RimWorld

RimWorld

[B18] Run and Hide
55 Comments
Loukoukoum87 4 Jun, 2024 @ 9:24am 
thank! realy now those colonist hide i can't kill them anymore! (bark aggresively)
Gurdel 30 Aug, 2018 @ 12:37pm 
Update inbound for this mod?
Sentient_Worm 5 Aug, 2018 @ 6:40pm 
Will need to wait for the auther to update this mod. Maybe they could have somone do a quick patch tho
smitty_the_smith 11 Jul, 2018 @ 7:38pm 
How do I get this mod to work with 1.0 unstable?
Ninjack_Aus 3 Jun, 2018 @ 10:32pm 
Yeah me to with Oddworld
Oddworld86 10 May, 2018 @ 10:57pm 
I would like to know if used with run and gun mod activated, make the pawn fleeing and shooting back at once. It would be fun.
Linked 7 May, 2018 @ 7:15am 
Nice, nice.
Dr@g0n 24 Apr, 2018 @ 11:00pm 
ill try it
Tal'Raziid 17 Apr, 2018 @ 11:15am 
Enemies dont surrender; They flee. Enemies firing while they flee is a Run and Gun thing
Rachty 17 Apr, 2018 @ 10:16am 
When the enemies are fleeing is there any way they stop firing? They are supposed to be surrendering
Spearan 8 Apr, 2018 @ 6:56am 
#MicrosoftMasterRace
Spearan 8 Apr, 2018 @ 6:56am 
Don't use Google, use Bing
NotTildaSwinton 1 Apr, 2018 @ 9:57pm 
10/10 would google " apoplectic " again
Kier 26 Mar, 2018 @ 6:53pm 
just set your guys to attack any enemy near them
Emperor 23 Mar, 2018 @ 2:39pm 
*Sees bunker spot* Should I seal the bunker and gas it, or?
Tal'Raziid 23 Mar, 2018 @ 6:26am 
Yes, CE is notorious for being that guy who needs it his way and won’t cooperate to make a better result over all xD
Sergio di Napoli 23 Mar, 2018 @ 5:14am 
@The Word-Mule: thank you for your kind attention. A pity, but anyway congratulations on your brilliant idea!
The Word-Mule  [author] 23 Mar, 2018 @ 5:10am 
I've heard some pretty awful things about CE's compatibility, so it's probable.
The Word-Mule  [author] 23 Mar, 2018 @ 5:09am 
No, that should be fine. It's possible that CE detours the pawn fleeing method that Run and Hide uses and doesn't use Harmony to do it.
Sergio di Napoli 23 Mar, 2018 @ 4:52am 
@The Word-Mule: ah, I have hugslib installed, of course. And... maybe this is the problem... I used your mod on a previous save-game (it was not a fresh-start).
Sergio di Napoli 23 Mar, 2018 @ 4:49am 
@The Word-Mule: I have several mods installed, but the only one who interferes with pawn movement is Combat Extended. I believe it is the culprit. I selected an enclosed room, with roof and all, and put the hide marker in it. Yet, when the pawns flee, they use the vanilla system.
Thank you for your attention!
The Word-Mule  [author] 22 Mar, 2018 @ 10:13pm 
@Sergio di Napoli You're going to have to elaborate.
Cloud Breaker 22 Mar, 2018 @ 9:49pm 
Great mod, thanks for your effort.
Sergio di Napoli 22 Mar, 2018 @ 9:41pm 
Apparently does not work with Combat Extended :-(
Wolfguarde 22 Mar, 2018 @ 9:40am 
At last! An alernative to 'tovving colonists for earning the Darwin award.
Tal'Raziid 21 Mar, 2018 @ 6:23pm 
@jojobe
make an allowed area thats only indoors, then restrict your colonists to that area until the fight is over
jojobe 21 Mar, 2018 @ 5:53pm 
what would be even better is a halt construction button on the screen so you can stop your colonist from running out of the base to repair. Instead of having to go down the list removing construction. something that would temporarly halt all contrution and repair then with a flip able to construct again without having to go down a list.
jojobe 21 Mar, 2018 @ 5:48pm 
OMG i was just talking abou tthis. Great idea!
Mossman180 21 Mar, 2018 @ 4:36pm 
Good grief, thanks for this mod.
esponka 21 Mar, 2018 @ 3:56pm 
why are you asking for a standalone version without hugslib. what does that even do for you lol
ArmoredStone 21 Mar, 2018 @ 3:42pm 
The number of colonists I have lost because of their own stupidity...I hope you have found the solution
cubicPsycho 21 Mar, 2018 @ 2:26pm 
Is this mod compatible with previous saves?
SirVivel 21 Mar, 2018 @ 1:07pm 
@dnineemfive:
You either want them flee to a save spot OR fighting. Fleeing means to leave the place as fast as possible while run&gun slows them down for aiming a.s.o.
yellowabdamin 21 Mar, 2018 @ 12:09pm 
this is one of the best mods i have ever seen only because im sick of pawns walking into gun fire or letting a bear eat them
Tal'Raziid 19 Mar, 2018 @ 8:40pm 
@dninemfive
If you ahve a colonis set to flee, you probably arent wanting them to be in the fight.
Also, if they are the type to get in the fight, you could jsut draft and move them on your own to the safer spot.
I shoudl add that firing while moving slows your pawn down too
dninemfive 19 Mar, 2018 @ 8:38pm 
Any chance of compatibility with Run and Gun so that colonists will shoot back when fleeing?
The Word-Mule  [author] 19 Mar, 2018 @ 4:43pm 
It's just that guy who fucking hates HugsLib for no reason. No, there will be no standalone. Get over it, dude.
Tal'Raziid 19 Mar, 2018 @ 9:55am 
@elkstone
? standalone what? this only does one thing
Elkstone 19 Mar, 2018 @ 8:20am 
Any chance of a standalone?
Poodie 19 Mar, 2018 @ 4:04am 
Made me google "apoplectic" 10/10
The Word-Mule  [author] 18 Mar, 2018 @ 3:10pm 
The colonist always makes a direct path towards the nearest marker.
Opio 18 Mar, 2018 @ 11:29am 
How would this work if the danger is between the colony and the colonist - do they run straight through the threat to get home? Or do they still go around?
Proxyer 18 Mar, 2018 @ 2:04am 
Thanks author!!
The Word-Mule  [author] 18 Mar, 2018 @ 2:02am 
OK, will do.
Proxyer 18 Mar, 2018 @ 12:50am 
Hello, author.
I have created a Japanese translation file for Japanese people who use this Mod. Please include it in this wonderful Mod you made. Thank you.

File name: RunandHideJP.zip
Download link: https://www.dropbox.com/s/0jf9sm5qo2iwrht/RunandHideJP.zip?dl=0
Proxyer 18 Mar, 2018 @ 12:37am 
Good mod! Thank you.
Satan 17 Mar, 2018 @ 3:43pm 
Absolutely fantastic! Thank you!
Tal'Raziid 17 Mar, 2018 @ 2:52pm 
Holy fuck, i never even thought of asking for this. Great mod
d_valroth 17 Mar, 2018 @ 2:45pm 
Neat idea!