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so yes
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 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!
[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
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.)
Giliduck are you seeing any errors in your log
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.
I'd like to do DLC compat first and that's still some ways to go..