Rimworld Colonist On Fire
Beta 18 Version 1.0 Mods Colonist Bar Mod. The Colonist Bar Mod adds additional information and new options to the colonist bar on top of the window. Colonist Bar Mod features Allows custom sorting as well as custom scaling. Firefighting is present in two forms of the game. It is accomplished by colonists going over to a burning portion of the map and 'stomping' on the fire until it goes out completely or by a Firefoam Popper exploding. You can also explode fire out, with grenades (draft a colonist who has them, target the fire. Times Colonist Yesterday at 6:30 PM “I’m not normally the type of person who sees something and runs dow. Nstairs to bash out a protest song, but I couldn’t help myself at that point,” said Steven Page about his song White Noise, inspired by the events in Charlottesville, Virginia, two years ago.
This is how I see the prototype behaving, before it gets fully fleshed out:
Colonist 'Taz', Colonist 'Kate', and Colonist 'Grimm' are all in a colony together (mid-end game). Suddenly, a manhunting pack of Thrumbos show up. Luckily for the colonists, their base has a killbox with turrets set up. However, this killbox is the only way in or our of their base. So they just relax in the base, wander around, eat, sleep, etc., as the turrets do their job. Now, the manhunters are all dead, with a few just writhing on the ground in pain. Taz is in his room meditating, Kate is still sleeping, and Grimm is wandering around. I select Grimm and tell him to go shoot the few remaining Thrumbos to put them out of their misery. He complies and begins his hunt. The first few die relatively easy (because they were in the killbox), but the precision turrets that had also been set up had maimed a few across the map. Luckily for Grimm, his sniper has the most high-tech scope ever manufactured and his range is the whole map. So I right click on an injured Thrumbo on the south-side of the map, and order him to 'Fire At Thrumbo'. He obliges again and maneuvers into a position where he can see the Thrumbo. He fires a few shots; misses the first 2 and the 3rd ends it.
As opposed to maneuvering him around the giant rock stuck conveniently between his LoS and the dying Thrumbo. Sure, I could still order him to fire and wait a few years before he destroys the rock in the middle, but I'd rather him move around himself.
Hope that scenario paints a picture of how I imagine it working.
I just had another idea though: maybe the ability to designate downed anything as hunt-able? Since the AI automagically maneuvers them while hunting... Though I feel like that would be out of scope for this mod. Maybe I'll mess around with that if you agree that solution is unrelated/does not fit into your idea.
Rimworld Colonist Starting Fires
Sorry for the wall of text :P
Rimworld More Colonists
EDIT: I have no clue why I included 3 colonists instead of just Grimm...