RimWorld

RimWorld

5,480 ratings
Better Pawn Control
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
960.549 KB
17 Oct, 2018 @ 1:25pm
22 Jul @ 4:22pm
74 Change Notes ( view )

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Better Pawn Control

Description
A RimWorld mod that allows to set colonists and animals to outfits, areas, drugs, food in one single action. Setup different policies and switch at will.
Emergency button to toggle all policies in ONE click.

Tutorial -> https://www.youtube.com/watch?v=aKhFCkFcaGU

If you like my mod and feel like contributing, just buy me a coffee :-)
[ko-fi.com]

v2.8.2
- Second tentative fix to 'null pointer exception' bug when saving pawn states;
v2.8.1
- Tentative fix to 'null pointer exception' bug when saving pawn states;
v2.8.0
- Support for Rimworld 1.6;
- Improved maps handling related to GravShip;
- Added support for Compositable Loadouts mod;


I've improved the map handling when jumping between maps with the GravShip. Now the player home BPC settings is moved to the new map (which will become the new player home).

How to use
1. Create a policy either for animals or for colonists by clicking the cog icon
2. Select and activate a new created policy by clicking on the button next to cog icon
3. Configure the policy by setting the areas, outfits, drugs, etc as you always do
4. Done.
Repeat this process for other policies and THEN change between them in one click. WIN!

Features
- Presets (policies) for Work, Schedule, Assign and Animal tabs
- Default outfits, food, drugs when colonist or prisoners join colony
- Emergency' button to toggle your configured policies at once

Compatibility
Save compatible. You are free to add and remove this mod at any time.
Compatible with 'Children, School and Learning'
Compatible with Gear Up & Go
Compatible with AutoCleaner
Compatible with Animal Tab
Compatible with Work Tab
Compatible with RimHUD
Compatible with Numbers
Compatible with Achtung! --> Do disable the 'Rescue work priority column' if error in console bothers you
Compatible with Misc. Robots
Compatible with Compositable Loadouts

Known issues:
- Ghouls are not supported since I did not buy the DLC
- Pawnmorpher mod is not supported
- Achtung "Rescue work priority" is ignored
- NOT compatible with [FSF] Complex Jobs
- Generally NOT compatible with mods that expand jobs (except Work Tab mod)

Official forum thread including change log
https://ludeon.com/forums/index.php?topic=26618.0

Github
https://github.com/voult2/BetterPawnControl

People feedback
"This mod has saved me a ton of aggravation when it comes to saving my animals during raids. I have an unrestricted (auto) policy during non-raids. When there's a raid I have another policy called "hide" and they go indoors. If it's an infestation I use another policy where my animals rally in a canyon and eat grass while I kill the bugs" by asquirrel

"My God, I do hate to have to restrict every single animal and pawn individually.. This is the answer to my prayers!" by FreyaMaluk

"Thanks for this, just alt-tabbed out of my game in exasperation to look for a mod that would do this - a heat wave hit for the second time in just a few days and I have to tell 25 guys to go put on dusters instead of standing outside in their jackets till they go insane" by sapling

Leave a comment with suggestions and please rate!

Credits:
Fluffy for all the help with Animal Tab integration!
Skyarkhangel for all the support with Combat Realism integration. Kudos for you!
Marnador for the logo font (it is available here[ludeon.com])
debugzxcv for the patches optimisation
Ornament for pinpointing and fixing an annoying bug
muggenhor for AutoCleaner compatibility
Deno226 for v2.4 contributions
TheLonerD for WorkTab inner priorities + Misc. Robots integration + 1.6 contributions. Kudos for you!
IonFrigate 1.5 updates
DomBarber for Medical UI improvements + Atchung! compability fix
llunak for 'Compositable Loadouts' mod integration

Translators (many languages):
Lauri7x3 Coldmoon boundir Dango998 delphin92 Proxyer 53N4
Crusader Deno226 IonFrigate
Popular Discussions View All (3)
344
21 Jul @ 9:09pm
Possible bug reports
VouLT
36
21 Dec, 2023 @ 2:38pm
Suggestion
Ravenmaster [GB]
0
22 Jan @ 11:13am
Error help
Johnny
1,343 Comments
ctw195 7 minutes ago 
Opening the assigned button causes it to get "stuck". Can't click on it to close it or open anything else including the main menu.,
FinnSour 5 hours ago 
Adding BPC to my playthrough-- haven't used it in 1.6 yet so this should be a fresh test. Will report back later!
Greeve 8 hours ago 
looks good so far, no interface freeze (testet for 3 hours), nice! gj
Ducki 18 hours ago 
Well i added the mod back and have created a new mech, no issues so far -crosses wings- let's hope it sorted :D ty
VouLT  [author] 20 hours ago 
v2.8.2
- Second tentative fix to 'null pointer exception' bug when saving pawn states;

Again, I'm not able to reproduce this bug with my play style or mod list. Regardless, I added more protections to try to mitigate the problem. Please report back, ideally on a save with a clean BCP.

Clean BPC means resetting BPC. To reset it, simply disable it from the mod list, then load your save without the mod and finally save your game to a new save or overwrite the existing one. When you enable BPC again, BPC will be reset but you will also lose all you policies settings.
AlliedBaron 22 Jul @ 10:39am 
Work schedule getting stuck. Tested on both Lowmate and Highmate. Hope this mod getting an patch! :)
maromano 22 Jul @ 7:31am 
I also have an autosave of 1 in-game day prior, where the centipede is still gestating and the constructoid of the second pawn is still alive. In this save, if I open the mech tab, the GUI also bugs, and in this case destroying the constructoid is what fixes the GUI. Also, if I finish gestating the centipede in this save, the GUI works correctly.

For another test, I reloaded the autosave and let the centipede finish gestating without destroying the constructoid, and in this case I need to destroy both of them to fix the GUI.

Note that this also works when I draft my pawns and force them to attack the mechs to death

It seems that something is causing individual mechs to be corrupted and bricking the GUI, and destroying them fixes it. (I use Development Mode Hotkey so I can access dev mode without having to open the menu, which is impossible when the GUI bricks)
maromano 22 Jul @ 7:30am 
Some testing I did in my playthrough.

In my last save:
- I have a pawn that has been a mechanitor for a long time, has 5 mechs created a long time ago and just finished gestating a centipede
- I have a second pawn that has just been implanted with the mechlink, has disassembled the constructoid that came with it, and has taken control of the centipede that the first pawn gestated.

In this save, if I open the mech tab, the GUI bugs, but if I destroy the centipede with dev mode, the GUI starts working again, and this only happens when I destroy the centipede, I have tried destroying the others mechs, and as long as the centipede exists, the GUI is bricked.
横冲直撞小影子 22 Jul @ 6:54am 
This mod will cause the shuttle to be unable to land.
Ducki 22 Jul @ 1:23am 
@Lynxian I'm getting the same issue with the mech ui being stuck on and unable to do anything else, did u find any fix?