// Management · RimWorld Mod

PawnPilot Framework

PawnPilot Framework PawnPilot lets you directly control a drafted pawn in real time.

PawnPilot Framework

PawnPilot lets you directly control a drafted pawn in real time. Move with WASD, aim with the mouse, attack, guard, parry, dodge, sprint, lock onto enemies, and use abilities without pausing to issue normal combat orders. It works as a complete combat mod for ordinary pawns and as the control system used by AlpineStatic's Bleach and Jujutsu Kaisen mods. ⭐ If you enjoy the mod, please consider leaving a Rating and a Favorite! ⭐

Direct Pawn Control

Draft a pawn and press the PawnPilot gizmo. You control one pawn while the rest of the colony continues normally.
  • WASD moves the pawn
  • Mouse controls aim and facing
  • Right click attacks
  • Ctrl and right click charges a melee attack
  • Hold right click for sustained ranged fire
  • Hold left click to guard and time it near impact to parry
  • Shift sprints
  • Alt or a double tap dodges
  • Middle click locks onto a target
  • Q uses an available EX move
  • F uses an aerial uppercut or downslam
Press Release PawnPilot or Esc to return the pawn to normal drafted control.

Melee That Shows What Actually Happened

Attacks use RimWorld's real weapons, skills, armor, damage, and cooldowns. PawnPilot controls the action without replacing the result. A hit makes the fighters react to the hit. A blade wound can throw blood. A miss cuts through empty air. A dodge moves the defender clear. A block braces both fighters. A parry brings the weapons together, throws a spark at contact, staggers the attacker, and opens a counter. Held movement stays responsive through ordinary attacks, so you can circle a target, close distance, retreat, and change direction while fighting.

Weapons, Combos, and Real Dual Wielding

Knives, swords, axes, blunt weapons, polearms, great weapons, pistols, rifles, bows, launchers, and other weapon classes have different reach, speed, movement, and combo behavior. Consecutive hits build a combo and end in a weapon class finisher. PawnPilot also supports two real one handed melee weapons. Equip the main weapon, right click a compatible second weapon, and choose Carry as PawnPilot offhand. The second weapon stays in the pawn's inventory and becomes the offhand while piloted. Both weapons remain visible. Normal attacks alternate hands. Charged attacks crosscut with both weapons. Finishers, guards, parries, dodges, clashes, and aerial attacks use paired poses. Each weapon keeps its own appearance, material, ownership, and damage. The offhand is not a copied sprite. Remove the carried weapon to return to single weapon combat. Guns, polearms, great weapons, and special manifested pairs cannot be used as ordinary offhands.

Style, EX Moves, and Mastery

Vary attacks, finish combos, parry, and dodge to raise Style from D to SSS. Repeating one move, missing, or taking hits lowers it.
  • EX Burst blasts nearby enemies away
  • EX Focus slows nearby threats
  • Limit Break delivers a cinematic finishing strike
Every pawn earns permanent PawnPilot Mastery through combat. Levels award perk points for toughness, footwork, weapon handling, guard, and flow. Stamina, charge, combos, and Style reset when PawnPilot ends. Mastery stays with the pawn.

Animation Combat

Animation combat adds authored body and weapon motion, melee clashes, registered projectile clashes, uppercuts, air chases, downslams, launches, crash landings, wall impacts, hitstop, impact frames, trails, sounds, and screen shake. Ordinary weapon hits stay grounded by default. Launches and aerial reactions come from authored moves, registered abilities, clashes, and super attacks. Destruction can be turned off, limited to nature, or allowed to break walls. Colony structures can be protected separately. The full system has one switch: Options > Mod settings > PawnPilot Framework > Animation combat > MASTER SWITCH Turning it off removes the animation combat layer while normal attacks, abilities, damage, and PawnPilot controls continue working.

Command Deck and Custom HUD

The command deck shows the controlled pawn, target, weapons, stamina, charge, Style, combat state, resources, and ten action slots. Right click a slot to bind the pawn's current abilities or command gizmos. Choose the primary and secondary menu colors, change HUD size and opacity, or press HIDE HUD during play. A SHOW PAWNPILOT HUD tab remains at the bottom so the deck can be restored without leaving PawnPilot. The HUD can also be disabled globally while every control remains active. An optional chase camera follows the piloted pawn during fast movement. Manual camera input always takes priority. Lock on keeps facing, aim, and held fire on the selected target.

Enemy Combat and Cross Mod Support

Optional tactical combat lets hostile humanlikes guard, parry, dodge, shoot, and time attacks according to their skill. A separate setting gives undrafted allies the same defensive behavior. Both options are off by default. Drafted pawns stay under player control. Bleach Mod uses PawnPilot for Zanpakuto combat, Shikai and Bankai releases, Bleach resources, abilities, guarding, parrying, and weapon presentation. Jujutsu Kaisen uses PawnPilot for cursed energy, cursed tools, Heavenly Restriction combat, techniques, resources, guarding, and parrying.

Requirements

  • RimWorld 1.6
  • Harmony
  • No DLC required
  • Safe to add to an existing save
Load PawnPilot Framework after Harmony and before Bleach Mod or Jujutsu Kaisen. AlpineStatic Discord AlpineStatic Patreon