RimWorld

RimWorld

Run and Hide (Continued)
60 kommentarer
Yuri Bezmenov 12. juli kl. 1:12 
You are the best, Mlie.
Mlie  [ophavsmand] 6. apr. kl. 21:56 
@EmperorVolo This just directs them when fleeing, it does not change the flee behavior.
EmperorVolo 6. apr. kl. 15:55 
Is there a way to make them flee if they are targeted instead of waiting till they are actually damaged?
gamberomadness 5. mar. kl. 9:47 
Thanks @bbatzy that is what I wanted
Mlie  [ophavsmand] 18. jan. kl. 23:22 
@BxcianeqU_ Please see the Reporting Issues section described above
BxcianeqU_ 18. jan. kl. 17:30 
the mod causes heavy lag with mechs for some reason. when i disabled the mod the issue dissapeared
bbatsy™®Ⓒ 19. juli 2024 kl. 16:45 
@Bardiel I just found a mod that auto switches your areas if you get raided or other threats
i havnt tested it yet or read much of it but subbed for later

its called AAAA(Allowed Area Automatic Adapter) very funny xd

https://steamcommunity.com/sharedfiles/filedetails/?id=3264193512
VitaKaninen 31. mar. 2024 kl. 8:27 
@Bardiel. That is not what the mod does. It just tells a pawn where to go when they begin to flee. It does not affect what causes them to flee.

When a raid hits, your game pauses anyway. Just draft them all and send them there, if you like.
gamberomadness 31. mar. 2024 kl. 5:43 
Hey! I'd like -marked for flee- pawns to start running as soon as I get the raid alert, is it possible?
seabazian 18. feb. 2024 kl. 17:12 
this site is experiencing multiple euclid and keter level containment breaches, full site lockdown initiated
VitaKaninen 4. feb. 2024 kl. 6:45 
No, animals do not have a setting to control their AI other than ones that you train and then you control them that way.

When a raid hits, I just send all my zonable animals inside.
lydocia 3. feb. 2024 kl. 14:37 
Does this exist for animals too?
ericmarlin27 14. jan. 2024 kl. 7:57 
Thanks so much! I love the idea of panic bunkers like these allow
Richard Mc Nutbuster 26. dec. 2022 kl. 15:38 
its a behaviour for running destination, it sure as hell should be compatible
submeg 25. dec. 2022 kl. 18:06 
Is this compatible with Combat Extended? Does anyone know?
VitaKaninen 14. dec. 2022 kl. 20:10 
@Sego That kinda defeats the purpose doesn't it? Do you want them to flee, or fight? Are you looking for something that will cause your pawns to AI-fight?

