RimWorld

RimWorld

483 ratings
Guarding Pawns
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.438 MB
14 Dec, 2023 @ 5:45pm
9 Jul @ 5:03pm
37 Change Notes ( view )

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Guarding Pawns

Description
This mod adds 3 different jobs to protect your colony and pawns from possible threats.

Features:
  • Guarding and Patrolling Spots inside the Security category.
  • A Guard tab to handle all the mod's features.
  • Options to stop rendering both Guarding Spots and Patrolling Spots, for aesthetic purposes.
  • Compatibility with Biotech, allowing mechanoids to guard.


UI Content:

Only Pawns assigned to the Guard job in the Work tab will be shown here!
  • Select Job will allow you to assign your pawns to different jobs. Currently, the options are:
    1. Unassigned - The pawn will do nothing. This is the default choice.
    2. Guard Spot - The pawn will sit at one of the spots of the designated color, constantly looking for enemies.
    3. Protect Pawn - The pawn will constantly follow the designated pawn, protecting them from threats.
    4. Patrol - The pawn will follow a route made of the spots of the designated color, looking for enemies along the way.
  • Extra options for the selected job. These change depending on the selected job:
    1. Unassigned - No button will be shown.
    2. Guard Spot - Lets you to change what set of spots where you want the pawn to stand, differentiated by colors.
    3. Protect Pawn - Lets you choose the pawn you wish to protect.
    4. Patrol - Lets you change the route color the pawn will follow when patrolling.
      It also includes a checkbox to indicate wether the pawn should return to the first spot after reaching the last one (1 - 2 - 3) or loop back when reaching the last spot ( 1 - 2 - 3 - 2 - 1).
  • The Show Patrolling Spot and Show Guarding Spot checkboxes will stop the respective spots from rendering.


Future plans:
  • Ideology and Anomaly support


Preview Credits:
DetVisor - Big Pillars.
Oskar and the Vanilla Expanded Team - Janissary and nobility apparels, furniture.
gomi - Vertical walls, handrails, fences and stairs that gives it the Z-levels illusion.
kongkim - The bridges' floor decoration and stairs.
Mad Catter and chitoseender - The different weapons used by the pawns


Special Thanks
Code_Infinix for providing my early textures.
ItsHalno for being wonderful to commission.


REPORT BUGS WITH A HUGSLIB LOG IN MY DISCORD[discord.gg].

COMMENTS ARE CLOSED. BE GRATEFUL TO THE PEOPLE THAT COMPLAIN WITHOUT A LOG.


Want to support my mods?
[ko-fi.com]
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.