RimWorld

RimWorld

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Allies are Helpful
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Mod, 1.6
File Size
Posted
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686.213 KB
26 Jul @ 2:23am
7 Aug @ 9:24am
5 Change Notes ( view )

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Allies are Helpful

Description
This is an update of alt4s mod:


Makes allies tend and rescue incapacitated colonists and allies.

I just Nina Goblined it to 1.6 ♥ I don't own this.



Have you ever wished your allies wouldn't ignore their comrades bleeding out on the floor? Do you find it frustrating that in a moment of need they choose to trample over your colonists' bleeding bodies instead of helping them? Well look no further!

With this mod allied faction pawns will now tend to your colonists and rescue them when they're downed. It also allows allied pawns to tend and rescue their own faction members.



• Allies can provide medical care to colonists and other allied pawns on the field.
• Allies can rescue colonists and other allied pawns, taking them to any unoccupied medical bed.
• A settings menu where you can toggle various features.
• An optional danger detection system.



Q: When do allies tend pawns?
A: Allied pawns capable of providing medical aid with a medical skill above a set threshold will first prioritize their own safety and health. Once combat has ended, they will seek out injured or downed pawns to tend to them.

Q: How does rescuing work?
A: Allied pawns will first tend to injured pawns. Then, they will carry incapacitated colonists or allies to the nearest available medical bed.

Q: How does the danger detection work?
A: The danger detection system prevents allied pawns from engaging in rescue or medical tasks if there are hostile pawns nearby. You can adjust the danger radius and determine whether the system checks for line-of-sight.



[DEBUG] If you'd like to view the danger zone's range, enable developer mode, activate god mode, click on any friendly pawn, and then select the "Toggle Danger Radius" gizmo. The red border will indicate where danger checks occur. The border will only appear when there are tendable or rescuable pawns on the map, flashing each time the pawn checks for danger around itself or any incapacitated pawns. It will disappear when no checks are active.

Q: What if I find a bug or have a suggestion?
A: If you encounter any bugs or have suggestions, please let me know. While I don't actively mod, I will try to address significant issues. Contributions are also welcome.



This mod should be compatible with most mods, however if you encounter any issues please report them. Safe to add and remove mid-save.

Please report any bugs, but note that as I don't actively mod, I may not be able to address them all.

github source[github.com]

(Original Creator's Ko-fi)
[ko-fi.com]

This work is licensed under CC BY 4.0[creativecommons.org]
Popular Discussions View All (1)
5
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26 Aug @ 12:53am
Post Bugs Here
Nina Goblin ♥
47 Comments
IchigoMait 29 Aug @ 9:54am 
Awesome, thank you.
Nina Goblin ♥  [author] 16 Aug @ 10:52am 
@Angel I've been using it fine with giddy up, I haven't noticed anything game breaking. It might be something with allies being on mounts while trying to heal?
Angel 16 Aug @ 10:47am 
this mod is reported to be incompatible with giddy up. does any one know if this is still the case?
Eclipse 10 Aug @ 4:22pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2060602397

Nina, any interest in updating that one
?
Nina Goblin ♥  [author] 9 Aug @ 6:31am 
@DragonZephyr Nah, you don't have to do all that, thank you though.

@GetUrAssToMars Investments? But prisoners are people too! It's not like they're a walking organ farm or something. Good thing they got healed up! :slimehappy:
GetUrAssToMars 8 Aug @ 10:49pm 
My prisoners staged a jail break. They get the smack down and were oozing on the floor waiting for someone to scoop them back up into their jail cells. Instead, my friendly neighborhood Empire slave trader rushed over and began patching them up before my colonists got the chance.

It was very endearing but a little odd/humorous. Protecting potential investments? lol
DragonZephyr 8 Aug @ 9:35pm 
In my instance i loaded with medic skill in options set to minimum 3 the task may have already launched as i saved and my game was lagging. I really don't think its gonna be easy to replicate. I can check later if the save is still around but one of the mods from the workshop got taken down and uploaded again so it may complain or bug out from that.
If i can get the save it may be a good case of it since it was happening just after reload but it might have been an autosave.
Kingbuddy06 7 Aug @ 4:02pm 
Could be a totally different mod that caused it idk, I was just sharing my similar experience when I got that bug ages ago in 1.5. Unsure if there were even any errors that lead to that bug or if it even was from the original version of this mod since I had this bug a year ago.

It was just whacky as hell and idk how something like that could even happen and it's nice to see I wasn't the only person in all of rimworld who had that happen cuz I've never seen someone who had that same bug in any comment sections before.
Nina Goblin ♥  [author] 7 Aug @ 3:13pm 
@SP4RTAN You're welcome! I'm glad someone else would've. That makes me happy! :slimetabby:
SP4RTAN 7 Aug @ 2:31pm 
Thanks for continuing these! I was about to break down and continue this myself lol