The auto un-draft feature, while I can see is useful for stuff like a player accidentally forgetting to un-draft a colonist after a fight, can also causes serious issues with pre-emptive attacks.
I just had a situation where I was moving in my colonists around a poison ship to deal with it. I'm about 120 days in with a few automatic weapons, and luckily enough, regular and EMP grenades I took off a recent sapper attack. I set them in the back and get everyone else to position for attack.
Everyone is in position, and right as my sniper takes the shot and pops the ship..
both grenadiers are undrafted and currently walking directly towards 3 charge lancers, a minigun, and 2 inferno cannons.
I totally save-scummed to retry that scenario after both grenadiers were pretty much instantly destroyed.
The game deciding to revert my decision at the worst possible moment, leaving me with little to no control over the outcome of that scenario was pretty much 100% BS. If you insist on having something like this, change it so instead of auto-undrafting colonists after a period of inactivity, make a side alert pop up letting the player know there is an inactive, drafted colonist they may want to undraft.
Agree.
I'd rather just see an icon or something clickable that says "you have drafted colonists"
not even inactive...just...drafted. If the fight is done, undraft everyone...if the icon is still there, click it, and it'll center on a still-drafted colonist.
Agreed
Quote from: Limdood on April 13, 2016, 09:38:36 PM
Agree.
I'd rather just see an icon or something clickable that says "you have drafted colonists"
not even inactive...just...drafted. If the fight is done, undraft everyone...if the icon is still there, click it, and it'll center on a still-drafted colonist.
+1 This
Quote from: Limdood on April 13, 2016, 09:38:36 PM
Agree.
I'd rather just see an icon or something clickable that says "you have drafted colonists"
not even inactive...just...drafted. If the fight is done, undraft everyone...if the icon is still there, click it, and it'll center on a still-drafted colonist.
It used to be that way in the early Alphas. Then it was removed for some reason, and apparently it became too easy to miss having a drafted colonist, so auto-undrafting was added. No idea why, the game should never be overriding player's decisions like that.
Quote from: Rahjital on April 14, 2016, 04:21:22 AM
the game should never be overriding player's decisions like that.
I'm completely agree with that.
they auto-undraft if you kept them idle for too long.
a simple. pause -> drag select all -> undraft -> draft "fixes" the problem.
Quote from: keylocke on April 14, 2016, 09:00:04 AM
they auto-undraft if you kept them idle for too long.
a simple. pause -> drag select all -> undraft -> draft "fixes" the problem.
I feel as if you didn't read the actual thread and just responded to the title, seeing how what you said was already addressed and I said why it's still dumb.
also, undraft/draft to keep them still will occasionally drop a handful of meals on the ground as all colonists perform an immediate job hunt on being undrafted.
Quote from: Mikhail Reign on April 14, 2016, 02:53:30 AM
Agreed
Quote from: Limdood on April 13, 2016, 09:38:36 PM
Agree.
I'd rather just see an icon or something clickable that says "you have drafted colonists"
not even inactive...just...drafted. If the fight is done, undraft everyone...if the icon is still there, click it, and it'll center on a still-drafted colonist.
+1 This
+2 :)
Quote from: Limdood on April 13, 2016, 09:38:36 PM
Agree.
I'd rather just see an icon or something clickable that says "you have drafted colonists"
not even inactive...just...drafted. If the fight is done, undraft everyone...if the icon is still there, click it, and it'll center on a still-drafted colonist.
+1
or add an option to toggle auto undraft on/off in settings.
+1
Agree, just have a thing on the side like "toxic fallout", except "drafted colonists". Maybe flashing every once in a while. Control is absolutely essential in a game where so much is out of our control.
Quote from: Goldenpotatoes on April 14, 2016, 10:18:52 AM
Quote from: keylocke on April 14, 2016, 09:00:04 AM
they auto-undraft if you kept them idle for too long.
a simple. pause -> drag select all -> undraft -> draft "fixes" the problem.
I feel as if you didn't read the actual thread and just responded to the title, seeing how what you said was already addressed and I said why it's still dumb.
ya got me. my bad. that's exactly what i did. :P
I personally think that pawns should act as much like people as possible and that means refusing to stay drafted unto the point of starvation.
Acting like people would include having a self-preservation instinct and not running straight into a pair of waiting scythers, though. At the very least, pawns should not auto-undraft if there are enemies on the map.
+1
(Yes i know the thread is old, but the issue still exists and this comes up when you google it)
Or just a message "Colonist X abandoned his post", with a sound notification. The worst aspect of auto-undrafting is nasty surprises.
Quote from: Rahjital on April 15, 2016, 07:08:19 AM
At the very least, pawns should not auto-undraft if there are enemies on the map.
