Non-humanlike Pawn Control
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.
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
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:
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:
4. Example Usage
Want your dryad to haul, fight, and wear armor?
Just define:
And it will behave like a pawn with those capabilities — showing up in WorkTab and accepting player orders.
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.
Enable developer mode for:
- Log: cache resets, pawn injection
- Validation for ThinkTree, Skills, Tags
- Status panel in PresetManager
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.
MIT License.
Feel free to bundle, fork, or adapt for your faction mod, as long as credit is given.
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.
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