RimWorld
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Guards For Me
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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19.830 MB
6 set 2019, ore 17:12
12 apr 2024, ore 18:38
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Guards For Me

In 1 collezione di aRandomKiwi
aRandomKiwi's mods
12 elementi
Descrizione






WORKS WITH EXISTENT SAVES

Use your colonists as patrol guards (follow waypoints and attack threats), bodyguards (follow and protect), standing guards (protect area) and reaction forces (search and kill threats).
Fully customizable.

Guards can kill all wild animals in range ( need to enable the "Exterminate mode" in mod settings ).

Fully customizable.

[ko-fi.com]



Latest Dropbox link[www.dropbox.com]






How to remove a patrol path ?
When you select the patrol waypoint (of the color of the path you want to delete) in the security tab of the architect menu, press the "Del" key to remove it.

The work priorities are not applyed and when i enable a guard job all other works are ignored
Checks if the setting "Present the function of 'Guard' as a job" is enabled.

How to remove the last placed waypoint without having to remove the whole path ?
Simply hit the "backspace" key

When i affect a colonist to a patrol path he can go on forbidden area
To prevent weird behavior ( patrols go forward and backward), when a colonist is affected to a patrol path he ignore his area assignation, to stop that simply unaffect it from his patrol path

My colonists dont want to do their guard job (bodyguard, standing guard, patrol guards)
Your colonists only work as guard when they are not too wounded (health > 55%), and their needs (food, rest, recreation and mood) is greater than 25% (customizable in settings).
If you enabled the guard duties as job setting, then you need in addition to assign guard colonists to "Guard" job, they will guard based on job priorities you configured.


Can i slow down patrolling guards, make them walk instead of run their routes ?
Yes in mod settings "Walking mode for patrols" you have the choice between (walk, jog (by default), sprint).

When patrol guards reach the end of the path i want them to go back to the first waypoint instead of starting from the opposite direction
You can order it in the mod settings "When a guard reaches the end of a patrol", set it to "He goes back to the first waypoint"

Weirds behaviors happens (ex : cannot delete waypoints path, ...)
Some errors related to other mods can sometime break some harmony patchs, so you should try to put the mod just after HugsLib in your mod list and retry, it can fix this kind of issues.



Should be compatible with all mods



Note : Gears used in the screenshots are from the Vanilla Armour Expanded mod and the flags from the Flags and Banners mod



3.0.9

Enjoy my mods and like me to continue updating ?
Please consider buying me a kiwi on Ko-Fi or at least put a like :)

[ko-fi.com]

[github.com]
Discussioni più popolari Visualizza tutte (4)
58
20 ott 2024, ore 3:44
IN EVIDENZA: [Features Request]
aRandomKiwi
42
7 gen, ore 2:10
IN EVIDENZA: [Bugs Reports]
aRandomKiwi
0
6 ago 2023, ore 14:52
Guard/Patrol schedule recommendations.
dave 🎄
435 commenti
NaNoServers 15 gen, ore 11:22 
Bloodshed 14 gen, ore 16:06 
does it work with mechs? i tried to do assign a mech to a guard spot and it didnt go anywhere :steamsad:
WhiskersAndCookie 4 gen, ore 19:47 
was looking for a mod like this for a long time, thank you! :steamhappy:
blazezierhiz 25 dic 2024, ore 5:10 
nevermind its the setting "show guards job"
blazezierhiz 25 dic 2024, ore 5:07 
My problem is that it says that the patrolling guard is "idle."
Huppias 2 dic 2024, ore 20:15 
I found that if I used VEF_BodySize_Multiplier(VEF_BodySize_Multiplier), the Pawn name and title would be overlap.
Zaljerem 29 nov 2024, ore 20:53 
Tim_Killer_09 5 ott 2024, ore 4:46 
is it just me but when i use alpha mech mechs they don't go to the gaurd spot
󠀡󠀡 4 set 2024, ore 2:30 
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 28 ago 2024, ore 17:37 
The fog of war mod gave this mod purpose. May it rest in peace. o7