RimWorld

RimWorld

[1.3] No One Left Behind
109 kommentarer
SC_Reaper 13. aug. kl. 12:15 
Mlie has an update of the self preservation mod now
Ra  [ophavsmand] 29. juli kl. 15:42 
1.6 alternative can be found here .

Sadly have not seen Self Preservation mod being updated/continued by anyone yet.
Rat Alchemist 29. juli kl. 12:59 
@hardbrocklife that hurt alot dude wtf
hardbrocklife 20. mar. kl. 15:40 
People that exert 0 effort to read the comments should punch themselves in the face
Winter 4. mar. 2024 kl. 18:41 
@Captain Muscles
Any plans to further develop / update the mod? This is a wonderful mod no doubt there are alot of people who'd like to see it continue. Feel free to contact me on Discord @ winterwolf321.
GanjaMan [NL] 10. feb. 2024 kl. 20:08 
don't think so Rex, 99% of his mods are still on 1.3 and 1.4 has been out for a long ass time
Rex705 9. dec. 2023 kl. 8:47 
Is Captain ever coming back or should we just move on and use the fork?
Lyva 27. apr. 2023 kl. 6:40 
I have the same question as DisKorruptd.
DisKorruptd 28. dec. 2022 kl. 8:27 
Does this make passing caravans and visitors rescue downed pawns along their route?
Drift the Crusader 20. nov. 2022 kl. 22:55 
ka ka doodle doo!
Ra  [ophavsmand] 9. nov. 2022 kl. 1:41 
Mhm. For those who missed it, look at the first paragraph of mod description above.
Logan 8. nov. 2022 kl. 20:30 
I just rebuilt from git, https://github.com/perkinslr/CM_No_Pawn_Left_Behind , you are welcome to upload it to a continued entry here on steam if you like. And I can provide a PR if you like. It did not require any C# changes, just recompiling against the latest reference assemblies and updating about. Odds are decent the old version will also just work for people, with a warning.
Ra  [ophavsmand] 24. okt. 2022 kl. 10:11 
I don't think I can update binaries uploaded here on my own (it requires original uploader SteamID), but I can edit the mod description.

So if anyone is willing to rebuild it from Git and make a "(continued)" version of it I will add link to it here until Captain would have enough of spare time to update all of his mods.
Qualli 24. okt. 2022 kl. 2:11 
1.4 please :)
P@PI 22. okt. 2022 kl. 11:31 
1.4 update? pls
Compineer 22. okt. 2022 kl. 4:57 
Would love to see a 1.4 update on this!
VelxraTV 21. okt. 2022 kl. 13:47 
Please update to 1.4
Yamamoto 21. okt. 2022 kl. 10:00 
1.4 please
Ra  [ophavsmand] 21. juli 2022 kl. 11:18 
Mhm... I'm not the one who wrote the code, so can't tell for sure. According to source [github.com] it looks as if it runs code individually for each pawn that started fleeing and then again in some interval. Each run does check all pawns around individually too, so with 200-300 pawns around it might become a bit heavy computation. But personally I never had much issues with it, even without it with current mod list my PC can barely handle 100+ raids anyway.
Melyn 21. juli 2022 kl. 6:18 
is this performance heavy? the description made it sound like there's lot of calculations going to occur especially in late game when the raid points are high & the enemies are very valuable
Ra  [ophavsmand] 3. maj 2022 kl. 12:53 
Guess that would be a bit different kind of AI tweak (like, making any fleeing pawn to stop and return aggro if being attacked). I'm currently a bit tight on spendings due to war and stuff, but you are welcome to request such kind of separate mod from Muscles or any other coder available at the Mod Market. Links for it and this mod source code are in the mod description above if needed.
Winter 3. maj 2022 kl. 6:27 
I like the idea of this mod. I just wish A.I pawns that are carrying their wounded fought back once engaged in melee combat.
Hate me 21. aug. 2021 kl. 10:43 
raiders should definitely tend downed allies first. On big maps they just bleed out before they can resque them.
Babaloo321 15. aug. 2021 kl. 21:05 
@FrozenSnowFox
Are you still having that problem, or do you think it might be a conflict with a third mod?
I really want to use this mod, but unfortunately Hospitality has a permanent spot in my load order, so I'm hesitant about using this mod.
FrozenSnowFox 10. aug. 2021 kl. 5:00 
As far as I can tell pirates that are carried off are still considered hostile for some reason. I had a quest get stuck because a raider got carried off after they were downed and Hospitality has been complaining on my home map that there's raider's present despite there being none.
Captain Muscles  [ophavsmand] 31. juli 2021 kl. 17:34 
@QraTz

No, that might be cause by another mod, or potentially a strange interaction with another mod
QraTz 31. juli 2021 kl. 5:55 
Im incapable of downing enemies, they just show the "laying on the ground" sprite and walk really really slow running away from me. Is this how this mod is supposed to work?
The Blind One 25. juli 2021 kl. 3:22 
Yes thank you so much!
Razkil 25. juli 2021 kl. 2:28 
Alongside Enemy Self-preservation, this is one of the best mods around. As @SIVA Fox said, it makes the raiders seems more.. Like people, not just a machine mindlessly throwing their lives away.
Reprogrammed Automaton 25. juli 2021 kl. 1:47 
Last I tried they were, and people would grab other people on there way out from self preservation retreats.

