RimWorld

RimWorld

Guarding Pawns
287 Comments
Nautilus Pompilius Aug 27 @ 4:35pm 
Does it work for you?
Alu Aug 24 @ 5:15pm 
it works better than hugs lib
so yes
Nautilus Pompilius Aug 24 @ 4:13pm 
Is it necessary to install the Logpublisher if I already have Hugslib?
- ̗̀Skizzie ̖́- Aug 20 @ 12:45pm 
Is there any way to get the wardron from More Mechanitor Mechs 2.0 to work with this? I've asked over there but not got answer
CrazyBlot Aug 18 @ 2:30am 
@Thekiborg playing a lot with you mod i understand one think. It's function very close to some feature that i understand as life-saver.
I am about "go to" for undrafted pawns. Explaining a bit more. Imagine.
- We have "regrouping" activity in work table
- We assign our operation squad to that activity
- Then we place regroup marker somewhere (marker can be only one and its updating when new position set)
- All pawns assigned to that job - go there RESPECTING zone restrictions (its a deep moment pls think about meaning). Anf hang around it.
- When we update marker previews position discarded
----
And we have semi-drafted movement tools with ZONE RESPECTION!
Right now i am using guard spots for gather pawns in regroups points for assault or exploration.
PS: Sorry for bad English
Thekiborg  [author] Aug 13 @ 9:57pm 
Yes
Naturtok Aug 13 @ 9:24pm 
Hey does the mod respect priority in the worktab? Would like to have guards only guard when they're done with their more important tasks.
CrazyBlot Aug 11 @ 1:55pm 
Great mod! I using it for creating gathering spots where pawn go for starting rooms assaults.
@Thekiborg pls add to UI copy paste function for quick copy rows of settings between colonists! Another UI allow drag-copy mechanic. Perhaps you can take this code form somewhere.
Thank for great work!
тетеря, блин Aug 6 @ 10:22am 
the error below shows only when RimSort uses alphabetic way of sort, not the default topological. so, it seems there should be a load order rule correlated with some other mod.
V.A.L. Commorby Aug 4 @ 2:44pm 
814 mods vro just give up atp
NicoLiks Aug 3 @ 12:45pm 
can u pls add compatible with the dead man's switch bc robot cant partol\guard spot
zee Aug 2 @ 12:12am 
assigned guard spots to pawns are reset when guard spots are in a gravship and you launch to another tile.
Thekiborg  [author] Jul 31 @ 2:24pm 
I'm not even bothering looking at that log. It has 814 mods
тетеря, блин Jul 31 @ 12:11pm 
on game loading:

[Guarding Pawns] Patch operation PostInheritanceOperation.Patch failed
file: I:\Software\Steam\steamapps\workshop\content\294100\3114183220\1.6\Patches\MakeCombatMechanoidsGuard.xml

https://gist.github.com/HugsLibRecordKeeper/da6b5fc54330e4ac43e4b8de49c85b76
Thekiborg  [author] Jul 25 @ 12:38pm 
No, colony animals dont run Jobgiver_Work. Big and Small Sapient Animals would enable it though
Damon_Vi Jul 24 @ 5:10pm 
is this applicable to trained colony animals?

