RimWorld

RimWorld

Guarding Pawns
298 Comments
Naturtok 5 minutes ago 
That's not quite what I'm looking for, but still a really neat mod I'll have to check out! Thanks!
тетеря, блин 53 minutes ago 
@Naturtok:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2442908208

not sure if it solves your problem, but…
Naturtok 1 hour ago 
Fair enough! :)
Thekiborg  [author] 1 hour ago 
Sorry, no way, I didn't find a way to integrate it properly. And the guarding pawn refused to change size when i wanted last time i tried
Naturtok 2 hours ago 
Any way to control patrol speed similar to the Guards for Me mod? I like the idea of doing a slow prison guard walk for some patrols and a faster colony perimeter sweep for others.
Thekiborg  [author] 5 hours ago 
Pushed a fix, try after resubbing
Thekiborg  [author] 6 hours ago 
Ill try reproducing it, thanks
Tregrenos 5 Sep @ 8:08pm 
I disabled all mods but this one and the results were the same. The mechanoids do not respond to guarding commands and just continue to wonder around.
Thekiborg  [author] 5 Sep @ 3:17pm 
Can't fix the issues. They just keep not posting logs.
Tregrenos 5 Sep @ 1:50pm 
Can't get Mechanoids to guard. They just keep wondering around.
Midwestern Shinji 27 Aug @ 4:35pm 
Does it work for you?
Alu 24 Aug @ 5:15pm 
it works better than hugs lib
so yes
Midwestern Shinji 24 Aug @ 4:13pm 
Is it necessary to install the Logpublisher if I already have Hugslib?
- ̗̀Skizzie ̖́- 20 Aug @ 12:45pm 
Is there any way to get the wardron from More Mechanitor Mechs 2.0 to work with this? I've asked over there but not got answer
CrazyBlot 18 Aug @ 2:30am 
@Thekiborg playing a lot with you mod i understand one think. It's function very close to some feature that i understand as life-saver.
I am about "go to" for undrafted pawns. Explaining a bit more. Imagine.
- We have "regrouping" activity in work table
- We assign our operation squad to that activity
- Then we place regroup marker somewhere (marker can be only one and its updating when new position set)
- All pawns assigned to that job - go there RESPECTING zone restrictions (its a deep moment pls think about meaning). Anf hang around it.
- When we update marker previews position discarded
----
And we have semi-drafted movement tools with ZONE RESPECTION!
Right now i am using guard spots for gather pawns in regroups points for assault or exploration.
PS: Sorry for bad English
Thekiborg  [author] 13 Aug @ 9:57pm 
Yes
Naturtok 13 Aug @ 9:24pm 
Hey does the mod respect priority in the worktab? Would like to have guards only guard when they're done with their more important tasks.
CrazyBlot 11 Aug @ 1:55pm 
Great mod! I using it for creating gathering spots where pawn go for starting rooms assaults.
@Thekiborg pls add to UI copy paste function for quick copy rows of settings between colonists! Another UI allow drag-copy mechanic. Perhaps you can take this code form somewhere.
Thank for great work!
тетеря, блин 6 Aug @ 10:22am 
the error below shows only when RimSort uses alphabetic way of sort, not the default topological. so, it seems there should be a load order rule correlated with some other mod.
V.A.L. Commorby 4 Aug @ 2:44pm 
814 mods vro just give up atp
NicoLiks 3 Aug @ 12:45pm 
can u pls add compatible with the dead man's switch bc robot cant partol\guard spot
zee 2 Aug @ 12:12am 
assigned guard spots to pawns are reset when guard spots are in a gravship and you launch to another tile.
Thekiborg  [author] 31 Jul @ 2:24pm 
I'm not even bothering looking at that log. It has 814 mods
тетеря, блин 31 Jul @ 12:11pm 
on game loading:

[Guarding Pawns] Patch operation PostInheritanceOperation.Patch failed
file: I:\Software\Steam\steamapps\workshop\content\294100\3114183220\1.6\Patches\MakeCombatMechanoidsGuard.xml

https://gist.github.com/HugsLibRecordKeeper/da6b5fc54330e4ac43e4b8de49c85b76
Thekiborg  [author] 25 Jul @ 12:38pm 
No, colony animals dont run Jobgiver_Work. Big and Small Sapient Animals would enable it though
Damon_Vi 24 Jul @ 5:10pm 
is this applicable to trained colony animals?

