RimWorld

RimWorld

492 ratings
Mark That Pawn
4
8
4
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.407 MB
21 Oct, 2023 @ 1:21pm
27 Jul @ 9:36am
54 Change Notes ( view )

Subscribe to download
Mark That Pawn

In 1 collection by Mlie
Developed by me
109 items
Description


You get a large raid and looking through the pawns you find one that would be excellent to capture, but sadly you lose them in the action. You later find their corpse blown up by one of your rockets.

With this mod you can mark any pawn with a selection of icons to make them easier to keep track of.

Mod-options:
  • Change the size and position of the icon
  • Change the icon-set used
  • Relative icon-size based on pawn-size
  • Increase the icon-size when zoomed out, selectable strength
  • Have different icon-sets based on the pawn type
  • Disable the gizmos based on the pawn type
  • Have the icons pulse like the question mark over traders in a caravan
  • Show all applicable icons
  • Rotating the active icon between the applicable icons
  • Show all icons when hovering the icons or selecting the pawn
  • Show on corpses

You can define rules to make spawning pawns get marked automatically. The rules are defined based on:
  • Weapons equipped
  • Weapon type equipped
  • Apparels equipped
  • Apparel type equipped
  • Pawn skill levels
  • Pawn traits
  • Pawn age
  • Pawn gender
  • Relations to colonists
  • Pawn category
  • Pawn has one or more permanent hediffs, like a bionic limb
  • Pawn has any bad permanent hediff, like a scar
  • Animal type
  • Faction icon
  • Ideology icon (Ideology DLC)
  • Ideology role (Ideology DLC)
  • Royalty titles (Royalty DLC)
  • Xenotype (Biotech DLC)
  • Genes (Biotech DLC)

There are also priority rules that get applied based on events
  • Pawn is drafted
  • Pawn is downed
  • Pawn is in a mental state
  • Pawn has one or more temporary hediffs, like an injury

If you have TD Find Lib active you can add rules that uses its search filters. These filters are saved in the save-game so they require and active game to add or edit.

All applicable rules can also be set to only apply to one category of pawns.
There is also support for the fog of war in CAI 5000
BadgeDefs from Pawn Badge will be imported as marker-sets

There are default sets of icons for each type of pawn but you can always set any icon for a specific pawn using the custom option. There is also support for vehicles using Vehicle Framework.

It is very simple to add more Icon-sets as only a small xml-definition is needed to make it be selectable in the mod options. If you have suggestions for new icon-sets or new rules, please leave a comment here or on the Discord server and Ill see if I can add it to the mod!

Extra Icons

Mod-idea: Cedric

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • 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 the Log Uploader 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: pawn marking, icon customization
322 Comments
Mlie  [author] 27 Jul @ 12:03pm 
@2464152349 Yes, you are not using the latest version of th emod
Mlie  [author] 27 Jul @ 9:37am 
Fixed compatibility with vehicle framework
Kalindigo 27 Jul @ 8:33am 
4th Same as Toyota AE86

@Toyota AE86
PS... I have one too! But not the lift back.
晓山alreShan 26 Jul @ 6:10pm 
Third, me too.
Toyota AE86 25 Jul @ 9:10pm 
Seconded, launched a devtest game and upon start up I'm getting spammed by "type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception"

https://gist.github.com/HugsLibRecordKeeper/f5c8b5a5b8252b5dc6f6cae1f273fd9e
20 Jul @ 12:38am 
Hi friend, I’ve discovered a conflict. When I enable both the Vehicle Framework and this mod at the same time, I encounter numerous error messages at the start of the game, which significantly affects performance. If I activate more mods, the frame rate drops to around 10 FPS. Could you take a look? You can find out why by clicking on the link below.
https://gist.github.com/HugsLibRecordKeeper/7ca317d5ed4ac2371f1d04c614f8874e
Mlie  [author] 18 Jul @ 7:44am 
I dont understand why I have to remind so many to attach a link to their hugslib log. Its very simple and is listed as a step on all my mods.
Xappz 18 Jul @ 7:36am 
@Mlie I didn't do any custom configuration at all, this is the mod "out of the box". There are 0 automatic rules.
without this mod: game runs @360TPS (max speed) 2.4ms per frame (small 5 man colony) 60FPS (limited on Nvidia app)
with this mod: 320-330TPS (max speed), 32ms per frame (same save), ~35fps
Harmony Patches:
MarkThatPawn.Harmony.PawnRenderer_RenderPawnAt:Postfix called 16 times per frame at >2ms cost per call
XDelphi 18 Jul @ 7:30am 
@Xappz If you have any TD Find Lib filters, maybe try disabling them. I've used Mark The Pawn a long time, but found early after subscribing that the rules using TDFL resulted in extreme lag for my colony - resolved immediately on disabling ANY using it (likely not specific to one rule over others, or maybe due to the complexity of the checks).

I forfeit any claim to say "this is 100% an issue", since I didn't do a deep enough look into it back then to report with confidence, however if it's something you can replicate it may be worth opening one on Mlie's DC.

I kept some of my notes on the filters I was using back then (+ disabled to fix the lag) and if Mlie would like it reported to be aware of, I will gladly do so.