RimWorld

RimWorld

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Run and Hide (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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141.338 KB
14 Mar, 2020 @ 1:04pm
21 Jun @ 12:58pm
15 Change Notes ( view )

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Run and Hide (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
960 items
Description

Update of Linqs mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1552457762

- Added Russian translation, made by user: I'm sorry
- Added French translation, thanks qux!
- German translation added, thanks Dimos!
- Added animal bunker-spot
- Removed legacy HugsLib requirement



[discord.gg]
[github.com]



Run and Hide solves the problem of colonists getting themselves killed by fleeing into unsafe places (i.e. away from the colony, into corners, etc.) by allowing the player to place a marker which designates a spot that the colonist can run to for safety. Colonists will flee to the nearest pre-placed bunker spot whenever they run into danger.

Compatible with every mod and can be installed on existing saves.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: fleeing, safety
66 Comments
тетеря, блин 9 Sep @ 11:56am 
🙏
VitaKaninen 9 Sep @ 11:35am 
I don't think that Run and Hide would have any effect, but there is no need to use them together.

There are situations where you would want to use each one, but I don't think you would want to use them together. Run and hide tells them to go to a specific spot if they are fleeing. The other mod tells them to stay in a safe place if there are enemies on the map, so this would never work if you were farming insects, for example.
тетеря, блин 9 Sep @ 11:29am 
thanks for clarifying. so they can work together?
VitaKaninen 9 Sep @ 11:18am 
Run and hide work very differently from Don't put yourself in danger. Run and hide only works when they see an enemy and are fleeing. They will go to the designated area and wait until they are no longer in the fleeing state. Then they will go right back out into danger and repeat the process of going into danger and fleeing.

Don't put yourself in danger, restricts them to a particular zone when there are enemies on the map, and tells them to go to that area if they are fleeing.
тетеря, блин 9 Sep @ 10:17am 
honorable mention for those who want to save their pawns in battles, in addition to this mod:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3556169409
Yuri Bezmenov 12 Jul @ 1:12am 
You are the best, Mlie.
Mlie  [author] 6 Apr @ 9:56pm 
@EmperorVolo This just directs them when fleeing, it does not change the flee behavior.
EmperorVolo 6 Apr @ 3:55pm 
Is there a way to make them flee if they are targeted instead of waiting till they are actually damaged?
gamberomadness 5 Mar @ 9:47am 
Thanks @bbatzy that is what I wanted