i recently tamed some german shepherds, and i was brainstorming if a mod like this would allow me to assign the "family pet" to a child pawn to guard at all times. like how biotech mechanoids set to escort will follow and protect their operator, but instead of mechs, it would be guard dogs (or wolves, or megasloths, etc.)
Inked. 17 Jul @ 12:41pm 
Hi. Would it be possible to make it so guards can protect non-player colony pawns? The general idea being that you could assign bodyguards to visitors to keep them safe + have them socialize often.
Thekiborg  [author] 17 Jul @ 10:36am 
Yes its possible for mechs to guard.
Giliduck are you seeing any errors in your log
gilliduck 17 Jul @ 9:14am 
Am I missing something or is it just me, but my militors when on guard duty (any of the 3 kinds) do not respond to threats with ranged attacks, only when they themselves are attacked will they respond with melee. I have to draft them in place to make them do ranged attacks.
VeryNooby 17 Jul @ 3:04am 
is it possible for mechanoid to be able to guard as well
Thekiborg  [author] 16 Jul @ 1:27pm 
what
Matenkai 15 Jul @ 12:15pm 
hello i probably have a conflict but the patrol/guarding tab is it suppose to be a tab like work and schedule?
Thekiborg  [author] 9 Jul @ 5:42am 
Reasonable crashout
Henzo 8 Jul @ 4:46am 
goat mod thanks now i no longer have to watch my pawns haul ass like an obese herd of snails whenever there's a raid because these glorified triggerpullers can be just stationed there. You're a hero
broadside 19 Jun @ 9:41pm 
I love how this mod works fine if you actually know how to read, but the comments are still full of screaming children whining about what are probably mod conflicts
BHZRD_guy2 8 Jun @ 9:06am 
mod saved my children :steamhappy: great mod
Halicade 8 Jun @ 8:41am 
And on this day the comments have been returned. Will users post their log when they get errors? Find out in the next comment!
Irazell 1 Apr @ 9:30pm 
sned help this mod made the game crash :steamsad:
ferny 1 Apr @ 2:35pm 
@Thekiborg Need to get one of my modpack users to send more. Sorry, gimmie a bit 😅
Alu 1 Apr @ 9:18am 
MOD BROKE FIX!
Thekiborg  [author] 1 Apr @ 9:15am 
i neeeeeeed a loooooooooooog
ferny 1 Apr @ 12:57am 
Hi, great mod. This appears to break the workdrones from VFE: Mechanoids.

JobDriver threw exception in toil MakeNewToils's preInitActions[1] for pawn broadcast workdrone 2 driver=JobDriver_GuardPath (toilIndex=0) driver.job=(GuardingP_GuardPath (Job_196195867) Giver = JobGiver_Work [workGiverDef: null])
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
Thekiborg  [author] 30 Mar @ 10:24am 
I would love to have a log
lunnernight 30 Mar @ 10:16am 
Not sure why but mechanoids I have standing guard don't fire on enemies in their range unless I draft them. I am using basic biotechs militors with nothing modifying there behaviour.
Merc 29 Mar @ 6:21pm 
I was wondering, is there going to be a way to have like a "squad" that engages once a hostile has entered a specific area. Like a rapid response squad. If not a trigger but something where I can with a click of a button rally a certain unit. I know Defensive Positions does something like this, but not automatically.
Thekiborg  [author] 28 Mar @ 9:37am 
uhh i dont change that but i will look into it?
GUleiduoDaze 28 Mar @ 9:34am 
Combat mechs spend 10% energy per day instead 3% (idle) when guarding, since they are not actually fighting can you make them spend less? Thanks!
Thekiborg  [author] 25 Mar @ 9:50am 
No, I don't think I will at leat anytime soon
I'd like to do DLC compat first and that's still some ways to go..
hello_moto2901 25 Mar @ 1:46am 
will you be adding reaction forces for killing incoming enemies?