RimWorld

RimWorld

Turrets Shoot Hunting Predators
22 Comments
Pheace 13 Jul @ 8:34am 
Thanks for trying anyway. Agreed performance is a crucial thing here.
Archie  [author] 13 Jul @ 8:31am 
I tried, but unfortunately I need to hook into a function that hugslib has that is called whenever a map is loaded. That's when the cache of predators that are manhunting gets repopulated. I could simply do away with the cache approach but the performance impact would be heavier, I feel.

And given how turrets already cause a decent performance impact by default if you have too many of them, I'm worried doing this could be a problem.
Pheace 13 Jul @ 8:00am 
Thanks for the update. Any chance hugslib requirement could be removed?
Archie  [author] 11 Jul @ 10:08am 
Update out. Either wait for the official hugslib to be updated or use the community fork that is already updated for 1.6. Happy hunting!
Archie  [author] 4 Jul @ 5:25pm 
When 1.6 comes out. :bfengineer:
thorman123456789 4 Jul @ 12:40pm 
1.6 please?
Archie  [author] 14 Dec, 2024 @ 8:16pm 
Also I do not remember what adds those walls but they were reinforced walls.
Archie  [author] 14 Dec, 2024 @ 8:16pm 
I unfortunately don't think I can. CE has its own patches that replace the TryFindNewTarger function and depends on its own functionality, sorry chief.
Lord Bloodfart 11 Dec, 2024 @ 11:17am 
bröther, could you please make a version that supports CE? If that is possible?
Ravenfire 13 Aug, 2024 @ 2:05pm 
what adds those walls?
Winter 8 May, 2024 @ 11:33pm 
Nice! Probably something worth adding to the Animal Logic section above. You could be doing yourself out of subscriptions is all. It's a good, logical mod :)
Archie  [author] 8 May, 2024 @ 11:25pm 
That's already a setting on their side. You can disable it in their mod options.
Winter 8 May, 2024 @ 10:11pm 
Animals Logic (Has logic to handle this already, but I felt it didn't work at times, which is why I made this patch.)

Is there any way you could add a way to disable Animal Logics turret code if using both mods?
Decimus Magnus 20 Apr, 2024 @ 1:34pm 
Thank you good sir!
Archie  [author] 20 Apr, 2024 @ 11:58am 
That would be chicken plucker's security module.
Decimus Magnus 20 Apr, 2024 @ 11:44am 
What turret mod is that with what looks like rotary cannon turrets pictured in the screenshot?
Emilie Sackenball 17 Apr, 2024 @ 5:13pm 
@Tawnylure maybe is for "simulating" they being sneaky for make it simple as a feature of the game, yeah is annoying when a important pawn gets "backstabed" but hey at least the game warms you he's coming
Tawnylure 17 Apr, 2024 @ 4:03am 
Why don't they already??? Hostile animals are just as deadly as hostile factions as unlike hostile factions, you can sometimes just be unaware of one of them attacking your colonist.
sormly500 15 Apr, 2024 @ 9:54pm 
i thought this was base game the turrets in my game always shoot animals hunting my colonist
The Gaming Archaeologist 14 Apr, 2024 @ 6:44am 
I have needed this so bad! Especially when colonists are in danger. Otherwise I just end up hunting to cull down the number of predators otherwise my colonists start looking like targets!
makotow 13 Apr, 2024 @ 7:34pm 
Yes, it should be a basic behavior as you said. Thanks for your mod.
Awoobis 13 Apr, 2024 @ 4:30pm 
Works well for me!