It honestly made the raiders feel much more human.
Lotus Elise 25. juli 2021 kl. 0:44 
Is this mod incompatible with Enemy Self Preservation? I'm not sure but looks like it is not compatible.
Captain Muscles  [ophavsmand] 24. juli 2021 kl. 21:48 
Updated for 1.3. I haven't had a chance to test the behavior well, so any feedback would be very much appreciated.
Ra  [ophavsmand] 21. juli 2021 kl. 0:17 
Yes, but as well for all the rest of Captain mods, it will take time to.
InsanitySimulator 20. juli 2021 kl. 18:58 
Hey i'm sorry for asking as I imagine you're going to be getting this a lot but do you plan to update this mod to 1.3?
Winter 16. juli 2021 kl. 8:37 
@bringer of piss
Not every pawn weighs the same. I just think a random chance of returned fire would add flavour. Flavour is the reason we all use mods. The way i see it, an slow A.I rescuing another is an easy target. Some of them would be capable of attempting to supress an advancing enemy.
I like harder difficulty though so i understand many would disagree with my suggestion
Ra  [ophavsmand] 9. juli 2021 kl. 14:29 
That is in 1.2 or 1.3? The version from the workshop as it is or the forked one?

Muscles seems to be a bit MIA in IRL stuff now. I might take a look next week but can't guarantee fast fixes as well sadly. Game updates sure come in the worst moments possible -_-
SucháVoda 9. juli 2021 kl. 13:09 
enemies dont to flee when they are supposed to, instead, they go in my base until i kill them
SucháVoda 9. juli 2021 kl. 13:06 
nope
Lotus Elise 9. juli 2021 kl. 2:10 
After the fight, the enemy pawn got stuck and wandered around the forty tiles. It was supposed to retreat from the battle but did not retreat, he was not aggressive either. After rebooting without the mod, the pawn escaped from the map as it should.
I think this happened due to the fact that I play with vanilla mood settings and finished off the only wounded enemy, and mine cannibal him and cut his body into meat ...
Ra  [ophavsmand] 5. juli 2021 kl. 14:30 
I think so. As far as I can see we'll just need to recompile the mod itself, at least I had no red logs after that on 1.3 preview. Though I'm not sure if I can (or is it safe to) reupload workshop item myself, so I'll wait for Captain' response just to be sure)

In the meantime you might try my forked build from github [github.com], tho beware, I had no experience with C# for like 6-7 years so I'm not sure wtf was I doing and if it will work or not.
fireflyinthdark 4. juli 2021 kl. 18:24 
Any chance this'll be updated for 1.3?
Phantom Guard 24. maj 2021 kl. 16:44 
this is pretty cool gonna take me a bit to get the settings right and seems like your gonna add faction settings too that would make for some really fun storytelling with mods much thanks for enhancing my experience
Ra  [ophavsmand] 20. maj 2021 kl. 11:12 
Not yet. It is planned but it will take some time until we have enough spare time for an update.
Koltonaugust 18. maj 2021 kl. 20:07 
I'm looking at this mod for my next playthrough. Is it possible to alter the chances per faction?
MONSTER SOMMELIER 16. maj 2021 kl. 13:23 
@Mean Green You don't need to, even in Vanilla: drop them out of bed as soon as they are able to walk (minify the bed, change it from a hospital bed to a normal one). If they try to move to another bed, turn the hospital into a prision, they will probably leave immediately and you will gain around 12-15 relations points.
Ra  [ophavsmand] 16. maj 2021 kl. 2:38 
Actually... That sounds reasonable. I'll ask Captain about the possibility to add a configurable per-faction (or tech level) rescue probability multiplier.
Dead Fox 15. maj 2021 kl. 15:05 
It's actually typical for a losing side to leave many wounded behind, the US military makes a big deal out of not leaving guys specifically because it's not just common behavior. It definitely doesn't make sense to me that tribals just squeezing out an existence would risk their lives to save dying comrades.
Violence 9. maj 2021 kl. 9:31 
Good mod! I like that visitors take back their downed allies I may have rescued so I don't have to wait for them to heal up completely and leave to improve relations. I just wonder why they always mine a path out of my base rather than use the doors.
Hcup 5. maj 2021 kl. 9:16 
I'm thinking about a mod that makes raiders also try to retrieve ally's corpse.