RimWorld

RimWorld

Run and Hide (Continued)
Počet komentářů: 66
тетеря, блин 9. zář. v 11.56 
🙏
VitaKaninen 9. zář. v 11.35 
I don't think that Run and Hide would have any effect, but there is no need to use them together.

There are situations where you would want to use each one, but I don't think you would want to use them together. Run and hide tells them to go to a specific spot if they are fleeing. The other mod tells them to stay in a safe place if there are enemies on the map, so this would never work if you were farming insects, for example.
тетеря, блин 9. zář. v 11.29 
thanks for clarifying. so they can work together?
VitaKaninen 9. zář. v 11.18 
Run and hide work very differently from Don't put yourself in danger. Run and hide only works when they see an enemy and are fleeing. They will go to the designated area and wait until they are no longer in the fleeing state. Then they will go right back out into danger and repeat the process of going into danger and fleeing.

Don't put yourself in danger, restricts them to a particular zone when there are enemies on the map, and tells them to go to that area if they are fleeing.
тетеря, блин 9. zář. v 10.17 
honorable mention for those who want to save their pawns in battles, in addition to this mod:

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3556169409
Yuri Bezmenov 12. čvc. v 1.12 
You are the best, Mlie.
Mlie  [autor] 6. dub. v 21.56 
@EmperorVolo This just directs them when fleeing, it does not change the flee behavior.
EmperorVolo 6. dub. v 15.55 
Is there a way to make them flee if they are targeted instead of waiting till they are actually damaged?
gamberomadness 5. bře. v 9.47 
Thanks @bbatzy that is what I wanted
Mlie  [autor] 18. led. v 23.22 
@BxcianeqU_ Please see the Reporting Issues section described above
BxcianeqU_ 18. led. v 17.30 
the mod causes heavy lag with mechs for some reason. when i disabled the mod the issue dissapeared
bbatsy™®Ⓒ 19. čvc. 2024 v 16.45 
@Bardiel I just found a mod that auto switches your areas if you get raided or other threats
i havnt tested it yet or read much of it but subbed for later

its called AAAA(Allowed Area Automatic Adapter) very funny xd

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3264193512
VitaKaninen 31. bře. 2024 v 8.27 
@Bardiel. That is not what the mod does. It just tells a pawn where to go when they begin to flee. It does not affect what causes them to flee.

When a raid hits, your game pauses anyway. Just draft them all and send them there, if you like.
gamberomadness 31. bře. 2024 v 5.43 
Hey! I'd like -marked for flee- pawns to start running as soon as I get the raid alert, is it possible?
seabazian 18. úno. 2024 v 17.12 
this site is experiencing multiple euclid and keter level containment breaches, full site lockdown initiated
VitaKaninen 4. úno. 2024 v 6.45 
No, animals do not have a setting to control their AI other than ones that you train and then you control them that way.

When a raid hits, I just send all my zonable animals inside.
lydocia 3. úno. 2024 v 14.37 
Does this exist for animals too?
ericmarlin27 14. led. 2024 v 7.57 
Thanks so much! I love the idea of panic bunkers like these allow
Richard Mc Nutbuster 26. pro. 2022 v 15.38 
its a behaviour for running destination, it sure as hell should be compatible
submeg 25. pro. 2022 v 18.06 
Is this compatible with Combat Extended? Does anyone know?
VitaKaninen 14. pro. 2022 v 20.10 
@Sego That kinda defeats the purpose doesn't it? Do you want them to flee, or fight? Are you looking for something that will cause your pawns to AI-fight?

