In Rimworld sending a pawn to fetch some resources from nearby tiles is almost everytime a option.
But it feels kind of try hard to caravan outside of colony and farm every single tile for resources.
What if we could send pawns outside on their own and let them deal with dangers and options themselves ?
This is where [b]Go_Scout[/b] comes in! now you can prepare a pawn and send them to outside world with a [i]"goal"![/i]
these pawns, in other word [i]"scouts"[/i] are going to wander around world tiles around your colony and try to achieve their "goals".
[b][i][Inspired by Expedition assignment in FalloutShelter][/i][/b]
Scouts will encounter different events, dangers and resources depending on their location and goal!
they won't find lots of wood in desert, or lots of animals in ice sheet.
they will start having health problems depending of tile's temperature and pollution,
if careless enough they may encounter enemies and have to fight!
they can get kidnapped! worst case: they die(usually the case).
some encounters will challange the scout on various tasks like negotiation ability, hunting stealth(etc.)
they are also going to earn skill exp depending on the events they encounter!
[hr]
Goals:
Patrol:
Scout will look for information around the colony and give you some "quests"
[i]tests scout's [b]Social[/b], [b]Melee[/b], [b]Shooting[/b] related capabilities[/i]
Scavenging:
Scout is going to look around and scavange any possible thing they find and return colony
[i]tests scout's [b]Construction[/b] related capabilities[/i]
Hunting:
Scout will look for animals, hunt them, and carry corpses to colony
[i]tests scout's [b]Shooting[/b], [b]Animals[/b] related capabilities[/i]
Mining:
Scout is going to wander around and search and mine some ores around mountains
[i]tests scout's [b]Mining[/b] related capabilities[/i]
Lumbering:
Scout is going to cut woods and bring them back to colony
[i]tests scout's [b]Plants[/b] related capabilities[/i]
Taming:
Scout will try to look for animals, tame and return back to colony with them
[i]tests scout's [b]Animals[/b] related capabilities[/i]
listen! it is not send a guy get some free materials thing!
give them some clothes, some medicine, shield belt, gas mask if pollution around
parka if outside cold.
Is your scout incapable of combat ? fear not! just tell them to run away!
I am not responsible for any scout's death!!
[hr]
known incompatibilities:
*any biome mod(scouts in non-vanilla biomes will have broken event generation [b](lacking events to accure)[/b])
*any combat overhaul(scouts in combat will use mod's own combat settings. [b](nothing major)[/b])
compatibilities:
*Alpha biomes/Alpha animals
known bugs:
*quest descriptions are broken(still works though)
*pawn not saving work tab and bed location
things to add:
*more events! probably
*popular mod compabilities
*realistic planets 2
*merchant and gathering goal
*pack animal support
*scout ai for moving tiles
(I am open for suggestions!)
[hr]
[b]my pawn got stuck off-map! help![/b]
-open dev mode and use "force return scout"
[b]can be added mid-save ?[/b]
-yes sure
[b]can be removed mid-save ?[/b]
-call all scouts back to colony before removing, then it should be fine.
[b]do I need any DLC ?[/b]
-DLC's are [i]not required[/i] to safely open the mod, but still uses some quests if you have them
[b]why my hunter doesn't hunt ?[/b]
-give that hunter a gun that probably fixes it