This is mostly the case. Pawns engaged in battle will never undraft themselves, and they will be a lot more patient with standing At Attention as long as there are active hostiles on the map.
Quotethe game should never be overriding player's decisions like that.
Because players are perfect and never forget about that pawn they left standing somewhere, who is now starving himself to death. Don't worry, he'll auto-undraft when he goes berserk.
I've certainly been in the situation the OP has - but the problem here isn't that pawns auto-undraft. The problem is that it takes 5 RimWorld hours to properly position troops. Something like Squads/Defensive Positions/Achtung to more easily position troops is a much better solution.
Quote from: Mehni on September 23, 2017, 01:59:47 PM
Because players are perfect and never forget about that pawn they left standing somewhere, who is now starving himself to death. Don't worry, he'll auto-undraft when he goes berserk.
Well I think ppl should stay drafted even if they're about to break. Simply because there are many situations where you have to push them to the limit to make it through a hard raid and undrafting themselves because they're almost starving would mean certain death.
What I would suggest is either a red border arroud the portrait of a drafted colonist, like really red and shiny so you just HAVE to notice it. Or a red border arround the whole screen. Basically anything indicating you're in combat mode with drafted colonists would fix it.
Edit:
Like this:
(https://i.imgur.com/cExf2Ft.png)
Its a total overkill but at least you now see when someone is drafted^^
Not only auto-undraft is a problem but also the re-draft is. I had the same problem after opening an Ancient Structure and after clearing the guardians, I positioned everybody right next to each crypto sleep casket so I could release the spacers and one of the guys took longer because of a movement injury. While I was waiting for the last guy to arrive, all others were auto-undrafting, at first it was no problem for me because I was watching the whole area, but it became a pain in the ass when re-drafting, they wouldn't remain there at least an in-game hour but immediately un-draft instantly after re-positioning.
I agree that there should be some kind of pop-up icon displaying what is affecting each pawn if they are starving or tired. But not let them un-draft because of it. I want my pawns to man-up.
I think auto-undraft solves the wrong problem. The problem is player being unaware of a colonist becoming exhausted because he/she was forgotten. Instead, it silently makes a decision for player.
When assaulting enemy colonies I've found to be a huge problem as well since it can take a while you properly position your squad to attack and set up proper fields of fire while still having cover, and having someone get bored and undrafted mid way through is an amazing frustration.
I've also had this happen while setting up an attack on an enemy siege, my 2 best sniper undrafted and walked out from cover right into the enemy's machine gunners and got near instant killed.
A pop up notice like others have suggested sounds like the ideal solution, though I'd be happy with just having a way to turn it off in the options menu or see a mod that lets you set a configurable timer on how long they drafted for.
Quote from: maculator on September 23, 2017, 06:31:34 PM
Basically anything indicating you're in combat mode with drafted colonists would fix it.
Anything? Well, how about a line under the colonists name? Oh look. There it is.
You're missing the problem, instead focusing on a symptom. Pawns auto-undraft because they get bored waiting for you to position them all. The problem isn't the undrafter, it's that the controls for pawn positioning are limited (or that players perceive they have to perfectly position pawns).
Quote from: b0rsukI think auto-undraft solves the wrong problem. The problem is player being unaware of a colonist becoming exhausted because he/she was forgotten. Instead, it silently makes a decision for player.
Let's not forget there already is a notification for exhaustion/starvation. It might kick in fairly late, but it's there.
The line under the colonist symbol is like 1px high. And on a decent screen its fairly easy to overlook. Especially when you're in a hard fight And aftwerwards you're buisy patching up your colonists/base/animals and you simply forgett about your drafted buddies.
Colonists should stay drafted until they colappse, but something on the screen should give you an obvious warning about them beeing drafted.
As long as I see whats going on I don't want them to undraft themselves, the player should have 100% control.
+1 but there should be a small notifiation if a pawn was drafted for more than a day
+1 everything but auto-undrafting, we can even bear the consequences once we forget.
Maybe they should just change the indication on the icons for drafted colonists. Right now, it's just underlining. Maybe it should be underlined and emboldened? Or maybe color their icons red or yellow?
Quote from: Penguinmanereikel on September 24, 2017, 04:02:17 PM
Maybe they should just change the indication on the icons for drafted colonists. Right now, it's just underlining. Maybe it should be underlined and emboldened? Or maybe color their icons red or yellow?
Thats what I suggested a few posts above you.
Quote from: maculator on September 23, 2017, 06:31:34 PM
Like this:
(https://i.imgur.com/cExf2Ft.png)
Its a total overkill but at least you now see when someone is drafted^^
Just thought I'd post here and let people know CannibarRechter made a really sweet mod that lets you change the pawn auto undraft time. https://ludeon.com/forums/index.php?topic=35560.0
You need to adjust the .xml files in it yourself (which is a deliberate choice by the creator) but it's easy to do and only takes a few seconds and ultimately resolves the problem with pawns auto undrafting. nicely.
