RimWorld

RimWorld

Guarding Pawns
265 Comments
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
BHZRD_guy2 8 Jun @ 9:06am 
mod saved my children :steamhappy: great mod
Halicade 8 Jun @ 8:41am 
And on this day the comments have been returned. Will users post their log when they get errors? Find out in the next comment!
Irazell 1 Apr @ 9:30pm 
sned help this mod made the game crash :steamsad:
ferny 1 Apr @ 2:35pm 
@Thekiborg Need to get one of my modpack users to send more. Sorry, gimmie a bit 😅
Alu 1 Apr @ 9:18am 
MOD BROKE FIX!
Thekiborg  [author] 1 Apr @ 9:15am 
i neeeeeeed a loooooooooooog
ferny 1 Apr @ 12:57am 
Hi, great mod. This appears to break the workdrones from VFE: Mechanoids.

JobDriver threw exception in toil MakeNewToils's preInitActions[1] for pawn broadcast workdrone 2 driver=JobDriver_GuardPath (toilIndex=0) driver.job=(GuardingP_GuardPath (Job_196195867) Giver = JobGiver_Work [workGiverDef: null])
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
Thekiborg  [author] 30 Mar @ 10:24am 
I would love to have a log
lunnernight 30 Mar @ 10:16am 
Not sure why but mechanoids I have standing guard don't fire on enemies in their range unless I draft them. I am using basic biotechs militors with nothing modifying there behaviour.
Merc 29 Mar @ 6:21pm 
I was wondering, is there going to be a way to have like a "squad" that engages once a hostile has entered a specific area. Like a rapid response squad. If not a trigger but something where I can with a click of a button rally a certain unit. I know Defensive Positions does something like this, but not automatically.
Thekiborg  [author] 28 Mar @ 9:37am 
uhh i dont change that but i will look into it?
GUleiduoDaze 28 Mar @ 9:34am 
Combat mechs spend 10% energy per day instead 3% (idle) when guarding, since they are not actually fighting can you make them spend less? Thanks!
Thekiborg  [author] 25 Mar @ 9:50am 
No, I don't think I will at leat anytime soon
I'd like to do DLC compat first and that's still some ways to go..
hello_moto2901 25 Mar @ 1:46am 
will you be adding reaction forces for killing incoming enemies?
Halicade 5 Mar @ 11:00am 
Phalanx and Soldat mechs have higher priority things to do than guard your pawns. Like slaughtering animals, cooking, and cleaning. Once all those things are done then they will have the option to guard and show up on the guard tab. If you want them to guard all the time, ask the DMS people to stop making them do other jobs, or you can make a patch so they won't do other jobs yourself.
Ra 4 Mar @ 5:04pm 
I have yet to actually get it to work properly once, They just flat out do not have the proper job worktype to do guarding, They just physically can not so if someone told you it works with DMS they are wrong
Thekiborg  [author] 4 Mar @ 10:26am 
I've been confirmed this mod works with DMS but it does so sporadically. The mechanoids will stop appearing on the guard tab following some logic on DMS that makes them start doing jobs that they are not assigned to, disappearing from the ones they are assigned to.
Liam 3 Mar @ 3:49pm 
i can now make a realistic medeval kingdom now :D
Ra 3 Mar @ 8:57am 
After testing more this infact does not work with Dead mans's switch's mechs none of them have a "Guarding" work activities
parable 2 Mar @ 5:17pm 
Can you add a feature to search for pawns to protect?
Thekiborg  [author] 28 Feb @ 2:58am 
No they won't go to them on their own
That_Annoying_Guy 28 Feb @ 12:06am 
can you use this to have them man defensive emplacements for their guard job?
Ra 24 Feb @ 6:15pm 
Odd because i could only do it with a militor... not a Phalank or a Soldat
Thekiborg  [author] 24 Feb @ 11:31am 
It already does
Ra 24 Feb @ 6:55am 
Is there a way to get this to work with Dead mans switch's mechs?
octogiraffe 23 Feb @ 4:51pm 
this mod is almost as sexy as you are theki dear
Not Dvdyyz 23 Feb @ 4:26pm 
yeag
TapeWorm 23 Feb @ 3:46pm 
how do i make patrol spot
Tardo The Ass-Monkey 18 Feb @ 1:17pm 
Perfect. That will work nicely for my warrior caste; can have them split their time between training and guarding/patrolling.
Thekiborg  [author] 18 Feb @ 10:07am 
Yes
Tardo The Ass-Monkey 18 Feb @ 8:50am 
So, just to make sure I understand this correctly. Pawns would, during any scheduled "work" periods, go stand at or patrol along points marked by the correct colour. But they would still leave their post to go sleep or eat, yeah?
Lt. Rad 13 Feb @ 8:33am 
Would there happen to be an option to automatically draft guarding pawns when a raid alert happens?
Thekiborg  [author] 12 Feb @ 5:18am 
Oh yea h CAI was one of the mods this one was made in mind of
Brycee 12 Feb @ 3:47am 
This mod pairs pretty well with 'Silent Raids' and the 'CAI 5000' fog
btw thx for the mod
Thekiborg  [author] 22 Jan @ 5:14am 
There are buttons in the UI to do that, I think that suffices.
Miha_metan 21 Jan @ 1:49pm 
This mod is simply the best one there is! But, one suggestion: Can you make an option for the spots to render only when there are no guards?
Thekiborg  [author] 21 Jan @ 9:32am 
log
Irazell 21 Jan @ 8:32am 
Hello, i'm getting a weird crash everytime i assigned a mechanoid to a guarding spot, and then a manhunter pack spawns, the game crashed immediately after the guarding mechanoid fires its first shot lmao
Nick "Zorb" Cage 20 Jan @ 9:29pm 
Can you assign animals to be guards?
KX 19 Jan @ 6:58am 
Is there a way to set the walking speed of the pawn while they're patroling? Like change between walk/run/sprint? When I used this mod a while back they would be slowling walking from one spot to another, now they run like crazy lol
Thekiborg  [author] 14 Jan @ 11:24am 
@Khias I can't reproduce it on my end, ima need a log.
Thekiborg  [author] 13 Jan @ 10:19pm 
😭 i'll look into it
Khias 13 Jan @ 2:54pm 
Loading a save resets all guards to "unassigned", I assume it's not supposed to do that?
DocHolliday 31 Dec, 2024 @ 8:35pm 
Nice, thank you and happy new year!
Thekiborg  [author] 31 Dec, 2024 @ 7:00pm 
Pushed an update. Happy new year
Thekiborg  [author] 24 Dec, 2024 @ 1:29pm 
So that's why Trunkzouu's NRE is happening that's so helpful
DocHolliday 24 Dec, 2024 @ 12:37pm 
Also having any objects connected to a wall that a guard spot is bordering, like a wall light, will force the pawn to stare at the wall regardless of the direction you had the guard spot facing.