RimWorld

RimWorld

Realistic Manhunters
85 Comments
< blank > 14 Jun @ 8:52am 
@NightmareCorporation I think scaria ranged animals shouldn't be able to use ranged attacks anyways, or at least getting an accuracy penalty since they're enraged.
NightmareCorporation  [author] 11 Jun @ 1:30pm 
@Head
Aye, from what I can tell it doesn't sound like it breaks anything this mod does either! I will provide 1.6 support as soon as I can.
Head 11 Jun @ 12:17pm 
New update reworks manhunting animals :O

"Scaria rework: Scaria got scarier! Infected animals now look the part - mangy, red, and covered in sores. You really don’t want to get close, because wounds from scaria-infected creatures cause “scaria infections” - these behave like a normal infection, but cause full blown scaria upon reaching 100%. Humans turn too."
loklan 3 Jun @ 6:36pm 
@Head with vanilla expanded events you can tweak the chance of any event, including the vanilla manhunter event, might help?
NightmareCorporation  [author] 1 May @ 10:52am 
@rout
Happy to hear you are enjoying the mod! Sadly I do not have plans to touch the incident logic for this, it would be a bit too "out of line" for what this mod is trying to achieve.
Head 1 May @ 8:52am 
This is a really fun mod. Would it be possible to get an option to increase the Manhunter event base chance? So we can see manhunting packs roaming the map more often :D
NihilRetnar 8 Apr @ 6:54am 
Understandable.
NightmareCorporation  [author] 8 Apr @ 12:38am 
@NihilRetnar
It only effects ranged units, as is stated in the description. This is such a minor issue that I didn't even flag the mod as fully incompatible, it just makes those very few units that are only ranged a lot worse at man hunting.

I won't be fixing this because of how much custom code there is in MVCF to force ranged manhunters to use their ranged attacks, it's just too much trouble to be worth it.
NihilRetnar 7 Apr @ 6:12pm 
Not being compatible with VEF is kinda big, are you planning on fixing that or should I expect it to remain an incompatibility (like some fundamentally unfixable issue or just very difficult)?
CrackaJack 6 Mar @ 7:08am 
i think this makes wild humans behave weird when manhunting, they only attack animals or walk around
NightmareCorporation  [author] 28 Oct, 2024 @ 2:21am 
@BladeofSharpness
I could, but it doesn't feel like it's in the spirit of how manhunters are supposed to work. With this mod there already is a big "debuff" to manhunting animals because they no longer bee-line to your defenses and might not interact with your colony at all.
BladeofSharpness 28 Oct, 2024 @ 1:42am 
Oooh watch out when you activate the psychic animal pulser then, as they still manhunt when waking up!

Would you be willing to alter the general predator behavior of never hunting if not hungry?
NightmareCorporation  [author] 28 Oct, 2024 @ 12:58am 
@aikixd
Sorry it took me a bit to get to it - I have added an extra check for the logic there, but the main issue was that the manhunting lord (group AI controller) did not calculate a target for the animals to attack and thus tried to attack a NULL target.
aikixd 22 Oct, 2024 @ 6:34am 
Got an exception. The pawn was drafted and was shooting with bolt action rifle. The animal was a hare. The first shot has downed the hare.
https://gist.github.com/HugsLibRecordKeeper/a87d8331d32b2c59dd1803a6db0ee469
NightmareCorporation  [author] 5 Jun, 2024 @ 12:16am 
@Jet
MultiVerbCombatFramework, which used to be a standalone mod until it got bundled into Vanilla Expanded Framework.
Jet 3 Jun, 2024 @ 4:48pm 
whats mvcf?
NightmareCorporation  [author] 19 Apr, 2024 @ 12:46pm 
@earthling96
Managed to work in out-of-range retaliations for manhunter packs - no more easy pickings for sniper rifle users :)
earthling96 19 Apr, 2024 @ 5:03am 
your time, your mod, dont worry ´bout me. just thx for this little jewel.
NightmareCorporation  [author] 19 Apr, 2024 @ 1:06am 
@earthling96
Yea, I can reproduce this behaviour as well, it's obviously not intended, this makes it too easy to pick them off from massive distances like with sniper rifles. I will try to work on a fix, but I got a lot on my plate right now.
earthling96 18 Apr, 2024 @ 1:30pm 
me again. just to clarify. its only taking damage while outside the normal aggrorange they wont trigger. if im going too close they attack like intended
NightmareCorporation  [author] 17 Apr, 2024 @ 11:26pm 
@earthling96
Odd, when attacked manhunters should lauch a coordinated retribution attack... I'll take a look at that
earthling96 17 Apr, 2024 @ 10:22pm 
hey, thx for the mod. would it be possible to make thmem more "aggressive"? Right now i can shoot them from distance and they dont care. The all pause a second after i shot one and then just wander around again. So its realy easy to get rid of them. I like the idea of the roaming beasts but right now its too easy for me.
kongkim 15 Apr, 2024 @ 5:15am 
@NightmareCorporation Sweet will test it out :)
NightmareCorporation  [author] 15 Apr, 2024 @ 5:02am 
@kongkim
The issue was caused by manhunter pawns without food need, I added a basic check to prevent this from happening in the future, I hope nothing else breaks for these animals, I did not plan for manhunters to never be hungry
kongkim 15 Apr, 2024 @ 12:36am 
Get some red errors i think is related when using this mod and Mashed's Ashlands mod.
https://gist.github.com/HugsLibRecordKeeper/3fd5bfdf9a68154cb4d1f28027deefb5
Potato 18 Feb, 2024 @ 11:33am 
@NightmareCorporation I'm guessing that's probably it. I wasn't aware that was the default setting. Cheers!
NightmareCorporation  [author] 12 Feb, 2024 @ 12:03am 
@Potato
Are you using the setting to "Manhunters attack anything that moves"? That allows manhunters to attack wild animals without being hungry.
Potato 11 Feb, 2024 @ 3:16pm 
Hi, I'm having a bug where manhunting packs decide to attack non-colony animals on sight. How can I submit a bug report?
SAUCE__GODD 21 Dec, 2023 @ 7:00am 
Could we get an option to enable death after 5 days
Gerewoatle 21 Oct, 2023 @ 8:34pm 
@NightmareCorporation: Thank you, just wanted to check.
NightmareCorporation  [author] 21 Oct, 2023 @ 1:45pm 
@Gerewoatle
I don't see how it would, unless that mod fundamentally changes manhunter AI
Gerewoatle 21 Oct, 2023 @ 11:40am 
I don't suppose anyone knows if this conflicts with the Scaria Contamination mod, which makes Scaria contagious (including to pawns)?
kongkim 2 Aug, 2023 @ 6:32am 
@NightmareCorporation So far i have not had an error :)
One ide i would love to see added is when a pawn hunts a predator and it go revenge/manhunter it now start attacking other animals rather then the pawn. Could it be done so only when hunted they target the hunter?
kongkim 1 Aug, 2023 @ 2:39pm 
@NightmareCorporation Sweet, will test it out :)
NightmareCorporation  [author] 1 Aug, 2023 @ 11:42am 
@kongkim
I have fixed what I suspect the cause for that issue to be. That being an attack duty being initiated when no member was in range to attack the target - which meant that there was no attacker to defend and thus the error was spammed in the log. Hopefully it's fixed now.
kongkim 30 Jul, 2023 @ 12:52pm 
Hi there.
Think i found a problem when used together with the mod "guards for me"
https://gist.github.com/HugsLibRecordKeeper/9c1837a37f4091ec5b48a6aec1ec3f91

