RimWorld

RimWorld

743 ratings
Run and Hide (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
Updated
141.338 KB
14 Mar, 2020 @ 1:04pm
21 Jun @ 12:58pm
15 Change Notes ( view )

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Run and Hide (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Linqs mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1552457762

- Added Russian translation, made by user: I'm sorry
- Added French translation, thanks qux!
- German translation added, thanks Dimos!
- Added animal bunker-spot
- Removed legacy HugsLib requirement



[dsc.gg]
[github.com]



Run and Hide solves the problem of colonists getting themselves killed by fleeing into unsafe places (i.e. away from the colony, into corners, etc.) by allowing the player to place a marker which designates a spot that the colonist can run to for safety. Colonists will flee to the nearest pre-placed bunker spot whenever they run into danger.

Compatible with every mod and can be installed on existing saves.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: fleeing, safety
60 Comments
Yuri Bezmenov 19 hours ago 
You are the best, Mlie.
Mlie  [author] 6 Apr @ 9:56pm 
@EmperorVolo This just directs them when fleeing, it does not change the flee behavior.
EmperorVolo 6 Apr @ 3:55pm 
Is there a way to make them flee if they are targeted instead of waiting till they are actually damaged?
gamberomadness 5 Mar @ 9:47am 
Thanks @bbatzy that is what I wanted
Mlie  [author] 18 Jan @ 11:22pm 
@BxcianeqU_ Please see the Reporting Issues section described above
BxcianeqU_ 18 Jan @ 5:30pm 
the mod causes heavy lag with mechs for some reason. when i disabled the mod the issue dissapeared
bbatsy™®Ⓒ 19 Jul, 2024 @ 4:45pm 
@Bardiel I just found a mod that auto switches your areas if you get raided or other threats
i havnt tested it yet or read much of it but subbed for later

its called AAAA(Allowed Area Automatic Adapter) very funny xd

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3264193512
VitaKaninen 31 Mar, 2024 @ 8:27am 
@Bardiel. That is not what the mod does. It just tells a pawn where to go when they begin to flee. It does not affect what causes them to flee.

When a raid hits, your game pauses anyway. Just draft them all and send them there, if you like.
gamberomadness 31 Mar, 2024 @ 5:43am 
Hey! I'd like -marked for flee- pawns to start running as soon as I get the raid alert, is it possible?
seabazian 18 Feb, 2024 @ 5:12pm 
this site is experiencing multiple euclid and keter level containment breaches, full site lockdown initiated