RimWorld

RimWorld

Defensive Positions
513 Comments
Peers 6 Jun @ 9:14am 
The defensive positions reset after you reopen the game, this is prob already known
ED-9527 1 Jan @ 8:49am 
For some reason, sometimes pressing the shortcut key T will show the cleared Colonizer defense position. You need to re-enter the game to get back to normal
Max 25 Nov, 2024 @ 11:17am 
@payaso
I think it's something about the shift key assignment.
payaso 20 Jul, 2024 @ 10:49am 
[HugsLib][warn] Missing enum setting labels for enum DefensivePositions.DefensivePositionsManager+ShiftKeyMode

whats this mean?how to fix?
PLE help me:mlrem3:
Courier 18 Jul, 2024 @ 6:15am 
@Forsaken Foreskin
maybe you are looking for AAAA, that mod has allow area control
Johnathon Chinhead 19 Jun, 2024 @ 10:42pm 
does this work for animals to? im looking for a mod that makes it easier to have animals go to a safe spot during raids
Zerotheliger 18 Jun, 2024 @ 2:05pm 
does this work without hugslib?
Symbolic  [author] 26 May, 2024 @ 1:09pm 
@ PTK-
Mechs and ghouls should now be usable.
Symbolic  [author] 26 May, 2024 @ 1:07pm 
@PickleBurg
Yes! Happens automatically if the position is on the interaction point of the turret.

@shiverczar
Try the hotkeys for even more convenience. Numpad zero drafts and sends everyone who has a position saved, multiple presses select presets. Numpad divide undrafts everyone after battle.

@someonesneaky
Looks like the hotkey ignores ghouls, but they seem to work fine when clicking the button. Nice catch!
someonesneaky 11 May, 2024 @ 3:18am 
Don't know if anyone's mentioned it yet or not, but for some reason, ghouls will not obey defensive positions. It'll save them, and when I hit the button, the shield icon flashes in the area where they should go. But they don't draft, and if I manually draft them, they aren't sent to the spot.
shiverczar 6 May, 2024 @ 8:02am 
@pie row jekter

In what world does this mod harm big colonies??? If anything, it is more and more useful the more colonists you have.

The whole point is that it makes it so you only have to set up defensive positions once (or update them from time to time), rather than having to manually put everyone where you want them each time.

So, you have 50 colonists. Say you have 20 of them defending. Normally, what do you do? Draft them all, tell them to run to one place, then when they get there fan them out and individually choose where you want them to hang out, right?

With this mod: Select those 20, hit draft. Hit 'defensive positions' (assuming you set them up previously) > they will now run specifically to the location they're supposed to be.

It doesn't forcibly draft your entire colony and then send them to the front...

