RimWorld

RimWorld

1,730 ratings
Guards For Me
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.690 MB
6 Sep, 2019 @ 5:12pm
9 Jul @ 10:54pm
49 Change Notes ( view )

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Guards For Me

In 1 collection by aRandomKiwi
aRandomKiwi's mods
12 items
Description






WORKS WITH EXISTENT SAVES

Use your colonists as patrol guards (follow waypoints and attack threats), bodyguards (follow and protect), standing guards (protect area) and reaction forces (search and kill threats).
Fully customizable.

Guards can kill all wild animals in range ( need to enable the "Exterminate mode" in mod settings ).

Fully customizable.

[ko-fi.com]



Latest Dropbox link[www.dropbox.com]






How to remove a patrol path ?
When you select the patrol waypoint (of the color of the path you want to delete) in the security tab of the architect menu, press the "Del" key to remove it.

The work priorities are not applyed and when i enable a guard job all other works are ignored
Checks if the setting "Present the function of 'Guard' as a job" is enabled.

How to remove the last placed waypoint without having to remove the whole path ?
Simply hit the "backspace" key

When i affect a colonist to a patrol path he can go on forbidden area
To prevent weird behavior ( patrols go forward and backward), when a colonist is affected to a patrol path he ignore his area assignation, to stop that simply unaffect it from his patrol path

My colonists dont want to do their guard job (bodyguard, standing guard, patrol guards)
Your colonists only work as guard when they are not too wounded (health > 55%), and their needs (food, rest, recreation and mood) is greater than 25% (customizable in settings).
If you enabled the guard duties as job setting, then you need in addition to assign guard colonists to "Guard" job, they will guard based on job priorities you configured.


Can i slow down patrolling guards, make them walk instead of run their routes ?
Yes in mod settings "Walking mode for patrols" you have the choice between (walk, jog (by default), sprint).

When patrol guards reach the end of the path i want them to go back to the first waypoint instead of starting from the opposite direction
You can order it in the mod settings "When a guard reaches the end of a patrol", set it to "He goes back to the first waypoint"

Weirds behaviors happens (ex : cannot delete waypoints path, ...)
Some errors related to other mods can sometime break some harmony patchs, so you should try to put the mod just after HugsLib in your mod list and retry, it can fix this kind of issues.



Should be compatible with all mods



Note : Gears used in the screenshots are from the Vanilla Armour Expanded mod and the flags from the Flags and Banners mod



3.0.10

Enjoy my mods and like me to continue updating ?
Please consider buying me a kiwi on Ko-Fi or at least put a like :)

[ko-fi.com]

[github.com]
Popular Discussions View All (4)
58
20 Oct, 2024 @ 3:44am
PINNED: [Features Request]
aRandomKiwi
45
14 Feb @ 4:21am
PINNED: [Bugs Reports]
aRandomKiwi
0
6 Aug, 2023 @ 2:52pm
Guard/Patrol schedule recommendations.
dave 🎄
454 Comments
GetUrAssToMars 9 hours ago 
I might be in the minority here but... Is there anyway to remove the guard commands just from mechanoids? I just feel like having them runs counter intuitively to how they are meant to be played. Plus its alot of clutter on their menu that i'd like to make go away.
Nextshot 20 hours ago 
@Doggocide In my experience any mod that adds a task after the game was created (such as 'bodyguard') can implode save files
aRandomKiwi  [author] 9 Jul @ 10:58pm 
:ai_wormhole: Update V3.0.10 :ai_wormhole:

-Add support for Rimworld 1.6
Jasun 5 Jul @ 3:18pm 
Please if possible update this for 1.6 unstable.. This mod is how I play at work
Doggocide 25 Jun @ 1:27pm 
I just reset my mod's list and completely forgot about this mod- I already started a new save. I know this has probably been asked before but I couldn't find a Q&A in the description, so I'll ask it.

Is the mod safe to add to an active save?
Monbland 22 Jun @ 1:37am 
PLEASE UPDATE!
Papito 18 Jun @ 1:06pm 
Will this get updated?
Nextshot 4 Jun @ 7:01pm 
We need mechanoids as 'spot guards' :(
DiegoCalvito 4 Jun @ 2:35pm 
Anyone else get this bug where pawns dont go to the guard spot and just start wandering?