Hope you will look into it :)
PanSeba 30 Jun, 2023 @ 7:35am 
Hey, could you try making modded creatures, like Leaper from V.O.I.D. also finish their pray?
Tried to mess around with it myself but they just leave bodies until victims bleed out.
Other than that, great mod!
NightmareCorporation  [author] 3 Jun, 2023 @ 12:43am 
@robotcat99
I'm pretty sure that's already in the mod. Check the mod settings.
robotcat99 2 Jun, 2023 @ 9:32pm 
Could you make an option or alternative where manhunting animals actually finish off what they down, as they do when hunting normally? It doesn't seem particularly realistic that a rabid or vengeful creature would just mess somebody up and run off to the next fight.
NightmareCorporation  [author] 1 Jun, 2023 @ 11:36pm 
For me personally it never made sense that animals that were murderously hunting your colony one day just take a nap and suddenly they don't care anymore, hence why I removed that mechanic.

It's too easy to just wait out a day with manhunters on the map until they sleep. Especially with how "passive" this mod makes manhunters. I wanted a more interesting mechanic than just waiting for them to sleep.
Cephalon Sithalo 1 Jun, 2023 @ 9:26pm 
@TrueCatLover It depends on where they got it from.
If Scaria is the causes of it then I think they will remain manhunters will they die.

Other than that its a normal mental break event that usually goes away when they sleep.

I think it would be interesting to have it last a few days instead of forever but I figure any manhunter animals wouldnt last a few days anyway so making it a few days or forever doesnt make much difference.
Commie kitty 28 May, 2023 @ 10:25am 
I think this is a great idea, but I thought the manhunter thing was a mental break for animals. It should go away when they fall asleep.
kongkim 1 May, 2023 @ 7:25am 
@NightmareCorporation All good :)
NightmareCorporation  [author] 1 May, 2023 @ 7:24am 
@kongkim
Yea, I'll need to look into edge-case handling for when manhunters try to restore from a state without manhunting participants I guess. No promises when I get to it, but it's on my list.
kongkim 1 May, 2023 @ 2:14am 
Hi again, i have started a new gave and removed a lot of mods.
But i startet after a time to get some new red errors refferring to this mod.
https://gist.github.com/HugsLibRecordKeeper/d4b585e8cf196be1a27a8703e6b9c272
NightmareCorporation  [author] 26 Apr, 2023 @ 11:03pm 
@Felix
Probably. It's hard to take guesses here because I have no idea how MP synchronizes AI and Lord logic. Best I can tell you is to just give it a try - but if it doesn't work I am not sure if I'd invest the time to provide compatibility.
Felix 26 Apr, 2023 @ 9:41pm 
Sorry to bother again, but your mods really interest me. Do you think this one would have any issues with Multiplayer?
kongkim 17 Apr, 2023 @ 9:10am 
@NightmareCorporation Yah hope you can do something :) Have been using the mod for some time and like it. But the Red Errors did not stop, so had to disable the mod for now.
NightmareCorporation  [author] 17 Apr, 2023 @ 8:28am 
@kongkim
Odd, looks like the manhunting pawns were not properly scribed, I'm afraid I don't really have a solution but I could try to add some logic to recover from this odd state and make the mod behave normally again and not spam errors... I'll put it on my To-Do, but it's not a very reported issue, so it has rather low priority
kongkim 17 Apr, 2023 @ 6:09am 
Hi i get a lot of red errors when using the mod.

https://pastebin.com/rt8SFShx