RimWorld

RimWorld

Run and Hide
62 Comments
Сатаненко 7 Apr @ 4:39am 
А где комменты уже 4 года
farming supercredits 22 Aug, 2021 @ 3:18am 
Update?
Muffl 9 Oct, 2020 @ 12:35am 
Jaxx - pshoooo 6 Sep, 2020 @ 10:39pm 
i imagine this is compatible with 1.2 as is, given how small of a mod it is, but, would be nice to have the flag updated at least so it shows up in searchlists
Slinger 15 Mar, 2020 @ 6:57am 
I wish this was placeable on top of storage i.s.o. taking up a tile.
Mlie 14 Mar, 2020 @ 1:06pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2022480344
Hope this helps anyone!
Holy Snail 12 Mar, 2020 @ 10:37pm 
@GodEmperor - Then just Draft them, and toss them into a safe area. Simple.
EvilNecroid 11 Mar, 2020 @ 10:22pm 
can this get updated already?
mtg 7 Mar, 2020 @ 4:33pm 
please update to 1.1
EmperorVolo 7 Mar, 2020 @ 2:54pm 
Really need this for 1.1 the absurdity that the default AI just keeps running til it dies instead of towards any area of help is just ridiculous this should be in the core game by default.
Max200012 7 Mar, 2020 @ 1:58am 
1.1?
EvilNecroid 25 Feb, 2020 @ 6:30am 
need 1.1
Tenlandar 25 Feb, 2020 @ 2:07am 
1.1
Talisman1973 24 Feb, 2020 @ 4:53am 
I am hoping this will be updated to 1.1 in the near future?
nhatanh0475 18 Feb, 2020 @ 6:45pm 
@Demonlord09 Thanks for the report.
Demonlord09 8 Nov, 2019 @ 10:23am 
It's not "compatible with every mod" if it overwrites files.
Demonlord09 10 Oct, 2019 @ 10:57am 
[Run and Hide] causes compatibility errors by overwriting BuildingBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1552457762\Defs\ThingDefs_Buildings\Buildings_Base.xml
Verse.Log:Warning(String, Boolean)
AllYourBase.XmlSharedBaseDetection:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Vakaria 13 Sep, 2019 @ 8:51pm 
Awesome! Just had my non-violent die from a herd of mechanoids because she thought hiding behind the rock would do some good, or something :steamfacepalm:. Installing this right now. Great idea and thanks!
give me games on GoG 16 Aug, 2019 @ 8:14pm 
Combat what? Not in my 450+ mods list , awesome mod man thanks alot .
ZX-DX 30 Jul, 2019 @ 2:16pm 
man now my guy wont run to the side of the map INTO MY (moded) MINEFIELD
Zalec 18 Mar, 2019 @ 4:50pm 
@The Word-Mule thanks
The Word-Mule  [author] 18 Mar, 2019 @ 10:37am 
I assume so, though if there's any mod that could possibly manage to break compatibility with this practically one-line code tweak, it's Combat Extended.
Zalec 17 Mar, 2019 @ 8:15pm 
Compatible with Combat Extended?
Natro166 5 Mar, 2019 @ 7:42am 
I love your mods and appreciate the effort that you put into them. :cozybethesda:
The Word-Mule  [author] 5 Mar, 2019 @ 6:56am 
They will just stand there, since you set them to flee from danger, not fight back.
Plurples 5 Mar, 2019 @ 2:25am 
Will colonist fight back once they reach the bunker spot, or will they just stand there while being killed?
Sonk 20 Feb, 2019 @ 2:11pm 
Please consider not overriding vanilla BaseDefs: https://spdskatr.github.io/RWModdingResources/abstracts
Friendly Noob 20 Feb, 2019 @ 9:19am 
ok i'll ask elsewhere
The Word-Mule  [author] 19 Feb, 2019 @ 2:16pm 
No
Friendly Noob 19 Feb, 2019 @ 1:17pm 
cool mod but now can you make a flee and attack mod? (flee once almost out of range turn and fire. repeat)
Mx. Canada 28 Jan, 2019 @ 6:00pm 
@Blacky2131 Ok Todd Howard go back to patching Fallout 76 XD
jfd 29 Dec, 2018 @ 7:13pm 
Yeah tiberiansun but then there is 2000 things you have to do manually and the game becomes clusterfuck. Oh order someone to haul this manually because he didnt, oh this and this and this and this and this

And then on top of that you have to draft a pawn and manually send him to safety. Doesnt work.

It just doesnt work.
tiberiansun371alexw 6 Nov, 2018 @ 6:57pm 
I usually just draft a the dude and send him where I want manually.
Del 6 Nov, 2018 @ 11:58am 
Might be nice if there were showers in Rimworld like Prison Architect.. make people run there when on fire :D
Kell 6 Nov, 2018 @ 9:22am 
Embrasures are an imba addition so it's just fair and realistic he panicked and ran any direction xD
Goat Whisperer 6 Nov, 2018 @ 5:25am 
It would be interesting to have containers like lockers and boxes colonists could hide inside, like in space station 13.
The Word-Mule  [author] 5 Nov, 2018 @ 5:51pm 
No, that's a different AI routine, they're panicking because they're on fire, not fleeing from a threat.
Nesano 5 Nov, 2018 @ 4:20pm 
Does this work with colonists that catch fire? A colonist caught fire from an incendiary launcher through an embrasure and the dumb piece of shit ran along the wall to the gate, out the gate, and got gunned down by the group of enemies out there.
Lance Hardwood 5 Nov, 2018 @ 10:00am 
I'm sorry, but I won't release someone elses work. But you can easily change the sprite yourself. just go into the mod folder and replace the picture with whatever sprite you want.

It's : Steam\SteamApps\workshop\content\294100\1552457762\Textures\Things\Building\Misc
Kell 5 Nov, 2018 @ 8:23am 
Maybe they're afraid of the friendly fire spray....

Really, i like the mod and the idea is incredibly useful. but #me too would prefer a less eye-catching spot.

@Mr. Lance Hardwood, maybe you can share your version here in the workshop?
microspace38 5 Nov, 2018 @ 7:56am 
As always, an incredibly useful mod that should be in the game. I always found it irritating when hunted colonists ran AWAY from the turrets, not towards them.
Greymantle 5 Nov, 2018 @ 4:07am 
How does one change the graphic to a crafting spot? A crafting spot with a different color would be a much better choice for game immersion.
Lance Hardwood 5 Nov, 2018 @ 1:05am 
to be honest, I'd love to use the mod in its original form. but the spot texture is a deal breaker for me. so I just changed it to invisibility and use it as a private mod.thanks for the work though.
The Word-Mule  [author] 5 Nov, 2018 @ 12:11am 
It's a matter of personal preference, and I prefer spots to be clearly marked. Feel free to edit your copy and replace the graphic with a square.
Chime 4 Nov, 2018 @ 11:08pm 
I see your point about it being obvious what it is, but the dumb ungly squares give the illusion of defining a small space, therefore re-enforcing the idea they they are a theoretical building or area. Where as running man on the floor looks like someone from the portal develoment team snuck in and spray painted your floor to advertise their new game.
The Word-Mule  [author] 4 Nov, 2018 @ 10:38pm 
Nah, it's a "theoretical" building anyway. I'm more concerned with making it immediately apparent what it is than having it match the other dumb, ugly squares that make up the game's "spots."
Chime 4 Nov, 2018 @ 10:28pm 
Any chance of making the spot sprite match the other spots in rimworld? ( crafting spot etc )

it looks a little weird having a tiny man on the floor. Especially in say a tribal colony.
Koroudo 4 Nov, 2018 @ 8:35pm 
Thank you Sir!
/. 4 Nov, 2018 @ 8:27pm 
Thanks.