RimWorld

RimWorld

Guards For Me
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?
Monbland Jun 22 @ 1:37am 
PLEASE UPDATE!
Papito Jun 18 @ 1:06pm 
Will this get updated?
Nextshot Jun 4 @ 7:01pm 
We need mechanoids as 'spot guards' :(
DiegoCalvito Jun 4 @ 2:35pm 
Anyone else get this bug where pawns dont go to the guard spot and just start wandering?
- ̗̀Skizzie ̖́- May 14 @ 6:31pm 
Is there a way for them to not have their weapons showing when not on guard duty?
Flat Apr 25 @ 9:53pm 
Does guarding suppress slaves?
ultimatealphauniverse Apr 21 @ 4:09am 
You should ad guard to the schedule tab so we can have pawns take turns guarding.
maltaknight1776 Apr 19 @ 11:58pm 
Fixed the issue by loading the mod last. Now they respond as they should. Thank you arandomkiwi Please keep this mod up to date. It's the only one that does this the best.
Snuggl Mar 23 @ 2:02pm 
Frikken love this mod! You can automate alot of your base's defense with it. Especially useful when playing with zombies and patrols. I'm defending my base in the middle of a grass land completely without turrets :D
does it allow mechanoids to guard?
X_hydra2 Mar 7 @ 2:28am 
does the mod work midgame?

reaction force doesnt seem to work until i did a dev test in a new world and all of the sudden it works
maltaknight1776 Feb 25 @ 6:28pm 
Tested. Pawns unreliably go into reaction force mode when threats are present on the map. Maybe one or two will but on my last test none did. Idk what's causing this but the mod doesn't seem to work like it used to. Maybe has something to do with different races? idk
Cayajinge Feb 14 @ 4:29am 
Is it compatible with Rocketman? My error log shows a logical conflict
NaNoServers Jan 15 @ 11:22am 
Bloodshed Jan 14 @ 4:06pm 
does it work with mechs? i tried to do assign a mech to a guard spot and it didnt go anywhere :steamsad:
WhiskersAndCookie Jan 4 @ 7:47pm 
was looking for a mod like this for a long time, thank you! :steamhappy:
blazezierhiz Dec 25, 2024 @ 5:10am 
nevermind its the setting "show guards job"
blazezierhiz Dec 25, 2024 @ 5:07am 
My problem is that it says that the patrolling guard is "idle."
Huppias Dec 2, 2024 @ 8:15pm 
I found that if I used VEF_BodySize_Multiplier(VEF_BodySize_Multiplier), the Pawn name and title would be overlap.
Zaljerem Nov 29, 2024 @ 8:53pm 
Tim_Killer_09 Oct 5, 2024 @ 4:46am 
is it just me but when i use alpha mech mechs they don't go to the gaurd spot
󠀡󠀡 Sep 4, 2024 @ 2:30am 
will they starve if i leave them to guard or will then stop and get food then go back to guarding without me needing to do anything?
McLets Aug 28, 2024 @ 5:37pm 
The fog of war mod gave this mod purpose. May it rest in peace. o7
Spikeyy_ Aug 15, 2024 @ 9:33pm 
Unfortunately it doesn't work with Androids Expanded for RW 1.5. Can you fix this please? :steamhappy:
DarthMalak Jun 26, 2024 @ 11:37am 
Mod doesn't work and seems the author abandoned it or is too busy.
katgotback Jun 15, 2024 @ 8:54am 
Want to let you know that this mod was working and then today it broke the devmode ability to spawn items. I removed all mods except this one and it still happened.
Moz Jun 2, 2024 @ 10:44pm 
Is it okay to remove mid save?
Asunib May 6, 2024 @ 8:18am 
mechanoids now have the option to guard in my game, but can't find any assignable way to make them work at the guard spots. does anyone have a fix for this or is there a mechanic i'm not seeing?
ozzywizard May 1, 2024 @ 4:56pm 
What is the mod used in the reaction force picture, the one showing the ranks
DaniAngione Apr 24, 2024 @ 8:17am 
Trying the mod out, I really like it so far! Nice work :)

There is one weird thing, though...
For some reason I get the buttons/commands for enemy pawns and prisoners too. Like, if I click a raider they have the patrol command, the guard command, the bodyguard command... That doesn't seem right xD

Hope this report helps and keep up the good work!
Kunai Apr 20, 2024 @ 10:52am 
They do respond, but it's very clunky for me. It's not like Search And Destroy, unfortunately.
Otoya Apr 18, 2024 @ 6:25pm 
What does Reaction Force actually do? Because they don't react when a raid happens or shamblers are hitting the walls or fighting the turrets.

I've made all the pawns part of the Reaction force but it doesn't seem to be actually doing anything, what am I missing here?
LioTheManlyBadAssHero Apr 17, 2024 @ 8:27pm 
Like, is this mod compatible with the colony groups mod?

(the mod in question)
https://steamcommunity.com/sharedfiles/filedetails/?id=2345493945
LioTheManlyBadAssHero Apr 17, 2024 @ 8:22pm 
Does it work with the groups mod?
Yekaterinnani Apr 16, 2024 @ 8:40am 
On existing save, it doesn't seem to work, but no exception is shown:

https://gist.github.com/HugsLibRecordKeeper/f90db366d53ba82761ebb079d1725e2f
Azzkal Apr 15, 2024 @ 7:48am 
Dont work on 1.5
Colonists just dont get the tasks
DiegoCalvito Apr 14, 2024 @ 11:12am 
Thank you so much for the update this is a must have mod for me
Jasun Apr 13, 2024 @ 6:22pm 
Thank you for the update! Life Saver!!!
Autisticus Maximus Apr 13, 2024 @ 9:55am 
This is going to cause ghouls to lose the melee skill as any worktype with melee as a relevant skill will make ghouls unable to use the skill.
parcruz Apr 12, 2024 @ 8:50pm 
I'm not sure if this is an error with the configuration or not, but it till shows as incompatible for 1.5 in the mod menu, despite (from what I can tell) working fine.