RimWorld

RimWorld

Allies are Helpful
167 Comments
IchigoMait 1 hour ago 
@Dahaka
he wasn't talking to you -.-
He was talking to fishkeeper to ignore Azoorfox who went all caps.
-.- Do you even read, or just make up assumptions?
Dahaka 1 hour ago 
Well excuse me mister social justice warrior. A lot of mods work well with the new update, so I asked if someone tried it. We don't need people who just leave snazzy remarks.Jeez...
afadedkoala 22 hours ago 
@fishkeeper just ignore them. they have been doing the same thing on almost every other major mod page. wont get them the update but still whines.
Dahaka 11 Jul @ 9:01am 
Can someone confirm if it works with 1.6?
AlohaIroha 5 Jul @ 11:09pm 
Not a complaint. Just a heads up to anyone using the mod as well as the mod author should you wish to come back or hand it off to another mod author.
With Ideology, attempting to execute a pawn for a ritual that is currently:
Imprisoned, Injured/Diseased and not treated.
Will cause the following:
Constant Cancelling of the Ritual due to allied pawns on the map attempting to heal the sacrifice.

Kinda funny, imagine some evil cthulu cult about to do a sacrifice.
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" -random allies come in.
-starts bandaging tied up sacrifice- HEY we're a little busy here! -Cultist Leader
"Oh sorry, we thought you needed help making them healthy first!"

Thanks for the mod. Have a good day! :masterworks:
Fishkeeper 21 Jun @ 8:42am 
@AzoorFox remember that modding and updating mods takes a lot of work and time. People are allowed to decide when they do and don't want to spend their time and effort on doing something for free for other people. Yelling and demanding doesn't help either.
AzoorFox 16 Jun @ 5:26am 
WHY THOUGH??????
у меня яйца чешут  [author] 15 Jun @ 9:11pm 
Hi, I’m probably not updating any of my mods any time soon but if anyone is willing they’re free to adopt reupload and do whatever
AzoorFox 15 Jun @ 1:11pm 
UPDATE WHEN??????????????????
time lapses 13 Jun @ 9:50pm 
Could you please update to the 1.6 beta version?
Arthur GC 22 Apr @ 12:54pm 
I came across a strange scenario: when two factions that are both my allies but enemies with each other meet on my map, they keep fighting and then endlessly rescuing one another. It seems like this mod is coded to make factions rescue my allies, even if those allies are their enemies.
inire 2 Apr @ 6:54am 
I get a huge amount of spam in the logs from this mod.

LInked at this pastebin. https://pastebin.com/TZz5QsZq
hello_moto2901 24 Mar @ 4:10pm 
is this compatible with giddy up 2?
ArcadeBulls 11 Mar @ 2:32am 
I would love to use this mod, but I'm worried about the duplication bug. Are there any alternatives that factions help themselves? It feels weird that for example caravan engage with animal threat, they have injuries and friends downed and they just ignore them.
Arthur GC 5 Mar @ 8:34am 
Do allies rescue their downed animals too? I've noticed that when a raid happens while allies are in my base, their animals often get caught in the crossfire and are left to die after the battle. This becomes an issue when caravan animals are involved since their loot gets abandoned instead of leaving with them, breaking immersion and artificially inflating my colony's wealth, especially in the early game.

