RimWorld

RimWorld

[1.3] No One Left Behind
106 Comments
hardbrocklife 20 Mar @ 3:40pm 
People that exert 0 effort to read the comments should punch themselves in the face
Winter 4 Mar, 2024 @ 6:41pm 
@Captain Muscles
Any plans to further develop / update the mod? This is a wonderful mod no doubt there are alot of people who'd like to see it continue. Feel free to contact me on Discord @ winterwolf321.
GanjaMan [NL] 10 Feb, 2024 @ 8:08pm 
don't think so Rex, 99% of his mods are still on 1.3 and 1.4 has been out for a long ass time
Rex705 9 Dec, 2023 @ 8:47am 
Is Captain ever coming back or should we just move on and use the fork?
Lyva 27 Apr, 2023 @ 6:40am 
I have the same question as DisKorruptd.
DisKorruptd 28 Dec, 2022 @ 8:27am 
Does this make passing caravans and visitors rescue downed pawns along their route?
Drift the Crusader 20 Nov, 2022 @ 10:55pm 
ka ka doodle doo!
Ra  [author] 9 Nov, 2022 @ 1:41am 
Mhm. For those who missed it, look at the first paragraph of mod description above.
Logan 8 Nov, 2022 @ 8:30pm 
I just rebuilt from git, https://github.com/perkinslr/CM_No_Pawn_Left_Behind , you are welcome to upload it to a continued entry here on steam if you like. And I can provide a PR if you like. It did not require any C# changes, just recompiling against the latest reference assemblies and updating about. Odds are decent the old version will also just work for people, with a warning.
Ra  [author] 24 Oct, 2022 @ 10:11am 
I don't think I can update binaries uploaded here on my own (it requires original uploader SteamID), but I can edit the mod description.

So if anyone is willing to rebuild it from Git and make a "(continued)" version of it I will add link to it here until Captain would have enough of spare time to update all of his mods.
Qualli 24 Oct, 2022 @ 2:11am 
1.4 please :)
P@PI 22 Oct, 2022 @ 11:31am 
1.4 update? pls
Compineer 22 Oct, 2022 @ 4:57am 
Would love to see a 1.4 update on this!
VelxraTV 21 Oct, 2022 @ 1:47pm 
Please update to 1.4
Yamamoto 21 Oct, 2022 @ 10:00am 
1.4 please
Ra  [author] 21 Jul, 2022 @ 11:18am 
Mhm... I'm not the one who wrote the code, so can't tell for sure. According to source [github.com] it looks as if it runs code individually for each pawn that started fleeing and then again in some interval. Each run does check all pawns around individually too, so with 200-300 pawns around it might become a bit heavy computation. But personally I never had much issues with it, even without it with current mod list my PC can barely handle 100+ raids anyway.
Plutoski 21 Jul, 2022 @ 6:18am 
is this performance heavy? the description made it sound like there's lot of calculations going to occur especially in late game when the raid points are high & the enemies are very valuable
Ra  [author] 3 May, 2022 @ 12:53pm 
Guess that would be a bit different kind of AI tweak (like, making any fleeing pawn to stop and return aggro if being attacked). I'm currently a bit tight on spendings due to war and stuff, but you are welcome to request such kind of separate mod from Muscles or any other coder available at the Mod Market. Links for it and this mod source code are in the mod description above if needed.
Winter 3 May, 2022 @ 6:27am 
I like the idea of this mod. I just wish A.I pawns that are carrying their wounded fought back once engaged in melee combat.
Hate me 21 Aug, 2021 @ 10:43am 
raiders should definitely tend downed allies first. On big maps they just bleed out before they can resque them.
Babaloo321 15 Aug, 2021 @ 9:05pm 
@FrozenSnowFox
Are you still having that problem, or do you think it might be a conflict with a third mod?
I really want to use this mod, but unfortunately Hospitality has a permanent spot in my load order, so I'm hesitant about using this mod.
FrozenSnowFox 10 Aug, 2021 @ 5:00am 
As far as I can tell pirates that are carried off are still considered hostile for some reason. I had a quest get stuck because a raider got carried off after they were downed and Hospitality has been complaining on my home map that there's raider's present despite there being none.
Captain Muscles  [author] 31 Jul, 2021 @ 5:34pm 
@QraTz

No, that might be cause by another mod, or potentially a strange interaction with another mod
QraTz 31 Jul, 2021 @ 5:55am 
Im incapable of downing enemies, they just show the "laying on the ground" sprite and walk really really slow running away from me. Is this how this mod is supposed to work?
The Blind One 25 Jul, 2021 @ 3:22am 
Yes thank you so much!
Razkil 25 Jul, 2021 @ 2:28am 
Alongside Enemy Self-preservation, this is one of the best mods around. As @SIVA Fox said, it makes the raiders seems more.. Like people, not just a machine mindlessly throwing their lives away.
Reprogrammed Automaton 25 Jul, 2021 @ 1:47am 
Last I tried they were, and people would grab other people on there way out from self preservation retreats.