I use this with jelly farming so that my pawns can automatically gather jelly without destroying the hives, and then hide behind turrets when the insects follow them.
Stellar Harbour 13. pro. 2022 v 12.00 
How about turning on RunAndGun function when they fleeing?
Jet 6. lis. 2022 v 22.48 
ah i was thinking i could manually activate it/hide it myself
Mlie  [autor] 6. lis. 2022 v 22.10 
@Jet Making them show just sometimes is a bit tricky for such a simple mod
Jet 6. lis. 2022 v 17.42 
is there a way to make the icons invisible? Ideally I'd like them visible only when a raid is on
Fokson 20. čvn. 2022 v 9.21 
Thanks so much, I really appreciate it =)
lobosan 10. čvn. 2022 v 18.18 
nice idea Fokson- thank you Mlie!
Mlie  [autor] 10. čvn. 2022 v 12.27 
@Fokson Sure, should be added now
Fokson 10. čvn. 2022 v 8.50 
Could this made to ( optionally ) apply to animals fleeing as well? Every time my turrets fire at something all the animals in my pen scatter across the map, usually into the stuff that the turrets are shooting at, which gets them killed. Maybe a separate 'spot' token for animals to flee to.
Mlie  [autor] 9. dub. 2022 v 11.06 
@Japa Looked into it and since guests of the colony never flee they cannot be told to flee to a specific spot like colonists.
Jungkook 9. dub. 2022 v 8.35 
Can you make a similar spot but for Visitors? I'm tired of visitors standing in the front of a .50 Cal BMG while a Mechanoid Raid is happening...
BlackieCluckCluck 4. bře. 2022 v 0.20 
love ur work Mlie, downloaded so many mods from u i believe....even tho its just an update, arigato either way.
Mlie  [autor] 13. led. 2022 v 21.46 
@azrobbins This mod just changes the spot pawns flee to from a random to the nearest run&hide spot.
VitaKaninen 13. led. 2022 v 20.03 
Does anyone know of a way to change the time they hunker down, or is this hardcoded into the game? I looked through the .dll, but did not see anyhing I could change that might affect the cowering time.
Sunlight88 29. zář. 2021 v 10.19 
Yes, me too, Mlie does an unbelievable great job!!!
[いっちゃう~]4nDy:BAdAs5_1.2 23. srp. 2021 v 8.40 
This got updated too? Wow, i do not envy your job dude....500+mods just sounds insane...even if each only requires one click which it probably doesn't...
Mlie  [autor] 4. srp. 2021 v 22.09 
@ShortBear Could you verify using only this mod? To rule out a conflict with your other mods?
ShortBear 4. srp. 2021 v 20.12 
Hey! not sure if its a direct bug or a compatibility issue but this mod seems to prevent animals from being manhunter. Any animal that got manhunter would just instantly lose the state. Removing the mod fixed it
Mlie  [autor] 8. dub. 2021 v 13.24 
@qux Should be added now, thanks!
qux 8. dub. 2021 v 12.07 
S0uL-7 7. dub. 2021 v 1.35 
@Wiseman05 Did you check if you put your colonists into 'Ignore Danger' mode?
Wiseman05 3. led. 2021 v 1.36 
I seem to be having a different problem than a lot of people reporting here. My pawns don't even register they're in danger, even as they're getting shot at going about their chores till the enemies are practically right on top of them. Sometimes even after they've been shot from a distance they just wander around and clean up, or play horse shoes.
FlareFluffsune 18. pro. 2020 v 12.31 
Oof well that's a bit suck. Well its still a little useful so they don't corner their idiot selves. Cheers anyway.
Mlie  [autor] 18. pro. 2020 v 11.49 
@Crymson Fluffsune I think the mod just changes the way that the pawns flee, not changes the range until they think they are "safe"
FlareFluffsune 18. pro. 2020 v 9.12 
I thought they were supposed to run to the bunker spot before stopping fleeing? It doesn't help when they keep running back to people shooting at them.
Mlie  [autor] 18. pro. 2020 v 5.38 
@Crymson Fluffsune Perhaps they are out of danger and stop fleeing?
FlareFluffsune 18. pro. 2020 v 4.11 
So I have this mod running, it seems to be working and they do proceed to run to the spot but for some reason after they are a little distance away instead of going straight to the spot they run back to what they were doing instead of going right to the spot. Do you know what could be causing this?
Vakaria 15. srp. 2020 v 18.02 
Seconding Burnz: You are awesome. Thanks for keeping this mod, and the others, alive.
Burnz 13. srp. 2020 v 9.22 
your work is much appreciated.