MOD Desc
Command your colonists like a boss!

Pronounced like “A[h] – tung” where “[h]” is like the beginning sound of the superhero name “Hulk”.

The Achtung! mod enhances how you control RimWorld. You will get more control on how to position your colonists and how they take job orders.

In a nutshell you can:

– position your drafted colonists along a line
– move them in formation
– give orders to multiple colonists at once
– force jobs so they get uninterrupted attention
– haul and repair outside allowed areas

Examples of what you can do:

(*) Save time by issuing a command with more than one colonist selected. For example: select three brawlers and right click an enemy, then choose ‘melee’. Done.

(*) In combat, position colonists equally spaced in door openings. Select multiple drafted colonists and with the right mouse button drag a line. Achtung! will move your colonists to equally spaced positions in real time. 10 colonists into 10 doors? No problem!

(*) Fall back a few steps with a group of colonists? Easy. Select them and hold the configured key to move them relative to their current formation. You can even rotate the formation with the standard rotation keys.

(*) Make sure that wall and the sandbags are build before the raid arrives. No cloudwatching or eating allowed! Use the [Force] button that Achtung! adds to all ‘Prioritize…’ menus and you can be sure that all assigned work will be done.

(*) Want one colonist harvest and another sow these three fields? Force them to their tasks and queue up non-adjacted fields by simply adding forced work on them (like ordinary jobs but without the shift key).

(*) Treat all injured colonists in their beds? Select a doctor, choose ‘Prioritize tending… [Force]’ and increase the search range so nearby patients will be included (you will see a small ‘!’ on all forced job). Then focus on other important stuff because you can be sure it’s done.

The original three Achtung! commands ‘Clean Room’, ‘Fight Fire’ or ‘Sow Zone/Room’ still exist because they do stuff a bit smarter than the build in prioritized work commands.

– Settings

Achtung uses the default way to access mod settings. There, you find switches to turn certain features on/off and you can change the default keys to your liking.

– Compatibility

Achtung! is developed with the user in mind. To stay compatible with other mods, Achtung! was developed to stay out of its way and does not overwrite any essential functions. Instead, it reuses existing functionality and probably works with 99% of other mods out of the box.

Here are the current problems and their workarounds for the current version:

Achtung! usually does not modify save state for saved games to avoid a dependency on it. However, a side effect of the provided custom jobs is that when save the game and your colonists are actively running an Achtung job this will be saved too thus creating a dependency to Achtung. Workaround: open the saved game with Achtung, cancel all Achtung jobs and save it again. This will ‘clean’ the save and remove the dependency.

Agreement: When you download and use this mod, you agree to the fact that my mods all connect to a central server to count anonymously how many times you start a game with them. No personal information is transferred in any way, no connection information is stored (the cloud I use does not expose this to me). The purpose is solely for keeping track of which mods are still used and which are popular (subscriptions don’t show that).

If you like this mod, check out my other mods on steam:

Please consider supporting me on Patreon. It would mean a lot to me:

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Andreas Pardeike
Steam: pardeike
Twitter: @pardeike

Ninnetyer: a lot of problem come from mixing many mods together and enjoying the side effects of them not being compatible with each other. It’s all common sense.I try my best to keep the issues to a minimum but its impossible to make it work 100%. Going solely on complaints in this forum isn’t a wise choice. I guess you have to try it yourself if you are curious.The one known problem that probably will not be fixed is that Auto Combat will slow your computer down a lot unless you use it wisely. If you go all in and have 3 or 4 colonists fight lots of enemies then it simply won’t be an enjoyable experience. But if you are just right now busy dealing with some of your colonists and you have a side mission for a single colonist, you can tell her right in your base to attack those enemies on the other side of the map and she will first go there and then finish them off one by one. That includes backing up when things get too dangerous and also using doors to take cover.Enjoy

Mental break threshold was set to major. Haven’t seen them ignoring breaks since the last updates. Awesome. The clean room-command still bugging some of the time. It seems like they pick a nearby door as a room, clean it, and then go on their non-Achtung day. A new issue has risen though: issuing two pawns separately to force clean dirt (all dirt, blood, fluids etc.) crashes the game. (At least when it covers a large area.) Could be my shabby PC? Still, these aren’t enough to stop using the mod as you just have to avoid doing those things or click a few more times, and the mod saveing endless clicks so thanks once more <3Much nicer to focus on the macro-aspect of things rather than spending so much time micro-managing everything.Also, reducing the message spam was a good choice. It's good for a while when you get to know the mod, then it becomes bit of a nuisance. Maybe an option to have them on or off entirely?(Oh and yes, 0.19 version and continuous mod updates on)

Thanks for your speedy response. I assumed it was a mod interaction, I was just wondering if you might be able to shed light on what might be going on. The text is the same as the ‘Force’ function, except it triggers by just right clicking anywhere once. Interaction menus dont pop up on right click (except for ‘clean this room’). It just adds a line below what they are doing. Undrafting removes the state but when I retry right clicking it just comes back. I don’t have the mod reverse commands, the only one that messes with priorities can think of is the work tab and the mod which breaks jobs into many subsets.I’ve noticed that if I ship pawns to a new tile (generating an map) the ‘ordered to work until done’ thing rectifies itself, but only on that new map. Sometimes when I restart rimworld and reload the save it fixes itself, but not always. Idk, hope the info helps somehow. I wonder if anyone else experiencing this specific bug or whatever figured out what the interaction was.

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