i recently tamed some german shepherds, and i was brainstorming if a mod like this would allow me to assign the "family pet" to a child pawn to guard at all times. like how biotech mechanoids set to escort will follow and protect their operator, but instead of mechs, it would be guard dogs (or wolves, or megasloths, etc.)
Inked. Jul 17 @ 12:41pm 
Hi. Would it be possible to make it so guards can protect non-player colony pawns? The general idea being that you could assign bodyguards to visitors to keep them safe + have them socialize often.
Thekiborg  [author] Jul 17 @ 10:36am 
Yes its possible for mechs to guard.
Giliduck are you seeing any errors in your log
gilliduck Jul 17 @ 9:14am 
Am I missing something or is it just me, but my militors when on guard duty (any of the 3 kinds) do not respond to threats with ranged attacks, only when they themselves are attacked will they respond with melee. I have to draft them in place to make them do ranged attacks.
VeryNooby Jul 17 @ 3:04am 
is it possible for mechanoid to be able to guard as well
Thekiborg  [author] Jul 16 @ 1:27pm 
what
Matenkai Jul 15 @ 12:15pm 
hello i probably have a conflict but the patrol/guarding tab is it suppose to be a tab like work and schedule?
Thekiborg  [author] Jul 9 @ 5:42am 
Reasonable crashout
Henzo Jul 8 @ 4:46am 
goat mod thanks now i no longer have to watch my pawns haul ass like an obese herd of snails whenever there's a raid because these glorified triggerpullers can be just stationed there. You're a hero
broadside Jun 19 @ 9:41pm 
I love how this mod works fine if you actually know how to read, but the comments are still full of screaming children whining about what are probably mod conflicts
BHZRD_guy2 Jun 8 @ 9:06am 
mod saved my children :steamhappy: great mod
Halicade Jun 8 @ 8:41am 
And on this day the comments have been returned. Will users post their log when they get errors? Find out in the next comment!
Irazell Apr 1 @ 9:30pm 
sned help this mod made the game crash :steamsad:
ferny Apr 1 @ 2:35pm 
@Thekiborg Need to get one of my modpack users to send more. Sorry, gimmie a bit 😅
Alu Apr 1 @ 9:18am 
MOD BROKE FIX!
Thekiborg  [author] Apr 1 @ 9:15am 
i neeeeeeed a loooooooooooog
ferny Apr 1 @ 12:57am 
Hi, great mod. This appears to break the workdrones from VFE: Mechanoids.

JobDriver threw exception in toil MakeNewToils's preInitActions[1] for pawn broadcast workdrone 2 driver=JobDriver_GuardPath (toilIndex=0) driver.job=(GuardingP_GuardPath (Job_196195867) Giver = JobGiver_Work [workGiverDef: null])
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
Thekiborg  [author] Mar 30 @ 10:24am 
I would love to have a log
lunnernight Mar 30 @ 10:16am 
Not sure why but mechanoids I have standing guard don't fire on enemies in their range unless I draft them. I am using basic biotechs militors with nothing modifying there behaviour.
Merc Mar 29 @ 6:21pm 
I was wondering, is there going to be a way to have like a "squad" that engages once a hostile has entered a specific area. Like a rapid response squad. If not a trigger but something where I can with a click of a button rally a certain unit. I know Defensive Positions does something like this, but not automatically.
Thekiborg  [author] Mar 28 @ 9:37am 
uhh i dont change that but i will look into it?
GUleiduoDaze Mar 28 @ 9:34am 
Combat mechs spend 10% energy per day instead 3% (idle) when guarding, since they are not actually fighting can you make them spend less? Thanks!
Thekiborg  [author] Mar 25 @ 9:50am 
No, I don't think I will at leat anytime soon
I'd like to do DLC compat first and that's still some ways to go..
hello_moto2901 Mar 25 @ 1:46am 
will you be adding reaction forces for killing incoming enemies?
Halicade Mar 5 @ 11:00am 
Phalanx and Soldat mechs have higher priority things to do than guard your pawns. Like slaughtering animals, cooking, and cleaning. Once all those things are done then they will have the option to guard and show up on the guard tab. If you want them to guard all the time, ask the DMS people to stop making them do other jobs, or you can make a patch so they won't do other jobs yourself.
Ra Mar 4 @ 5:04pm 
I have yet to actually get it to work properly once, They just flat out do not have the proper job worktype to do guarding, They just physically can not so if someone told you it works with DMS they are wrong
Thekiborg  [author] Mar 4 @ 10:26am 
I've been confirmed this mod works with DMS but it does so sporadically. The mechanoids will stop appearing on the guard tab following some logic on DMS that makes them start doing jobs that they are not assigned to, disappearing from the ones they are assigned to.
the pies belong to me Mar 3 @ 3:49pm 
i can now make a realistic medeval kingdom now :D
Ra Mar 3 @ 8:57am 
After testing more this infact does not work with Dead mans's switch's mechs none of them have a "Guarding" work activities
parable Mar 2 @ 5:17pm 
Can you add a feature to search for pawns to protect?
Thekiborg  [author] Feb 28 @ 2:58am 
No they won't go to them on their own
That_Annoying_Guy Feb 28 @ 12:06am 
can you use this to have them man defensive emplacements for their guard job?
Ra Feb 24 @ 6:15pm 
Odd because i could only do it with a militor... not a Phalank or a Soldat
Thekiborg  [author] Feb 24 @ 11:31am 
It already does
Ra Feb 24 @ 6:55am 
Is there a way to get this to work with Dead mans switch's mechs?