Does this mod address this as well? Thanks!
Scorpio 1 Mar @ 7:19am 
@Qorbin same issue , tested new saves without this mod and no duplication issue
Qorbin 19 Feb @ 1:36am 
I am 99% sure this mod is responsible for a colonist duplication bug where after reloading a save, an injured clone of a colonist appears (injuries all have no source) the colonist is part of your faction but you cannot control it very much. You can tell it to drop items (but not equipped items) and you cannot banish them. They also have a moodlet saying "My aunt/uncle [Their own name] died' but the original copy does not have it. In addition they both think that their assigned bed is theirs. Their apparel is also noticeably more damaged than the original's gear. They are identical in every other way.
SirReggie 9 Feb @ 10:50am 
So, I think this is the mod responsible for a very strange bug I've been having. Occasionally, a random allied pawn will become frozen, trying to rescue/tend a colony pawn that doesn't need it. That's not the strange part. The strange part is when, after a while, they pull a clone of the colony pawn out of thin air, and proceed to rescue them. The resulting pawn is mysteriously injured, and part of my faction, but not my colony. It's not a huge issue, but it sure is interesting.
Fresh 19 Dec, 2024 @ 8:21pm 
You can work around allies not leaving the map by going into dev mode and manually doing damage with the do action dev tool. It'll trigger them to flee, an ugly workaround but so far it's worked out for me. Unfortch that it's not compatible with giddy up (if that's even the cause for this).
Scorpio 23 Nov, 2024 @ 6:02am 
yeah getting the same @suck
suck 18 Oct, 2024 @ 12:05pm 
allies just stand on top of downed pawns and doesn't rescue or heal it. not sure why
у меня яйца чешут  [author] 27 Sep, 2024 @ 5:08am 
@Lord Soddy Any pawn with a faction that’s not hostile should be allowed to tend. Otherwise neutral pawns with no faction are not planned on being included since iirc the game gets confused with those.
Lord Soddy 18 Sep, 2024 @ 5:05am 
Would it be possible to include guests and generally everybody with a positive attitude towards the colony to offer first aid? Last round my pawn bled out while numerous guests were enjoying the amenities of my colony...
Scorpio 4 Sep, 2024 @ 12:25pm 
theres indeed some weird issue with this mod and giddy up , and i think its on giddy up side
Scorpio 4 Sep, 2024 @ 12:02pm 
anyone allies stuck and not leaving the map?
JasonGriffin 17 Aug, 2024 @ 12:19pm 
I left a comment on the giddy up page to alert the mod authors to either fix it or inform you of the issue
у меня яйца чешут  [author] 6 Aug, 2024 @ 10:34pm 
@IKM No idea. I’m not aware of any incompatibilities with that mod and the page doesn’t state specifics.
IKM 6 Aug, 2024 @ 6:35pm 
Says on the giddy up page
у меня яйца чешут  [author] 6 Aug, 2024 @ 6:27pm 
@IKM How are they incompatible?
IKM 6 Aug, 2024 @ 4:33pm 
Why is this mod and giddy up 2 forked not compatible ? Seems strange to me !
у меня яйца чешут  [author] 21 Jul, 2024 @ 12:09pm 
@plaster gangboss I’m aware of this since it has been reported before, however I was unable to reproduce this bug no matter how much I tried. I have a possible solution in mind, however I can’t apply it since I wouldn’t even know if the issue is fixed. For the time being, can’t you use dev mode to remove the duplicates?
plaster gangboss 21 Jul, 2024 @ 11:36am 
This mod has a major bug. When you reload back to an earlier save, if you had a colonist downed during that earlier save, allies somehow see copies of those downed colonists even though they don't exist on the earlier save. They will try to tend those fake copies and then rescue them, creating duplicates of your pawns that can only be removed by editing the save file.
kevx 19 Jul, 2024 @ 12:03pm 
I think this mod causes a bug where allies tend the folks napping in cryosleep caskets in ancient dangers.
Zixorty 14 Jul, 2024 @ 9:26pm 
for me, I assumed it'd work for the rest. Apologies.
Zixorty 14 Jul, 2024 @ 5:32pm 
it works for me perfectly fine
Chesse5552024 10 Jul, 2024 @ 11:28am 
CAN IT WORK ON IDEOLOGY REFUGEES PLEASE ONE TIME I HAVE HUSSAR CAN RESORTED TO CHEAT BECAUSE MY IN LOST TRIBE SCENIC0.
у меня яйца чешут  [author] 1 Jul, 2024 @ 12:55am 
@Zixorty It's unfortunately not exactly as simple as that, considering this mod uses assemblies. There's significant differences between 1.4 and 1.5 which make updating/backporting a separate task within itself. Using this mod in 1.4 is most definitely unstable and inadvisable.
Zixorty 30 Jun, 2024 @ 5:25pm 
@PetterMota Simply access the mod's files and edit it there. All it takes is editing "supported versions" from 1.5 to 1.4, or whatever else you need.

As for the author, you can make it compatible with 1.4 in a similar manner by adding ",1.4" in supported versions.
у меня яйца чешут  [author] 20 Jun, 2024 @ 2:30am 
@Petter Nope
PetterMota 19 Jun, 2024 @ 2:26pm 
this mod work in 1.4?
d_valroth 17 Jun, 2024 @ 1:59pm 
One quirky thing I noticed is if you have a three way battle where both "guest" factions are friendly to the colony but hostile to each other the victors will heal up the opposing casualties, then when they get back on their feet they shoot them again, then because the combat is over they start tending... Kind of sadistic, but I guess that's the rim. ;)
Pimp Lucius 13 Jun, 2024 @ 12:48pm 
darn
у меня яйца чешут  [author] 13 Jun, 2024 @ 12:24pm 
@The Dude This mod doesn't do that, it only makes allies tend and rescue.
Pimp Lucius 13 Jun, 2024 @ 12:10pm 
can allies help put out fires with this mod?
d_valroth 8 Jun, 2024 @ 3:41pm 
I just gave it a check, it works with both Combat Extended and Combat AI 5000. It just takes a while for pawns to conclude that the combat is over, which might result in pawns they could have saved bleeding out.
Slash 28 May, 2024 @ 6:42pm 
A trader caravan left an elderly member of theirs laying on the ground while he was having a heart attack (without this mod) T_T
у меня яйца чешут  [author] 28 May, 2024 @ 1:12am 
@spatuladoom Probably, since this mod doesn't actually affect combat. Can't say for sure though until it actually comes out.
Ranade Empor 18 May, 2024 @ 2:23pm 
On one hand, I nearly never actually have allies on my map.
On the *other* hand, this will be quite useful if I ever do.
papa rrewatyohh 18 May, 2024 @ 2:19pm 
the glicht of copy colonist is ussefull for bio tech
у меня яйца чешут  [author] 16 May, 2024 @ 1:26am 
@Lokiamis Yes, that is a known issue. Unfortunately I haven’t been able to replicate it yet, however I am working on it.