Clearly you never tried the mod and are putting it down for your own misunderstanding.
padre fabio te melo 5 May, 2024 @ 4:42pm 
Last update just broke everything, thanks.
Now my screen flashes all the time
PickleBurg 5 May, 2024 @ 7:51am 
Will they man turrets?
PTK- 3 May, 2024 @ 2:13am 
Any plans to make mechanoid also work with this mod?
Overall great mod but doesn't work with mechanoids.
Zero-point pathogen 2 May, 2024 @ 6:41pm 
Thank you for updating this mod, last few colonies were much less fun without it
Pie row jekter 29 Apr, 2024 @ 4:48pm 
@Dereck Delta because can you imagine having to get 50 or so colonists drafted while they could be doing other work
去码头整点薯条 28 Apr, 2024 @ 10:35pm 
Mechanical body cannot use this command, can you fix it please:sl_villager:
Dereck Delta 28 Apr, 2024 @ 12:33pm 
@Pie row jekter Why you say that?
Pie row jekter 27 Apr, 2024 @ 11:26am 
this mod really isn't friendly to big colonies
sword_of_cry 25 Apr, 2024 @ 4:30am 
thank you update!
Pato 23 Apr, 2024 @ 8:11am 
Will this ever work for mechs?
PahandaBear 21 Apr, 2024 @ 8:57pm 
Thanks so much for the 1.5 update! This doesn't appear to be able to set a position for friendly ghouls. Is there any chance that could be added?
The Gunslinger 21 Apr, 2024 @ 5:06pm 
TY!
Värme இڿڰۣ--- 21 Apr, 2024 @ 1:27pm 
Opened up my Rimpy to add a temp fix for a different mod and noticed this was updated, thanks!
Proxyer 21 Apr, 2024 @ 1:11pm 
Thank you for v1.5 update!
泡泡茶壶 17 Apr, 2024 @ 8:01am 
1.5?
ThottyNathaniel 16 Apr, 2024 @ 6:19am 
can you make a mod option where they do it automatically depending on a list of togglible incidents
Freedom 13 Apr, 2024 @ 12:22am 
Please Update,thank you!
不吃早饭 12 Apr, 2024 @ 9:02am 
we need 1.5!
Ealdorman 11 Apr, 2024 @ 12:43pm 
just to let you know this mod isnt compatible with 1.5. pawn controlled related features of the ui will not work if this mods is active
The Gunslinger 11 Apr, 2024 @ 10:31am 
Plz Update. TY!
firshpear 6 Apr, 2024 @ 3:39am 
I recompiled it to 1.5, you can use this before this mod updated to 1.5:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3214062948
AtoZ 30 Mar, 2024 @ 3:28am 
Pls update 1.5
firshpear 23 Mar, 2024 @ 9:25am 
hope this updated to 1.5, many thanks~
Pie row jekter 21 Mar, 2024 @ 2:13pm 
nice pfp TYRACapidELT
TYRACapidELT 21 Mar, 2024 @ 1:10pm 
This is such a crucial mod why it's not basegame is beyond me.
Thank you for this.
Dracula Flow 5 21 Oct, 2023 @ 10:08pm 
I heard this also allows for grouping doors and states.
i.e. I can one click and turn off a group of doors hold open status, and maybe even make them forbidden? does forbidden work for animals?
Nilsa 26 Aug, 2023 @ 4:27am 
Is this compatible with the multiplayer mod?
Monkey Magic 30 Jul, 2023 @ 6:34am 
As the tannoy from Metal Gear Sold would say: "Return to your positions" :D
Cozzy06 15 Jul, 2023 @ 4:14pm 
Would be great to get this working with mechs too. In the meantime seems we can use the mod 'Better Pawn Control' and set a mech policy where each mech is only allowed in their defensive position. They will all go there automatically when selecting the policy.
ziGhostiz 30 Mar, 2023 @ 3:04pm 
sorry, your right. I overlooked that i use Colony Groups hotkeys for groups and tend to use the gizmo for defensive positions.
ziplock9000 30 Mar, 2023 @ 12:23pm 
@ziGhostiz That is incorrect. Both mods bind to the numeric keypad and there's nothing in the options for 'follow me' to change that. There is only an option to turn off or change the binding of home and end. If you're not using the squad functionality of 'Defensive Positions' you wont have noticed. Also the mod load order will likely determine which mod 'wins' with the bindings. Both can't work at the same time with the numeric keypad.
https://i.imgur.com/2P2kHHB.png
ziGhostiz 30 Mar, 2023 @ 5:30am 
i use follow me and defensive positions together just fine. i believe the key-bind options for follow me are in the mod options and not the keybinding menu. i just use middle mouse button to toggle follow me
ziplock9000 29 Mar, 2023 @ 4:49pm 
This is incompatible with "Follow Me" which binds to the numeric keypad and has no option to disable or change the keys.

Also if you select a squad that has not been assigned it should de-select anything you currently have selected. This is behaviour with games like Age of Empires.

Also 'The in-game description contains a brief guide.'.. Only for squads, there's no mention at all about the core functionality, which is defensive positions.
ziGhostiz 18 Mar, 2023 @ 11:50pm 
Would it be possible to get an option for small buttons/gizmos when selecting colonists? Mechanitors kinda of break the UI with all the added buttons and bars when being used with any mods that add more. Any help from mods like yours would be great.
Rips 13 Mar, 2023 @ 1:29pm 
Amazing mod. One of those ones that is so straight forward and obvious it makes no sense it's not in the vanilla game.
arnolddr 27 Feb, 2023 @ 10:20am 
I agree with Deco, would make defensive positions more functional. Plus would allow me to let my defense mechs roam around instead of having them sit in their preferred positions in dormant mode. Btw, HI DECO! Love the series my dude, just remember to double tap those pesky mechs that are just downed as they auto-heal lol.
Decoherent 17 Feb, 2023 @ 10:57am 
I know you have a lot on your plate, but having this function with mechs as well would be really great! You can set positions for them, and the show up on the screen when you "send" the mechs, but they just sort of stand there, looking bored.
King DaMuncha 18 Jan, 2023 @ 10:21pm 
Where does this go in the load order
Garfield smoking pipe 7 Jan, 2023 @ 3:09pm 
Hopefully you can fix it so it works with the mechanoids! fantastic mod