// Management · RimWorld Mod

Non-humanlike Pawn Control

Simple Pawn Control Framework Custom control system for non-humanlike pawns.

Simple Pawn Control Framework

Custom control system for non-humanlike pawns. This mod enables drafting, equipping, and work tab logic for any animal, mechanoid, mutant, or custom-defined race.

🔧 How to Use (Players)

1. Click the new Pawn Control button in main tab. 2. Select a race type (e.g. Animal, Mechanoid, ToolUser). 3. Pick a race from the dropdown (e.g. muffalo, dryad, etc.). 4. Apply one of the preset tags from the right panel. 5. Done - now save game and reload and your selected pawns now show up in Work tab, can be drafted, and follow custom job trees. ✅ Draft controller included ✅ Compatible with gear / weapon pickup ✅ Fully XML-based preset system ✅ Dynamic injection; no patch clutter

⚙️ For Modders

This mod provides a modular framework for defining pawn work capability, skill simulation, draftability, and AI behavior via XML extensions. --- 1. Define a Mod Extension Attach this extension to any `ThingDef` with a `race` element:
  • AllowWork_Construction
  • AllowWork_Hauling
  • BlockWork_Research
  • ``` 5 8
  • Plants10
  • PlantsMajor
  • true true PawnControl_ForceAnimalToHumanlike ```

    2. Work Tags Supported tags follow a naming pattern. Examples:
    • AllowWork_Construction\ – enables construction jobs
    • AllowWork_Hunting\ – enables hunting
    • BlockWork_Research\ – disables all research-related jobgivers
    • AllowAllWork – enable every supported WorkType

    3. Runtime APIs This mod injects:
    • Draft controller via Pawn.drafter
    • Equipment / Apparel / Inventory trackers if missing
    • Pawn\_SkillTracker if work is allowed
    • Work tab visibility, WorkSettings, and ThinkTree assignments
    • Optional override for RaceProperties.Animal or IsMechanoid classification
    You can control ThinkTree injection using: PawnControl_ForceAnimalToHumanlike
    4. Example Usage Want your dryad to haul, fight, and wear armor? Just define: true true true
  • AllowWork_Hauling
  • AllowWork_Cleaning
  • AllowWork_Firefight
  • And it will behave like a pawn with those capabilities — showing up in WorkTab and accepting player orders.

    🔗 Compatibility

    Compatible with:
    • Combat Extended
    • Vanilla Expanded Framework
    • Vehicle Framework
    • Humanoid Alien Races (HAR)
    • Work Tab, Numbers, Drafting Mods
    • Multi-pawn think trees
    No core files overwritten. Supports safe hot-load if extension is defined before first spawn.

    🧪 Debugging Tools

    Enable developer mode for:
    • Log: cache resets, pawn injection
    • Validation for ThinkTree, Skills, Tags
    • Status panel in PresetManager

    📁 Preset Manager (Advanced)

    The in-game Preset Manager tool supports:
    • Injecting presets without XML edits
    • Saving runtime changes
    • Reverting presets per race
    • Dynamic preview of injected tags
    Everything is handled through runtime-safe XML-compatible mod extensions. No patching required.

    📜 License & Usage

    MIT License. Feel free to bundle, fork, or adapt for your faction mod, as long as credit is given.

    📜 Contribution

    Myself: Architecture design, base code development, code review and validation ChatGPT: Framing and translation. Simplifying codes. Adding summary for other modders to understand how do codes work. Image generation (for thumbnail of this mod) Claude 3.7 (GitHub Copilot): On IDE code development and refactoring. Debugging. Buy me a coffee if you wish