RimWorld

RimWorld

Group Hunt
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Update: 3 Aug @ 6:58am

[Auto-generated text]: Update on 8/3/2025 3:58:01 PM.

*Added support for translations

*Shortened the description in About.xml. The main description can be here on steam

Update: 29 Jul @ 7:39am

[Auto-generated text]: Update on 7/29/2025 4:39:47 PM.

* Improved friendly fire calculations for both the basic and extended version(toggleable in mod options). The extended version is now very accurate, but comes at a performance cost. (Multiple hostiles/revenging herd still disregards friendly fire even with extended version, because it's just too complex)

* Fix: Group hunters should no longer be able to go to the same exact spot/cell

* Pawns currently involved in a ritual will not be auto-drafted for a hunt

* Other various very minor fixes, tooltip descriptions and such

Update: 28 Jul @ 1:37pm

[Auto-generated text]: Update on 7/28/2025 10:37:39 PM.

*Enables drag-selecting targets in the wildlife tab

*Adds Melee to Group Hunt jobs list of "Relevant Skills" if melee hunters are enabled in mod options, this should help other mods that auto-assign jobs

*Fix: Search and destroy should no longer be able to interfere with hunts. This applies only to the most popular variant though: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3232242247

*Added mod option "Let 'Search and Destroy' manage large hunt battles", if an entire herd fights back, this would activate "Search and Destroy" for the hunters involved in the hunt instead of relying on my own combat logic. Honestly though, this turned out to be quite a disappointment. I recommend leaving this off, but hey at least you have a choice now :)

Update: 27 Jul @ 11:11am

[Auto-generated text]: Update on 7/27/2025 8:10:58 PM.

*Smarter AND faster friendly fire-avoidance for ambush phase. Last update added checks for "am I in the way of another hunters line of sight to the target?". Now also checks "is someone else in the way of MY line of sight?". These checks are much faster now as well due to a lot of code optimization.

*Mod option "Enable Extended Friendly Fire Avoidance": Extends the above logic to apply after the ambush phase as well, for safer but possibly slower hunts. This smarter logic is automatically disabled when fighting multiple hostiles (a revenging herd). Default OFF.

*Mod option "Respect Sleep and Recreation Schedules": When enabled, if a colonists current schedule is Sleep/Recreation, they will not be automatically drafted for hunts. You can still manually draft them if they should be included though. Default OFF.

*Hunters will no longer be drafted if they are performing critical jobs:
*Rescuing a downed pawn
*Tending to a patient (including surgery)
*Feeding a patient
*Carrying a baby

Update: 26 Jul @ 9:06am

*When message appears "Group hunt started for Warg.", the message is now clickable to see where the target is

*In the ambush phase, the hunters should now move slightly out of the way if they are directly in the line of sight between the target and another hunter behind them. This does not entirely fix the problem of friendly fire, but alleviates it a bit.

*Fix: Automatically disables group hunt for predators that is part of your faction if they had been auto-tagged

*Mod option: "Show Hunt Gizmo on Player-Faction Animals". Off by default.

*Performance improvements

[Auto-generated text]: Update on 7/26/2025 6:06:27 PM.

Update: 24 Jul @ 11:13am

*Added mod option "Minimum group hunters to auto-start hunts". Previously hard-coded at 2.

*Added mod option: "Maximum group hunters to auto-draft". Previously just drafted all deemed fit. Will choose the ones closest to the target if anyone is left out.

*Fix: Group hunters which are in a mental break state are no longer deemed fit for hunting during their mental break. This applies to both auto-drafting AND during a hunt.

*Fix: Group hunters which should seek medical rest are no longer deemed fit for auto-drafting. They will remain on active hunts though. You can manually undraft if you want them to go home and rest.

*Slight change: For consistency, manually starting hunts now also does the check for min/max number of hunters. Previously required just 1 for manual starting group hunts, and 2 for auto-starting.

[Auto-generated text]: Update on 7/24/2025 8:13:29 PM.

Update: 23 Jul @ 11:55am

*Added functionality for melee hunters! Toggleable in mod options

*Added mod options:
1. Minimum cautionary distance. This used to be hard-coded at 6.0. During a hunt, ranged hunters will try to stay at least this far away from the target(or any hostiles). If the range of the weapon used by a hunter is lower, weapon range - 2 is used instead. Default: 6.0.

2. Minimum Movement Speed for auto-drafts. Group hunters slower than this will not be automatically drafted for group hunts. You can still manually draft them to include them in a started hunt though(if they also are assigned to the work type). Default: 2.5

3. Allow Melee Hunters. Default: True

[Auto-generated text]: Update on 7/23/2025 8:55:55 PM.

Update: 23 Jul @ 2:32am

*Fixed some cases where, during a hunt, some hunters going endlessly back and forth when there are no hostiles around

Update: 22 Jul @ 7:18am

*Added group hunt as a new work type. No longer uses the normal hunting job to select pawns for group hunts.

*If Allow Tool mod is used, and "Auto-allow target corpses" is toggled on in the group hunt spot options, will now also mark the corpses to be marked for "Haul urgently".

*Fix: Hunters should no longer "finish off" prey that explodes on death(eg. Boomalopes)

*Fixed an error in a edge/rare case where manually starting a hunt could try show a message which could not be written

Update: 21 Jul @ 1:59pm

*If "Allow Tool" mod is used, when a hunted target is downed, chooses the closest hunter to "Finish off" the prey, otherwise, they shoot it to death.

*Added a column for group hunting in the Wildlife tab

*Fix: Enables "Fire at will" when there are hostiles other than the hunt-target appearing during a hunt(most likely when the preys friends fight back)

*Fix: Should now stop trying to "kite back" when the prey is downed and the hunters need to get closer to shoot it