RimWorld

RimWorld

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Guard for me - What the hack compabilitity
   
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Mod, 1.3
File Size
Posted
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1.278 MB
27 Apr, 2021 @ 10:03am
4 Sep, 2021 @ 1:16am
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Guard for me - What the hack compabilitity

Description
Taranchuk: This mod is a commission from Thanderhall, coded by me and uploaded to the Workshop at his request.

Description from Thanderhall:

This mod aims to extend the 4 functions added from "Guards For Me" to Hacked Mechanoids from "What the hack?!".
If you think that colony life is important and you dont want risk it than this mod can do for you. Now if you give a MechThrumbo bodyguard to your colonists than they can go to mine that "jade vein" without be eaten by xenomorphs, deep ones or other abomination. Also remember that a mechanoid with "vanometric module" can guards all day without stop".
With this module insatalled mechanoid can;
-Guard
-Patrol
-Protect
-Exterminate

HOW DOES IT WORK?
1) Install the new "guarding module" on the hacked mechanoid.
2) Set the right priority on the "mechanoid tab".
3) Active the "work mode" on mechanoid guard (the gizmo from original mod).
4) Deactivate the "search and destroy" mode.
5) Be sure toggle off the "guard as Job function" on the original "Guard for me mod" options.

GUARDING MODULE
It will cost;
- Plasteel = 30
- Component Spacer = 1
- Mechanoid parts = 15
- Mechanoid chip = 4
I think it's balanced.

DEPENDENCY.
- "What the hack?!"
- "Guards For Me".

KNOW ISSUES
We are aware of the following minor issues at the moment;
-"Stop all guards" and "attack only nearest threats" gizmo dont appear on vip colonist (unless there is also a "Humanlike bodyguard"). We will see if we can solve this problem on future, anyhow mechanoid should attack only nearest threats by default (so this issue is irrilevant).
- I tested almost all mechanoid mods and "skullywag" mechanoid from "More mechanoids" is the only one that can trow some problems. I do not recommend to install the "guarding module" on him for now, dont do it if you dont want waste resources.

INCOMPATIBILITY
There is only a little incompatibility with "Zombieland mod" for now. For seome reason mechanoid dont recognize zombies as threat. They still shoot them if they are on "guard position" and they have a ranged weapon. Others functions like "force reaction", "patrol" and "exterminate" will not work well with zombies.

LEGAL STUFF
-Code created by Taranchuk.
-Rimworld is owned by Tynan Sylvester.
-Requested from me (Thanderehall) at RimWorld Mod Market.

LINK

- "Guards For Me" mod from "aRandomKiwi" and "Sylvanor".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1855885448&searchtext=GAURD+FOR+ME

- "What the hack?!" from Roolo.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1505914869&searchtext=what+the+hack

- "What the hack?! - A little expansion" by "MrKociaK. It's no a dependency but check it because it's amazing mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2456962656&searchtext=what+the+hack

OTHERS MOD SHOWED

- Mechanoid from "More mechanoid" from "Orion" and "Polarisbloc - Mechenemy" from "Vaniat" and "Kkkkkkkkkk".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=846222458&searchtext=more+mechanoid
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1498573216

- Deep Ones (created by Lovecraft) from "Call of Cthulhu - Cosmic Horrors (Continued)" mod from "Jecrell", reuploaded by "Mile".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2246088032&searchtext=cosmic+horrors

- Horrors from "Horrors" mod reuploaded by Mile.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2036315072&searchtext=horrors+mode

THANKS

-Taranchuk for tolerate me and for the mod code.
Visit the "Rimworld Mod Market" if you need help to make a mod from an idea.
[discord.gg]
Popular Discussions View All (1)
0
14 May, 2021 @ 8:00pm
?
Juras5ic
13 Comments
Giorgio Dibitonto 18 May, 2023 @ 5:12am 
Anyway to be completely clear.. I'm not asking for commission here, I saw that someone ask and I simply explained the situation about the future of this mod.
Giorgio Dibitonto 18 May, 2023 @ 5:06am 
The fact that this will require an update and that will be necessary a commission for it would depends on how much the base code will change between 1.4 and 1.5.

The mod could already work on 1.5 or may be will be necessary re-code it from scratch, we will know only when it is out.

To note that this rely on guards for me.. so first would be necessary update guard for me anyway.
Giorgio Dibitonto 18 May, 2023 @ 5:03am 
Yep, there are a lot of mods that have been commissioned, the only rule Tynan put is that all mods that are commissioned must be open to the public through steam, nexus or other platform on a way that all can benefit from them.

There are people that have also patron and make mods thanks to donations and this is also the reason Rimworld stay fresh.

About updating this mod... Update it here could make or not sense depending on how much one want mechanoid patrols or escort now.
Thundercraft 18 May, 2023 @ 3:55am 
Quote, "You are free to contact the coder to make a commission..."

Uh-huh... So, authors of commissioned mods expect to be paid to update their mods? That's news to me. But then, what would even be the point of updating to 1.4 at this point? :lunar2020thinkingtiger:

Consider that RimWorld 1.4 was first released at the end of August of 2022. And judging by how RimWorld 1.3 was released roughly a year before that (July 2021) - and RimWorld 1.2 was released a year before that (August 2020), I think it's safe to assume a new RimWorld 1.5 release may or may not be coming in a few more months.

Even if someone paid for this to be updated to 1.4... then what? Another payment to update to 1.5... 1.6? I don't see the point if a 1.4 update if that will rapidly be made obsolete by a soon-to-be RimWorld 1.5.
Giorgio Dibitonto 18 May, 2023 @ 3:24am 
Hello, this is a commissioned mod, with the advent of biotech who commissioned it is not more interested in "what the hack". At the same time update it with "guard for me" will require probably severals hours of coding and so 💰, for this reason the mod will not probably get any update.

You are free to contact the coder to make a commission if he is interested or have time, alternatively the author of "more mechanoid work mode" said that he will work on a patrol mode on a distant future, but is not nothing of imminent so please don't annoying him to rush, it will come when it will come...
Agent Washington 18 Feb, 2023 @ 5:59am 
Anyway a version of this mod could be made so plain ol Biotech mechanoids could do guard stuff?
Thundercraft 1 Feb, 2023 @ 5:36pm 
Just an FYI:
Both What the Hack and Guards For Me have been updated for RimWorld 1.4.

Can we still hope that this mod gets an update for 1.4?
s͟o͞me slop̷py b͞oi at work 3 Aug, 2022 @ 2:31pm 
Mod causes the Mechanoid Tab to disappear once you get your first Mechanoid.
Kaluth 4 Sep, 2021 @ 7:16am 
Wow that was fast, all it took was for you to ask. XD
Hans 4 Sep, 2021 @ 3:15am 
thx :)