RimWorld

RimWorld

494 ratings
Guarding Pawns
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.438 MB
14 Dec, 2023 @ 5:45pm
9 Jul @ 5:03pm
37 Change Notes ( view )

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Guarding Pawns

Description
This mod adds 3 different jobs to protect your colony and pawns from possible threats.

Features:
  • Guarding and Patrolling Spots inside the Security category.
  • A Guard tab to handle all the mod's features.
  • Options to stop rendering both Guarding Spots and Patrolling Spots, for aesthetic purposes.
  • Compatibility with Biotech, allowing mechanoids to guard.


UI Content:

Only Pawns assigned to the Guard job in the Work tab will be shown here!
  • Select Job will allow you to assign your pawns to different jobs. Currently, the options are:
    1. Unassigned - The pawn will do nothing. This is the default choice.
    2. Guard Spot - The pawn will sit at one of the spots of the designated color, constantly looking for enemies.
    3. Protect Pawn - The pawn will constantly follow the designated pawn, protecting them from threats.
    4. Patrol - The pawn will follow a route made of the spots of the designated color, looking for enemies along the way.
  • Extra options for the selected job. These change depending on the selected job:
    1. Unassigned - No button will be shown.
    2. Guard Spot - Lets you to change what set of spots where you want the pawn to stand, differentiated by colors.
    3. Protect Pawn - Lets you choose the pawn you wish to protect.
    4. Patrol - Lets you change the route color the pawn will follow when patrolling.
      It also includes a checkbox to indicate wether the pawn should return to the first spot after reaching the last one (1 - 2 - 3) or loop back when reaching the last spot ( 1 - 2 - 3 - 2 - 1).
  • The Show Patrolling Spot and Show Guarding Spot checkboxes will stop the respective spots from rendering.


Future plans:
  • Ideology and Anomaly support


Preview Credits:
DetVisor - Big Pillars.
Oskar and the Vanilla Expanded Team - Janissary and nobility apparels, furniture.
gomi - Vertical walls, handrails, fences and stairs that gives it the Z-levels illusion.
kongkim - The bridges' floor decoration and stairs.
Mad Catter and chitoseender - The different weapons used by the pawns


Special Thanks
Code_Infinix for providing my early textures.
ItsHalno for being wonderful to commission.


REPORT BUGS WITH A HUGSLIB LOG IN MY DISCORD[discord.gg].

COMMENTS ARE CLOSED. BE GRATEFUL TO THE PEOPLE THAT COMPLAIN WITHOUT A LOG.


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272 Comments
Damon_Vi 18 hours ago 
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