Anyone in the above comments ever take part in any sort of military manoeuvers. I'm not asking if you have been deployed to the front even cadets or scouts?
Ever found someone not paying attention to what is going on? Ever found someone asleep at their post? The game is a colony simulator not a loop and group.
I actually don't think it happens enough. Character traits should reduce it further. Things like the lazy trait should cause Pawns to drop out of draft real fast if nothing is happening. As well as background traits as well.
Now don't get me wrong I am not happy when it happens at that critical moment but it does.
If this guy had the Lazy, Slothful trait I think the whole world could be a very different place:
https://en.wikipedia.org/wiki/John_Buford
Quote from: Vlad0mi3r on September 27, 2017, 06:22:21 PM
I actually don't think it happens enough. Character traits should reduce it further. Things like the lazy trait should cause Pawns to drop out of draft real fast if nothing is happening. As well as background traits as well.
You bring up a valid point, however the frustration with many of us is how long it takes to properly position pawns for an assault, (hours of in game time sometimes for them to get where you tell them or for the enemy to path to your base.) and the plain idiocy displayed by the pawns when they auto undraft. I can understand the pawn getting bored standing around waiting to shoot at the enemy, but undrafted and deciding to go for a walk outside my base and go cloud watching right in the wide open where the oncoming enemy will get free pot shots? ::)
Unless they have some kind of "death wish" trait, they should at least show some level of common sense when it comes to drafting and then going back to their usual routine.
It would be a fun evolution however if some pawns had a "leadership/command" skill though, and could make the other pawns do their jobs more efficiently when in a radius of them, and thus would stay drafted much longer if in the presence of this commanding officer. (With suitable mood penalties if she/he is wounded or died in the fight.)
Quote from: Lady Wolf on September 28, 2017, 01:58:22 AM
It would be a fun evolution however if some pawns had a "leadership/command" skill though, and could make the other pawns do their jobs more efficiently when in a radius of them, and thus would stay drafted much longer if in the presence of this commanding officer. (With suitable mood penalties if she/he is wounded or died in the fight.)
Now that would be interesting and a much sort after skill. This I like.
Actually, no. Because we have three different classifications: Worker, Soldier and Nudist. While these three are categories for outfits, I would expect soldiers to be soldiers. If a worker undrafts, it's still unacceptable to me and changing category would solve it. But in a survival environment where I have given said character a weapon, I will expect to have them "there".
All other NPC factions raid you with dozens, in plural, dozenssssss... players can only get A dozen, one dozen due to population cap. So I can't afford to have people around doing whatever they want.
Quote from: DarknessEyes on April 14, 2016, 02:45:18 PM
Quote from: Limdood on April 13, 2016, 09:38:36 PM
Agree.
I'd rather just see an icon or something clickable that says "you have drafted colonists"
not even inactive...just...drafted. If the fight is done, undraft everyone...if the icon is still there, click it, and it'll center on a still-drafted colonist.
+1
or add an option to toggle auto undraft on/off in settings.
Exactly. There's no need to get angry about auto-undrafting being removed if it is an OPTIONAL feature. That way most of us don't need to worry about their colonists walking away in the middle of an attack and the rest of us can still be happy because it's optional.
Quote from: Yoshida Keiji on September 28, 2017, 04:06:01 AM
Actually, no. Because we have three different classifications: Worker, Soldier and Nudist. While these three are categories for outfits, I would expect soldiers to be soldiers. If a worker undrafts, it's still unacceptable to me and changing category would solve it. But in a survival environment where I have given said character a weapon, I will expect to have them "there".
All other NPC factions raid you with dozens, in plural, dozenssssss... players can only get A dozen, one dozen due to population cap. So I can't afford to have people around doing whatever they want.
Well we can just agree to disagree on your first point. You are obviously not talking about Aussie Soldiers. ;)
On your second point you must not play with Randy as your story teller. He will let you get up towards 30 especially if you send a big caravan out for a big walk.
I am sorry for bringing this thread back to life (so to speak) but this issue is still here and it needs to get adresed.
I recently returned to rimworld after a break and was un-pleasantly surprised that my colonists undraft themselves when they shouldnt. At first i thought it was a bug due to my several installed mods but it turns out its a feature!
This "feature" is bad and it does more harm than good!
I made a mod that changes the auto undraft behaviour. It can be found here:
Ludeon: https://ludeon.com/forums/index.php?topic=35832.msg407085#msg407085
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1366888108
Auto-undraft should be an option! Problem solved lol