It honestly made the raiders feel much more human.
Lotus Elise 25 Jul, 2021 @ 12:44am 
Is this mod incompatible with Enemy Self Preservation? I'm not sure but looks like it is not compatible.
Captain Muscles  [author] 24 Jul, 2021 @ 9:48pm 
Updated for 1.3. I haven't had a chance to test the behavior well, so any feedback would be very much appreciated.
Ra  [author] 21 Jul, 2021 @ 12:17am 
Yes, but as well for all the rest of Captain mods, it will take time to.
InsanitySimulator 20 Jul, 2021 @ 6:58pm 
Hey i'm sorry for asking as I imagine you're going to be getting this a lot but do you plan to update this mod to 1.3?
Winter 16 Jul, 2021 @ 8:37am 
@bringer of piss
Not every pawn weighs the same. I just think a random chance of returned fire would add flavour. Flavour is the reason we all use mods. The way i see it, an slow A.I rescuing another is an easy target. Some of them would be capable of attempting to supress an advancing enemy.
I like harder difficulty though so i understand many would disagree with my suggestion
Ra  [author] 9 Jul, 2021 @ 2:29pm 
That is in 1.2 or 1.3? The version from the workshop as it is or the forked one?

Muscles seems to be a bit MIA in IRL stuff now. I might take a look next week but can't guarantee fast fixes as well sadly. Game updates sure come in the worst moments possible -_-
SucháVoda 9 Jul, 2021 @ 1:09pm 
enemies dont to flee when they are supposed to, instead, they go in my base until i kill them
SucháVoda 9 Jul, 2021 @ 1:06pm 
nope
Lotus Elise 9 Jul, 2021 @ 2:10am 
After the fight, the enemy pawn got stuck and wandered around the forty tiles. It was supposed to retreat from the battle but did not retreat, he was not aggressive either. After rebooting without the mod, the pawn escaped from the map as it should.
I think this happened due to the fact that I play with vanilla mood settings and finished off the only wounded enemy, and mine cannibal him and cut his body into meat ...
Ra  [author] 5 Jul, 2021 @ 2:30pm 
I think so. As far as I can see we'll just need to recompile the mod itself, at least I had no red logs after that on 1.3 preview. Though I'm not sure if I can (or is it safe to) reupload workshop item myself, so I'll wait for Captain' response just to be sure)

In the meantime you might try my forked build from github [github.com], tho beware, I had no experience with C# for like 6-7 years so I'm not sure wtf was I doing and if it will work or not.
fireflyinthdark 4 Jul, 2021 @ 6:24pm 
Any chance this'll be updated for 1.3?
Phantom Guard 24 May, 2021 @ 4:44pm 
this is pretty cool gonna take me a bit to get the settings right and seems like your gonna add faction settings too that would make for some really fun storytelling with mods much thanks for enhancing my experience
Ra  [author] 20 May, 2021 @ 11:12am 
Not yet. It is planned but it will take some time until we have enough spare time for an update.
Koltonaugust 18 May, 2021 @ 8:07pm 
I'm looking at this mod for my next playthrough. Is it possible to alter the chances per faction?
MONSTER SOMMELIER 16 May, 2021 @ 1:23pm 
@Mean Green You don't need to, even in Vanilla: drop them out of bed as soon as they are able to walk (minify the bed, change it from a hospital bed to a normal one). If they try to move to another bed, turn the hospital into a prision, they will probably leave immediately and you will gain around 12-15 relations points.
Ra  [author] 16 May, 2021 @ 2:38am 
Actually... That sounds reasonable. I'll ask Captain about the possibility to add a configurable per-faction (or tech level) rescue probability multiplier.
Dead Fox 15 May, 2021 @ 3:05pm 
It's actually typical for a losing side to leave many wounded behind, the US military makes a big deal out of not leaving guys specifically because it's not just common behavior. It definitely doesn't make sense to me that tribals just squeezing out an existence would risk their lives to save dying comrades.
Violence 9 May, 2021 @ 9:31am 
Good mod! I like that visitors take back their downed allies I may have rescued so I don't have to wait for them to heal up completely and leave to improve relations. I just wonder why they always mine a path out of my base rather than use the doors.
Hcup 5 May, 2021 @ 9:16am 
I'm thinking about a mod that makes raiders also try to retrieve ally's corpse.
NuclearFilms 28 Apr, 2021 @ 5:58pm 
@WinterWolf
I dunno, have you ever tried carrying some guy with enough equipment on him to be classified as a motorcycle?
Winter 25 Apr, 2021 @ 3:29am 
I like the idea of this. Do you guys feel the inability for a rescuer to return fire while carrying a downed pawn takes away from the combat 'realism'?
Kikyo 22 Apr, 2021 @ 7:18am 
is it work with Injured Carry