RimWorld

RimWorld

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No One Left Behind (1.6)
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Mod, 1.6
File Size
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249.294 KB
28 Jul @ 5:57am
1 Change Note ( view )

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No One Left Behind (1.6)

Description
This is an update of Captain Muscles' original mod:



Which was then updated by SaberVS7 (1.2-1.5) here

Sillies haven't updated yet, no hurry, but I've been using my own updated version and figured other people might want it too. I don't own this, if it needs to be removed, let me know.

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Would you sit idly by and leave your friends to die? Now your enemies won't either (maybe).

No One Left Behind enables your enemies to rescue their fallen allies when fleeing a battle.

Details
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Enemies have a chance to rescue their allies when fleeing, giving up, stealing, or kidnapping.
Decision of who to rescue is influenced by the rescuers opinion of, the market value of, and the distance to the potential target.
The chance to rescue and search radius are different for each triggering situation.
The chance to rescue and search radius can be overridden across the board in the mod settings.
Rescue check happens periodically, so a fleeing pawn may decide to pick up an ally that falls nearby along the way.
Search radius is multiplied by rescuer health percentage, so wounded pawns won't go as far to rescue.

Credits
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Concept and design: Erandelax
Coding: Captain Muscles

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Github download link:
https://github.com/CaptainMuscles/CM_No_Pawn_Left_Behind/releases
Popular Discussions View All (1)
2
19 Sep @ 3:40pm
PINNED: Post Bugs Here
Nina Goblin ♥
25 Comments
Nina Goblin ♥  [author] 6 Oct @ 3:07am 
@maxvmaxvmax Meaning (this is vanilla) if during a raid, enemies can't defeat your colonists after a while, they'll just give up, take what they can, and leave.
maxvmaxvmax 6 Oct @ 3:00am 
what does it mean by they may give up?
Left4Ban 1 Oct @ 11:26am 
eyy nice finally
Bherdani 1 Oct @ 9:10am 
This is an obnoxiously good mechanic to add to raids when I have to fight them off and then fight them for prisoners. Thank you for this mod!
kad 29 Sep @ 10:00am 
One thing it could be based on is if the Ideology is Individualist or Collectivist, or if the downed is a leader.
ambient_npc_manager 26 Sep @ 12:07pm 
@Alpaga good idea
Babaloo321 22 Sep @ 3:30pm 
@Alpaga
I would love to see this too! Theoretically it could be managed by an ideology meme/preference, but idk if it would be possible or not.
Alpaga 18 Aug @ 4:06am 
Hey, I loved this mod back then, subscribing again.
Would it be possible to make it so that certain factions don’t rescue their people ? I’m thinking about the typically cutthroat ones like pirates and so on.
Kastor 11 Aug @ 11:13am 
This is super cool. Do you think it would be difficult to adapt this to also make friendly units favor rescuing downed allies over going to treat their own non-serious wounds or sleep?