns in time. I did get a little screwed on the RNG with rimquest as the "pawn left behind" quest has shown up very rarely but I've got some high hopes.

Thanks for this great mod.
newcolonist  [author] Aug 30, 2019 @ 6:23am 
There are a few hidden pawns left behind in the vanilla scenario. They'll pop up any way.
The other case is if the quest is forced when there is no more pawn left behinf ( with dev mod or Rimquest or scenario editor ) it generates random prisoner pawns.
KhanKanin Aug 30, 2019 @ 2:38am 
I'm not sure if this is intended but I'm getting pawns that weren't in the world pawns list that I started with popping up to be rescued for this quest. My colony is currently in it's 2nd year and the person in question is the mother of one of my colonists but they were never a part of my colony.
KhanKanin Aug 29, 2019 @ 7:26pm 
I can't thank you enough, this is a mod that I've wanted for years and after testing it works the way I really wanted to.
Dream State Aug 29, 2019 @ 2:55am 
Thats pretty smart. Thank you for the tip :)
newcolonist  [author] Aug 28, 2019 @ 11:19pm 
@Lorn with prepare carefully custom pawns added to the world section will appear in quests. You've got few years before the quest vanishes.
The quest includes all colonists left behind or in the world, it doesn't include pawns created from any other faction (e.g. ancient, tribe, pirates etc...).

@Deram State the event triggers multiple time for each pawn left behind. If you've 15 pawns left behind, there will be potentially 15 quests, but if you leave that many pawns behind, maybe you could edit the scenario editor to have the event 'colonist left behind' appear at a given interval to make sure you'll get all the quests in a reasonable amount of time.
Dream State Aug 28, 2019 @ 2:15pm 
Hi, does the event trigger multiple time ? Or it just appear once for one pawn ?
If for exemple i have 15 left behind pawn, will this event appear 15 times ?
KhanKanin Aug 28, 2019 @ 12:46am 
How does this mod interact with Prepare Carefully? If I add custom pawns to the world section will I be able to find them naturally through no pawn left behind?

Does the quest include pawns outside of the ones you put into the world section or can other units appear?

Even if it does nothing above it still seems pretty good.
ROBOCOP Aug 10, 2019 @ 11:08am 
OK! Thank!
newcolonist  [author] Aug 10, 2019 @ 10:09am 
The quest will appear spontaneously for the kidnapped pawn.
Or if you want to be sure the kidnapped pawn didn't die in captivity or hasn't been recruited you can go in dev mod : Do incident (World)... -> Quest_Kidnapped
ROBOCOP Aug 10, 2019 @ 10:01am 
It turns out 'kidnapped colonist camp' is better! The abduction concerns everyone. So I have the captors of a colonist from the base, where can I find him? Shouldn't a message come where is it?
newcolonist  [author] Aug 10, 2019 @ 9:56am 
'No pawns left behind' concerns the pawns you randomize when you start the game. Depending on the scenario you pick 1, 3 or 5 pawns, and the other ones are left behind. With this mod they'll reappear on the plant in prisoner rescue quest.
'kidnapped colonist camp' concerns pawns which are captured in game. They'll be revealed in prison camps on the world map.
ROBOCOP Aug 10, 2019 @ 9:06am 
You are the creator of these 2 mods. I have both of them. What is the difference? Can one of them leave?
ROBOCOP Aug 10, 2019 @ 9:01am 
From my base are kidnappers a pawn raiders and I do not know where they took it?
newcolonist  [author] Aug 10, 2019 @ 8:48am 
No, it doesn't
ROBOCOP Aug 10, 2019 @ 8:45am 
It does not conflict with the mod "Kidnapped colonist camp" ?
newcolonist  [author] Aug 4, 2019 @ 3:43am 
I've fixed the duplicated pawns issue. Should workd with a new save.
For those with duplicated pawns in their save, the easiest way to kill the hostile twin is to spawn the world quest "leftbehind" in devmod until it spawns the hostile version of the rescued pawn, and then kill him with devmod.
Adara Firecaster Aug 4, 2019 @ 2:28am 
I figured, If I find any actual steps to reproduce it or more helpful info I'll post it.
newcolonist  [author] Aug 4, 2019 @ 12:43am 
It's an annoying bug i have to fix.
Adara Firecaster Aug 3, 2019 @ 8:04pm 
I am also getting issues with rescued pawns collapsing on the floor instead of sleeping in their assigned bed, or a couple sleeping in separate beds and one complaining if I reassign them together (and seeing their social lists say 100/0 and 0/100 for relationships with two versions of the pawn. I've been able to fix it so far by going in and editing the save file. and finding the one instance of the pawn with a different faction assigned to them and deleting it. But save editing is getting annoying. It seems to be creating the duplicate sometime at or near the initial rescue as the duplicate usually has the health conditions (bruises and such) that the pawn had when imprisoned even if the version I rescued had long since healed up.
newcolonist  [author] Jul 21, 2019 @ 3:23am 
It's a default prison camp range and default timeout. Large prison camp and large outposts are further away and have a longer timeout.
BladeofSharpness Jul 9, 2019 @ 8:20pm 
What is the distance from the colony this camp is? I guess if it spawns totally randomly, it can't be reached before end game.
fironian Jun 16, 2019 @ 1:58pm 
Thanks!