RimWorld

RimWorld

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Group Hunt
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Mod, 1.6
File Size
Posted
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534.405 KB
19 Jul @ 8:55am
29 Jul @ 7:39am
12 Change Notes ( view )

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Group Hunt

Description
Automate hunting animals as a drafted group! Great for taking down dangerous prey or simply hunting more efficiently.

Heavily inspired by Hunting Squad

Consider this to be in beta at the moment, as it is a new and may have bugs. Please report any issues you encounter.

How to use:
  • Place a 'Group Hunting spot' to act as a command center.
  • Go to work tab, and select which colonists should be used for group hunting. (Priority does not matter)
  • Select any animal on the map or the wildlife tab and tag it for group hunting.
  • If "Auto-start hunts" is enabled, a hunt will just start. Otherwise, you can select the group hunting spot and click "Start Group Hunt" to start a hunt.

Then what happens?
  • A hunt drafts group hunters(assigned in work tab) and positions them for a coordinated ambush. This excludes colonists unfit for hunting(not in need of medical rest, mental breakdown, or doing important work)
  • Optional: You can undraft any hunter you want to make them leave the current hunt.
  • Hunters will intelligently kite threats(if they use a ranged weapon) by any hostiles if they are attacked during a hunt.
  • A hunt ends when the target is dead AND there are no hostiles left on the map(for revenge animals), or if you manually undraft everyone before that.
  • Hunters will automatically undraft after a successful hunt.

Optional features:
  • Auto-tag predators.
  • Auto-start hunts instantly after something is tagged to be hunted.
  • Set hunt target corpses to 'allowed' after a successful hunt. This also marks them as "haul urgently" if allow tool mod is used.
  • Has mod options for a few more advanced settings (minimum movement speed, configurable safe distance, allow/disallow melee hunters, extra friendly fire avoidance, min/max hunters auto-drafted, respect sleep/recreation schedule, and more)

How I personally use it:
1. Every optional feature enabled as a pre-emptive defense system against predators.
2. When low on meat in the freezer, select a group of animals and just let them "bulk hunt". Undraft anyone who's about to break or are injured.

If you enjoy this mod, please consider supporting me!
Support me on Ko-fi[ko-fi.com]
Popular Discussions View All (2)
34
29 Jul @ 9:47am
Suggestions / "Issues"
Dragonissa
0
27 Jul @ 7:52am
Need tips for existing mods for auto-combat
JimmSlimm
22 Comments
JimmSlimm  [author] 26 minutes ago 
I'm glad you enjoy it! Yeah I will try to add the Keyed folder
JoeDoX 1 hour ago 
Hello JimmSlimm,
Would it be possible, in a future update, to add the Keyed folder in order to translate your mod's options and gizmos in the game.
Thank you for your mod, I will incorporate it into my next game.
Nathaviel 29 Jul @ 3:25pm 
mechanoid has its own work tab I think, I'll check!
JimmSlimm  [author] 29 Jul @ 9:25am 
I think just pawns, I never used mechanoids. If they are in the work tab and can be given a job, then maybe
Nathaviel 29 Jul @ 8:41am 
Does this works with mechanoid too or just pawns?
JimmSlimm  [author] 29 Jul @ 7:44am 
Added 2 images to visually show what "Enable Extended Friendly Fire Avoidance" actually does
Siantssyl 28 Jul @ 9:13am 
I'll be giving this a try as I missed the old one even tho that one did cause quite a bit of lag issues. Will see how it goes and will update here.
Georgix 28 Jul @ 6:29am 
I recall the original Hunting Squad mod had optimization issues and conflicted with other automation mods. This lighter version seems much better.
Please continue maintaining and refining this mod, thanks!:dgsun:
Chime 24 Jul @ 9:34am 
Very cool mod idea, especially for tribal runs
Jiur 23 Jul @ 1:04pm 
Ah OK, thanks again for the update :steamthumbsup: