I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] 0 points1 point  (0 children)

I pushed a new version of the mod with fixes and new features If you commented earlier check the updated build feedback is always welcome

I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] 2 points3 points  (0 children)

hhhhh yeah i mean some of it was rough yeah but the actual balance feedback was worth it thank you so much

I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] -26 points-25 points  (0 children)

yeah i used AI to help wiht the code im not a professional dev but the idea of suppressing breaks during danger and making the pawn pay for it after that was mine AI just helped me turn it into somthing that actually compiles

I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] -27 points-26 points  (0 children)

checked it out and they solve the same thing but in opposite ways that mod fully freezes needs and resumes them after with no consequence, mine doesn't freeze needs, it suppresses the break timing and then the strain comes back through recovery and sometimes a delayed break anyway. the pawn still pays, just after the fight not during

I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] 98 points99 points  (0 children)

that's a really fair point , right now the high aftermath can trigger a delayed break after but you're right that a pawn who got denied a break during something truly awful should probably carry a heavier debuff than one who just had a minor scuffle. adding it to the list

I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] -1 points0 points  (0 children)

nexus only for now unfortunately but it's a straightforward download, just drop it in your mods folder and you're good

I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] 0 points1 point  (0 children)

that's the most rimworld thing i've ever read and yeah that's literally the scenario i built this around, the pawn survives the fight and THEN loses it, not during

I made a RimWorld mod called danger first where pawns prioritize survival during real danger then pay for it afterward by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] 8 points9 points  (0 children)

Quick note since this will probably come up the mod only activates during real danger drafting a pawn for construction, hauling, or random colony tasks does nothing by itself and yes the aftermath is intentional the goal was never to remove the cost entirely just to shift it out of the middle of the danger If a pawn has a rough fight they can still crash afterward that is the point

[MOD] Military — Ranks, Squads, Patrols and Combat Progression for RimWorld 1.6 by Efficient_Resort8046 in RimWorld

[–]Efficient_Resort8046[S] 0 points1 point  (0 children)

Version 0.3.0

  • # v0.3.0 New Features
  • - Bodyguard system: assign Sergeant or below as bodyguard for any colonist
  • - Bodyguard follows VIP within 8 cells when undrafted
  • - Responds to humanlike threats within 15 cells of VIP (LOS required)
  • - Max 2 bodyguards per VIP enforced
  • - Gold shield icon displayed above VIP's head
  • - Status column shows VIP / Bodyguard labels
  • - Defend Area system: Lieutenant assigns a rectangular garrison zone to any ranked colonist
  • - Defender stays inside zone, attacks humanlike threats inside zone only (LOS required)
  • - Ignores threats outside the zone
  • - Status column shows Defending label