RimWorld

RimWorld

Guards For Me
458 kommenttia
Thunderbird 31.7. klo 2.09 
There is a soft incompatibility with the exterminator mode in this mod and "Show me your hands" mod, when the exterminator mode is active and they performs various works there is hands appearing where the task starts and disappear when it's completed. A bit sad because it's ugly and I love both mods, especially exterminator mod to automatically kill all animals coming eating my crops :D
迷死人的247 25.7. klo 8.19 
保镖模式会一直挨饿,不会去休息或者娱乐,只能手动取消让他们去吃饭吗
彩虹猫 23.7. klo 18.18 
机械体有指令但是不生效.是bug么?
owo 20.7. klo 21.19 
Reaction force seems not working for ghouls can update that plzz
GetUrAssToMars 12.7. klo 19.47 
I might be in the minority here but... Is there anyway to remove the guard commands just from mechanoids? I just feel like having them runs counter intuitively to how they are meant to be played. Plus its alot of clutter on their menu that i'd like to make go away.
Nextshot 12.7. klo 8.41 
@Doggocide In my experience any mod that adds a task after the game was created (such as 'bodyguard') can implode save files
aRandomKiwi  [tekijä] 9.7. klo 22.58 
:ai_wormhole: Update V3.0.10 :ai_wormhole:

-Add support for Rimworld 1.6
Jasun 5.7. klo 15.18 
Please if possible update this for 1.6 unstable.. This mod is how I play at work
Doggocide 25.6. klo 13.27 
I just reset my mod's list and completely forgot about this mod- I already started a new save. I know this has probably been asked before but I couldn't find a Q&A in the description, so I'll ask it.

Is the mod safe to add to an active save?
Monbland 22.6. klo 1.37 
PLEASE UPDATE!
Papito 18.6. klo 13.06 
Will this get updated?
Nextshot 4.6. klo 19.01 
We need mechanoids as 'spot guards' :(
DiegoCalvito 4.6. klo 14.35 
Anyone else get this bug where pawns dont go to the guard spot and just start wandering?
- ̗̀Skizzie ̖́- 14.5. klo 18.31 
Is there a way for them to not have their weapons showing when not on guard duty?
Flat 25.4. klo 21.53 
Does guarding suppress slaves?
ultimatealphauniverse 21.4. klo 4.09 
You should ad guard to the schedule tab so we can have pawns take turns guarding.
maltaknight1776 19.4. klo 23.58 
Fixed the issue by loading the mod last. Now they respond as they should. Thank you arandomkiwi Please keep this mod up to date. It's the only one that does this the best.
Snuggl 23.3. klo 14.02 
Frikken love this mod! You can automate alot of your base's defense with it. Especially useful when playing with zombies and patrols. I'm defending my base in the middle of a grass land completely without turrets :D
does it allow mechanoids to guard?
X_hydra2 7.3. klo 2.28 
does the mod work midgame?

reaction force doesnt seem to work until i did a dev test in a new world and all of the sudden it works
maltaknight1776 25.2. klo 18.28 
Tested. Pawns unreliably go into reaction force mode when threats are present on the map. Maybe one or two will but on my last test none did. Idk what's causing this but the mod doesn't seem to work like it used to. Maybe has something to do with different races? idk
Cayajinge 14.2. klo 4.29 
Is it compatible with Rocketman? My error log shows a logical conflict
NaNoServers 15.1. klo 11.22 
Bloodshed 14.1. klo 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 4.1. klo 19.47 
was looking for a mod like this for a long time, thank you! :steamhappy:
blazezierhiz 25.12.2024 klo 5.10 
nevermind its the setting "show guards job"
blazezierhiz 25.12.2024 klo 5.07 
My problem is that it says that the patrolling guard is "idle."
Huppias 2.12.2024 klo 20.15 
I found that if I used VEF_BodySize_Multiplier(VEF_BodySize_Multiplier), the Pawn name and title would be overlap.
Zaljerem 29.11.2024 klo 20.53 
Tim_Killer_09 5.10.2024 klo 4.46 
is it just me but when i use alpha mech mechs they don't go to the gaurd spot
󠀡󠀡 4.9.2024 klo 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 28.8.2024 klo 17.37 
The fog of war mod gave this mod purpose. May it rest in peace. o7
Spikeyy_ 15.8.2024 klo 21.33 
Unfortunately it doesn't work with Androids Expanded for RW 1.5. Can you fix this please? :steamhappy:
DarthMalak 26.6.2024 klo 11.37 
Mod doesn't work and seems the author abandoned it or is too busy.
katgotback 15.6.2024 klo 8.54 
Want to let you know that this mod was working and then today it broke the devmode ability to spawn items. I removed all mods except this one and it still happened.
Moz 2.6.2024 klo 22.44 
Is it okay to remove mid save?
Asunib 6.5.2024 klo 8.18 
mechanoids now have the option to guard in my game, but can't find any assignable way to make them work at the guard spots. does anyone have a fix for this or is there a mechanic i'm not seeing?
ozzywizard 1.5.2024 klo 16.56 
What is the mod used in the reaction force picture, the one showing the ranks
DaniAngione 24.4.2024 klo 8.17 
Trying the mod out, I really like it so far! Nice work :)

There is one weird thing, though...
For some reason I get the buttons/commands for enemy pawns and prisoners too. Like, if I click a raider they have the patrol command, the guard command, the bodyguard command... That doesn't seem right xD

Hope this report helps and keep up the good work!
Kunai 20.4.2024 klo 10.52 
They do respond, but it's very clunky for me. It's not like Search And Destroy, unfortunately.
Otoya 18.4.2024 klo 18.25 
What does Reaction Force actually do? Because they don't react when a raid happens or shamblers are hitting the walls or fighting the turrets.

I've made all the pawns part of the Reaction force but it doesn't seem to be actually doing anything, what am I missing here?
LioTheManlyBadAssHero 17.4.2024 klo 20.27 
Like, is this mod compatible with the colony groups mod?

(the mod in question)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2345493945
LioTheManlyBadAssHero 17.4.2024 klo 20.22 
Does it work with the groups mod?
Yekaterinnani 16.4.2024 klo 8.40 
On existing save, it doesn't seem to work, but no exception is shown:

https://gist.github.com/HugsLibRecordKeeper/f90db366d53ba82761ebb079d1725e2f
Azzkal 15.4.2024 klo 7.48 
Dont work on 1.5
Colonists just dont get the tasks
DiegoCalvito 14.4.2024 klo 11.12 
Thank you so much for the update this is a must have mod for me
Jasun 13.4.2024 klo 18.22 
Thank you for the update! Life Saver!!!
Autisticus Maximus 13.4.2024 klo 9.55 
This is going to cause ghouls to lose the melee skill as any worktype with melee as a relevant skill will make ghouls unable to use the skill.
parcruz 12.4.2024 klo 20.50 
I'm not sure if this is an error with the configuration or not, but it till shows as incompatible for 1.5 in the mod menu, despite (from what I can tell) working fine.