I use this with jelly farming so that my pawns can automatically gather jelly without destroying the hives, and then hide behind turrets when the insects follow them.
Stellar Harbour 13. dec. 2022 kl. 12:00 
How about turning on RunAndGun function when they fleeing?
Jet 6. nov. 2022 kl. 22:48 
ah i was thinking i could manually activate it/hide it myself
Mlie  [ophavsmand] 6. nov. 2022 kl. 22:10 
@Jet Making them show just sometimes is a bit tricky for such a simple mod
Jet 6. nov. 2022 kl. 17:42 
is there a way to make the icons invisible? Ideally I'd like them visible only when a raid is on
Fokson 20. juni 2022 kl. 9:21 
Thanks so much, I really appreciate it =)
lobosan 10. juni 2022 kl. 18:18 
nice idea Fokson- thank you Mlie!
Mlie  [ophavsmand] 10. juni 2022 kl. 12:27 
@Fokson Sure, should be added now
Fokson 10. juni 2022 kl. 8:50 
Could this made to ( optionally ) apply to animals fleeing as well? Every time my turrets fire at something all the animals in my pen scatter across the map, usually into the stuff that the turrets are shooting at, which gets them killed. Maybe a separate 'spot' token for animals to flee to.
Mlie  [ophavsmand] 9. apr. 2022 kl. 11:06 
@Japa Looked into it and since guests of the colony never flee they cannot be told to flee to a specific spot like colonists.
japa4551 9. apr. 2022 kl. 8:35 
Can you make a similar spot but for Visitors? I'm tired of visitors standing in the front of a .50 Cal BMG while a Mechanoid Raid is happening...
BlackieCluckCluck 4. mar. 2022 kl. 0:20 
love ur work Mlie, downloaded so many mods from u i believe....even tho its just an update, arigato either way.
Mlie  [ophavsmand] 13. jan. 2022 kl. 21:46 
@azrobbins This mod just changes the spot pawns flee to from a random to the nearest run&hide spot.
VitaKaninen 13. jan. 2022 kl. 20:03 
Does anyone know of a way to change the time they hunker down, or is this hardcoded into the game? I looked through the .dll, but did not see anyhing I could change that might affect the cowering time.
Sunlight88 29. sep. 2021 kl. 10:19 
Yes, me too, Mlie does an unbelievable great job!!!
[いっちゃう~]4nDy:BAdAs5_1.2 23. aug. 2021 kl. 8:40 
This got updated too? Wow, i do not envy your job dude....500+mods just sounds insane...even if each only requires one click which it probably doesn't...
Mlie  [ophavsmand] 4. aug. 2021 kl. 22:09 
@ShortBear Could you verify using only this mod? To rule out a conflict with your other mods?
ShortBear 4. aug. 2021 kl. 20:12 
Hey! not sure if its a direct bug or a compatibility issue but this mod seems to prevent animals from being manhunter. Any animal that got manhunter would just instantly lose the state. Removing the mod fixed it
Mlie  [ophavsmand] 8. apr. 2021 kl. 13:24 
@qux Should be added now, thanks!
qux 8. apr. 2021 kl. 12:07 
S0uL-7 7. apr. 2021 kl. 1:35 
@Wiseman05 Did you check if you put your colonists into 'Ignore Danger' mode?
Wiseman05 3. jan. 2021 kl. 1:36 
I seem to be having a different problem than a lot of people reporting here. My pawns don't even register they're in danger, even as they're getting shot at going about their chores till the enemies are practically right on top of them. Sometimes even after they've been shot from a distance they just wander around and clean up, or play horse shoes.
FlareFluffsune 18. dec. 2020 kl. 12:31 
Oof well that's a bit suck. Well its still a little useful so they don't corner their idiot selves. Cheers anyway.
Mlie  [ophavsmand] 18. dec. 2020 kl. 11:49 
@Crymson Fluffsune I think the mod just changes the way that the pawns flee, not changes the range until they think they are "safe"
FlareFluffsune 18. dec. 2020 kl. 9:12 
I thought they were supposed to run to the bunker spot before stopping fleeing? It doesn't help when they keep running back to people shooting at them.
Mlie  [ophavsmand] 18. dec. 2020 kl. 5:38 
@Crymson Fluffsune Perhaps they are out of danger and stop fleeing?
FlareFluffsune 18. dec. 2020 kl. 4:11 
So I have this mod running, it seems to be working and they do proceed to run to the spot but for some reason after they are a little distance away instead of going straight to the spot they run back to what they were doing instead of going right to the spot. Do you know what could be causing this?
Vakaria 15. aug. 2020 kl. 18:02 
Seconding Burnz: You are awesome. Thanks for keeping this mod, and the others, alive.
Burnz 13. aug. 2020 kl. 9:22 
your work is much appreciated.
Mlie  [ophavsmand] 26. apr. 2020 kl. 9:45 
Russian translation added, thank you @I'm sorry
I'm sorry 25. apr. 2020 kl. 22:25 
Hello! I made a translation into Russian. Can you add it?
https://www.mediafire . com/folder/ae27du5vzjegq/
(delete space)
~Max~ 2. apr. 2020 kl. 6:02 
For some reason I can't seem to be able to place this spot anywhere. (Yes I tried placing it indoors).
Sasha Fox #SaveTF2 24. mar. 2020 kl. 21:22 
More great work :)
Tumbler 20. mar. 2020 kl. 16:48 
More faction interaction is under way by the developer of the mod. It wi take time so be patient
Mereni 19. mar. 2020 kl. 8:46 
Oh sweet I'll check it out, thanks for saying something c: