边缘世界 RimWorld

边缘世界 RimWorld

Guarding Pawns
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=
Alu 11 月 5 日 下午 11:33 
no log
only fix
Thekiborg  [作者] 11 月 5 日 上午 8:50 
Full log
Rahim 11 月 5 日 上午 8:19 
Error appear whille pause other settlements is on
Rahim 11 月 5 日 上午 8:18 
Plz fix red error:
Exception in JobDriver fixed tick for pawn Mech_Militor996458 driver=JobDriver_GuardPawn (toilIndex=0) driver.job=(GuardingP_GuardPawn (Job_7470999) A = Thing_Human1110 Giver = JobGiver_Work [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 51CEDB55]
at Thek_GuardingPawns.JobDriver_GuardPawn+<>c__DisplayClass7_0.<MakeNewToils>b__3 () [0x001a7] in D:\Steam\steamapps\common\RimWorld\Mods\Guarding-Pawns\1.6\Source\JobDrivers\JobDriver_GuardPawn.cs:106
at Verse.AI.JobDriver.DriverTick () [0x001c8] in <46372f5dadbf4af8939e608076251180>:0
- TRANSPILER Orion.Hospitality: IEnumerable`1 Hospitality.Patches.JobDriver_Patch+DriverTick:Transpiler(IEnumerable`1 insts)
- PREFIX YourName.PauseOtherSettlementsSimulation: Boolean PauseOtherSettlementsSimulation.JobDriverTickPatch:Prefix(JobDriver __instance)
Thekiborg  [作者] 10 月 26 日 下午 3:18 
They're credited in the description
Big Cheese 10 月 26 日 下午 3:06 
what mods are shown in the thumbnail (like the stairs + rails)
下回合就睡 10 月 1 日 下午 9:42 
Why can't slaves do it?
Wrath 9 月 30 日 下午 11:31 
Logs at initialization of the game says the patch is broken. Doesn't work, especially on mechs.
Thekiborg  [作者] 9 月 29 日 上午 12:33 
I made this mod with performance in mind, should be faster than guarding pawns
NerffffF 9 月 28 日 下午 8:52 
Hi, not to be rude but what is the difference between this mod and Guard for Me mod? It seems like they do the same function.
Naturtok 9 月 8 日 下午 5:04 
That's not quite what I'm looking for, but still a really neat mod I'll have to check out! Thanks!
тетеря, блин 9 月 8 日 下午 4:17 
@Naturtok:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2442908208

not sure if it solves your problem, but…
Naturtok 9 月 8 日 下午 4:06 
Fair enough! :)
Thekiborg  [作者] 9 月 8 日 下午 3:55 
Sorry, no way, I didn't find a way to integrate it properly. And the guarding pawn refused to change size when i wanted last time i tried
Naturtok 9 月 8 日 下午 3:05 
Any way to control patrol speed similar to the Guards for Me mod? I like the idea of doing a slow prison guard walk for some patrols and a faster colony perimeter sweep for others.
Thekiborg  [作者] 9 月 8 日 下午 12:04 
Pushed a fix, try after resubbing
Thekiborg  [作者] 9 月 8 日 上午 10:16 
Ill try reproducing it, thanks
Tregrenos 9 月 5 日 下午 8:08 
I disabled all mods but this one and the results were the same. The mechanoids do not respond to guarding commands and just continue to wonder around.
Tregrenos 9 月 5 日 下午 8:01 
Thekiborg  [作者] 9 月 5 日 下午 3:17 
Can't fix the issues. They just keep not posting logs.
Tregrenos 9 月 5 日 下午 1:50 
Can't get Mechanoids to guard. They just keep wondering around.
Shinji Ikari 8 月 27 日 下午 4:35 
Does it work for you?
Alu 8 月 24 日 下午 5:15 
it works better than hugs lib
so yes
Shinji Ikari 8 月 24 日 下午 4:13 
Is it necessary to install the Logpublisher if I already have Hugslib?
- ̗̀Skizzie ̖́- 8 月 20 日 下午 12:45 
Is there any way to get the wardron from More Mechanitor Mechs 2.0 to work with this? I've asked over there but not got answer
CrazyBlot 8 月 18 日 上午 2:30 
@Thekiborg playing a lot with you mod i understand one think. It's function very close to some feature that i understand as life-saver.
I am about "go to" for undrafted pawns. Explaining a bit more. Imagine.
- We have "regrouping" activity in work table
- We assign our operation squad to that activity
- Then we place regroup marker somewhere (marker can be only one and its updating when new position set)
- All pawns assigned to that job - go there RESPECTING zone restrictions (its a deep moment pls think about meaning). Anf hang around it.
- When we update marker previews position discarded
----
And we have semi-drafted movement tools with ZONE RESPECTION!
Right now i am using guard spots for gather pawns in regroups points for assault or exploration.
PS: Sorry for bad English
Thekiborg  [作者] 8 月 13 日 下午 9:57 
Yes
Naturtok 8 月 13 日 下午 9:24 
Hey does the mod respect priority in the worktab? Would like to have guards only guard when they're done with their more important tasks.
CrazyBlot 8 月 11 日 下午 1:55 
Great mod! I using it for creating gathering spots where pawn go for starting rooms assaults.
@Thekiborg pls add to UI copy paste function for quick copy rows of settings between colonists! Another UI allow drag-copy mechanic. Perhaps you can take this code form somewhere.
Thank for great work!
тетеря, блин 8 月 6 日 上午 10:22 
the error below shows only when RimSort uses alphabetic way of sort, not the default topological. so, it seems there should be a load order rule correlated with some other mod.
V.A.L. Commorby 8 月 4 日 下午 2:44 
814 mods vro just give up atp
NicoLiks 8 月 3 日 下午 12:45 
can u pls add compatible with the dead man's switch bc robot cant partol\guard spot
zee 8 月 2 日 上午 12:12 
assigned guard spots to pawns are reset when guard spots are in a gravship and you launch to another tile.
Thekiborg  [作者] 7 月 31 日 下午 2:24 
I'm not even bothering looking at that log. It has 814 mods
тетеря, блин 7 月 31 日 下午 12:11 
on game loading:

[Guarding Pawns] Patch operation PostInheritanceOperation.Patch failed
file: I:\Software\Steam\steamapps\workshop\content\294100\3114183220\1.6\Patches\MakeCombatMechanoidsGuard.xml

https://gist.github.com/HugsLibRecordKeeper/da6b5fc54330e4ac43e4b8de49c85b76
Thekiborg  [作者] 7 月 25 日 下午 12:38 
No, colony animals dont run Jobgiver_Work. Big and Small Sapient Animals would enable it though
Damon_Vi 7 月 24 日 下午 5:10 
is this applicable to trained colony animals?

i recently tamed some german shepherds, and i was brainstorming if a mod like this would allow me to assign the "family pet" to a child pawn to guard at all times. like how biotech mechanoids set to escort will follow and protect their operator, but instead of mechs, it would be guard dogs (or wolves, or megasloths, etc.)
Inked. 7 月 17 日 下午 12:41 
Hi. Would it be possible to make it so guards can protect non-player colony pawns? The general idea being that you could assign bodyguards to visitors to keep them safe + have them socialize often.
Thekiborg  [作者] 7 月 17 日 上午 10:36 
Yes its possible for mechs to guard.
Giliduck are you seeing any errors in your log
gilliduck 7 月 17 日 上午 9:14 
Am I missing something or is it just me, but my militors when on guard duty (any of the 3 kinds) do not respond to threats with ranged attacks, only when they themselves are attacked will they respond with melee. I have to draft them in place to make them do ranged attacks.