边缘世界 RimWorld

边缘世界 RimWorld

555 个评价
Guarding Pawns
8
6
3
   
奖励
收藏
已收藏
取消收藏
Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
1.435 MB
2023 年 12 月 14 日 下午 5:45
9 月 8 日 下午 12:04
38 项改动说明 ( 查看 )

订阅以下载
Guarding Pawns

描述
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]
318 条留言
NightTree23 11 月 26 日 下午 1:22 
Heya, I was playing with this mod and I realized that the escort assingments arent saved any time the gravship changes tile so I had to reassign bodyguards each time.
Since it's not an error and more like a missing feature do I have to try and get a log?
sandsmoore123 11 月 20 日 下午 11:04 
Hey, I wanted to ask how do you actually make mechs Guard.
Rahim 11 月 9 日 上午 7:31 
Sometimes the mechs ignore enemies. I haven't tested this with colonists. When an enemy appears, they attack one at a time, not all at once. It's random, 1 or 2, or all at once, and the enemy appears in the same spot over and over again. Overall, there aren't enough settings to adjust the refresh rate or detection radius. It's also worth checking compatibility with WVC - Work Modes.
Thekiborg  [作者] 11 月 9 日 上午 6:07 
Ah, i know why that happens
Rahim 11 月 9 日 上午 3:44 
My pawns often guard a point in the wrong direction. They use the direction the camera is facing, "north," so to speak.
This only happens when there are pipes under the guard spot marker.
Rahim 11 月 8 日 上午 8:21 
My pawns often guard a point in the wrong direction. They use the direction the camera is facing, "north," so to speak.
Benedetto XVI 11 月 7 日 下午 2:21 
Anyway yeah, if you can take in to account animals too, I think your mod could be more compatible with a lot others.
Benedetto XVI 11 月 7 日 下午 2:20 
Yeah they are animals!

I think they don't perform job normally but they should be able thanks to that mod specifically.
Thekiborg  [作者] 11 月 7 日 下午 12:01 
For something to be able to guard they need to be able to perform jobs, can skeletons perform jobs? They'd need my job patched
Also... they're animals, right? I guess I'll change the code so it picks up animals as well
Benedetto XVI 11 月 7 日 上午 11:01 
Hello dear author 👋

Just wondering if you can considered a compatibility patch for skeleton (refering to VPE skeleton by necrooath ), making them guard.

I think it would work very well with this mod that change how skeleton work on VPE making them permanent but adding also a maintaining cost as balancing (like golem).

The mod is this.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3601245931&searchtext=