RimWorld

RimWorld

Run and Hide (Continued)
60 Comments
Yuri Bezmenov 12 Jul @ 1:12am 
You are the best, Mlie.
Mlie  [author] 6 Apr @ 9:56pm 
@EmperorVolo This just directs them when fleeing, it does not change the flee behavior.
EmperorVolo 6 Apr @ 3:55pm 
Is there a way to make them flee if they are targeted instead of waiting till they are actually damaged?
gamberomadness 5 Mar @ 9:47am 
Thanks @bbatzy that is what I wanted
Mlie  [author] 18 Jan @ 11:22pm 
@BxcianeqU_ Please see the Reporting Issues section described above
BxcianeqU_ 18 Jan @ 5:30pm 
the mod causes heavy lag with mechs for some reason. when i disabled the mod the issue dissapeared
bbatsy™®Ⓒ 19 Jul, 2024 @ 4:45pm 
@Bardiel I just found a mod that auto switches your areas if you get raided or other threats
i havnt tested it yet or read much of it but subbed for later

its called AAAA(Allowed Area Automatic Adapter) very funny xd

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3264193512
VitaKaninen 31 Mar, 2024 @ 8:27am 
@Bardiel. That is not what the mod does. It just tells a pawn where to go when they begin to flee. It does not affect what causes them to flee.

When a raid hits, your game pauses anyway. Just draft them all and send them there, if you like.
gamberomadness 31 Mar, 2024 @ 5:43am 
Hey! I'd like -marked for flee- pawns to start running as soon as I get the raid alert, is it possible?
seabazian 18 Feb, 2024 @ 5:12pm 
this site is experiencing multiple euclid and keter level containment breaches, full site lockdown initiated
VitaKaninen 4 Feb, 2024 @ 6:45am 
No, animals do not have a setting to control their AI other than ones that you train and then you control them that way.

When a raid hits, I just send all my zonable animals inside.
lydocia 3 Feb, 2024 @ 2:37pm 
Does this exist for animals too?
ericmarlin27 14 Jan, 2024 @ 7:57am 
Thanks so much! I love the idea of panic bunkers like these allow
Richard Mc Nutbuster 26 Dec, 2022 @ 3:38pm 
its a behaviour for running destination, it sure as hell should be compatible
submeg 25 Dec, 2022 @ 6:06pm 
Is this compatible with Combat Extended? Does anyone know?
VitaKaninen 14 Dec, 2022 @ 8:10pm 
@Sego That kinda defeats the purpose doesn't it? Do you want them to flee, or fight? Are you looking for something that will cause your pawns to AI-fight?

I use this with jelly farming so that my pawns can automatically gather jelly without destroying the hives, and then hide behind turrets when the insects follow them.
Stellar Harbour 13 Dec, 2022 @ 12:00pm 
How about turning on RunAndGun function when they fleeing?
Jet 6 Nov, 2022 @ 10:48pm 
ah i was thinking i could manually activate it/hide it myself
Mlie  [author] 6 Nov, 2022 @ 10:10pm 
@Jet Making them show just sometimes is a bit tricky for such a simple mod
Jet 6 Nov, 2022 @ 5:42pm 
is there a way to make the icons invisible? Ideally I'd like them visible only when a raid is on
Fokson 20 Jun, 2022 @ 9:21am 
Thanks so much, I really appreciate it =)
lobosan 10 Jun, 2022 @ 6:18pm 
nice idea Fokson- thank you Mlie!
Mlie  [author] 10 Jun, 2022 @ 12:27pm 
@Fokson Sure, should be added now
Fokson 10 Jun, 2022 @ 8:50am 
Could this made to ( optionally ) apply to animals fleeing as well? Every time my turrets fire at something all the animals in my pen scatter across the map, usually into the stuff that the turrets are shooting at, which gets them killed. Maybe a separate 'spot' token for animals to flee to.
Mlie  [author] 9 Apr, 2022 @ 11:06am 
@Japa Looked into it and since guests of the colony never flee they cannot be told to flee to a specific spot like colonists.
japa4551 9 Apr, 2022 @ 8:35am 
Can you make a similar spot but for Visitors? I'm tired of visitors standing in the front of a .50 Cal BMG while a Mechanoid Raid is happening...
BlackieCluckCluck 4 Mar, 2022 @ 12:20am 
love ur work Mlie, downloaded so many mods from u i believe....even tho its just an update, arigato either way.
Mlie  [author] 13 Jan, 2022 @ 9:46pm 
@azrobbins This mod just changes the spot pawns flee to from a random to the nearest run&hide spot.
VitaKaninen 13 Jan, 2022 @ 8:03pm 
Does anyone know of a way to change the time they hunker down, or is this hardcoded into the game? I looked through the .dll, but did not see anyhing I could change that might affect the cowering time.
Sunlight88 29 Sep, 2021 @ 10:19am 
Yes, me too, Mlie does an unbelievable great job!!!
[いっちゃう~]4nDy:BAdAs5_1.2 23 Aug, 2021 @ 8:40am 
This got updated too? Wow, i do not envy your job dude....500+mods just sounds insane...even if each only requires one click which it probably doesn't...
Mlie  [author] 4 Aug, 2021 @ 10:09pm 
@ShortBear Could you verify using only this mod? To rule out a conflict with your other mods?
ShortBear 4 Aug, 2021 @ 8:12pm 
Hey! not sure if its a direct bug or a compatibility issue but this mod seems to prevent animals from being manhunter. Any animal that got manhunter would just instantly lose the state. Removing the mod fixed it
Mlie  [author] 8 Apr, 2021 @ 1:24pm 
@qux Should be added now, thanks!
qux 8 Apr, 2021 @ 12:07pm 
S0uL-7 7 Apr, 2021 @ 1:35am 
@Wiseman05 Did you check if you put your colonists into 'Ignore Danger' mode?
Wiseman05 3 Jan, 2021 @ 1:36am 
I seem to be having a different problem than a lot of people reporting here. My pawns don't even register they're in danger, even as they're getting shot at going about their chores till the enemies are practically right on top of them. Sometimes even after they've been shot from a distance they just wander around and clean up, or play horse shoes.
FlareFluffsune 18 Dec, 2020 @ 12:31pm 
Oof well that's a bit suck. Well its still a little useful so they don't corner their idiot selves. Cheers anyway.
Mlie  [author] 18 Dec, 2020 @ 11:49am 
@Crymson Fluffsune I think the mod just changes the way that the pawns flee, not changes the range until they think they are "safe"
FlareFluffsune 18 Dec, 2020 @ 9:12am 
I thought they were supposed to run to the bunker spot before stopping fleeing? It doesn't help when they keep running back to people shooting at them.
Mlie  [author] 18 Dec, 2020 @ 5:38am 
@Crymson Fluffsune Perhaps they are out of danger and stop fleeing?
FlareFluffsune 18 Dec, 2020 @ 4:11am 
So I have this mod running, it seems to be working and they do proceed to run to the spot but for some reason after they are a little distance away instead of going straight to the spot they run back to what they were doing instead of going right to the spot. Do you know what could be causing this?
Vakaria 15 Aug, 2020 @ 6:02pm 
Seconding Burnz: You are awesome. Thanks for keeping this mod, and the others, alive.
Burnz 13 Aug, 2020 @ 9:22am 
your work is much appreciated.
Mlie  [author] 26 Apr, 2020 @ 9:45am 
Russian translation added, thank you @I'm sorry
I'm sorry 25 Apr, 2020 @ 10:25pm 
Hello! I made a translation into Russian. Can you add it?
https://www.mediafire . com/folder/ae27du5vzjegq/
(delete space)
~Max~ 2 Apr, 2020 @ 6:02am 
For some reason I can't seem to be able to place this spot anywhere. (Yes I tried placing it indoors).
Sasha Fox #SaveTF2 24 Mar, 2020 @ 9:22pm 
More great work :)
Tumbler 20 Mar, 2020 @ 4:48pm 
More faction interaction is under way by the developer of the mod. It wi take time so be patient
Mereni 19 Mar, 2020 @ 8:46am 
Oh sweet I'll check it out, thanks for saying something c: