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Especially the allow-tool thing, I do that "haul urgently" thing as well after killing a prey.
I guess that's given due to effect that this mod is primarily meant as a predator defense. Would be nice nonetheless.
Not sure if a separate work type would work instead.
You can use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2574315206 to create mod settings via xml in cases the normal way is too complex.
No sorry, only those who are set to hunt, which in my case are all i have; Because why not.
- Prisoner can be marked as group hunt. Don't think that's intended.
- Lines of sight sometimes cause pawns to attack animals through small gaps which lead to unnecessary long fights.
Basically what this mod fixed in the past https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2663381778
- Still need to debug this more but my current three pawns have different far reaching weapons, causing one to be at the front and one at the back. The one with the assault rifle, aka middle, sticks to the ranged one and doesn't shoot at all.
About the auto-tagging when meat is below a threshold, I decided against implementing that, mostly(but not only) for performance reasons. Colony manager mod has an option to do this in case you really need it.
- Prisoner can be marked as group hunt. Don't think that's intended.
Actually, it is ^^ I started with animals only before release, but noticed some cases where it could potentially be useful to have non-wildlife tagged as well.
Next update will have group hunting as a separate job, this should give more control. It does add extra complexity though. I think the pros outweighs the cons overall.
Also "Haul urgently" will be used at the same time as auto-allowing corpses if the user has the allow tool mod.
I have three colonists. One with a far ranged weapon, one with a near and one that's in between (musket, smg, assault rifle). The colonist with the assault rifle stays near the colonist with the musket but never shoots.
I've further checked and maybe its because their melee stat is higher and simple sidearms is conflicting with it.
public static float GetWeaponRange(Pawn pawn)
{
var primary = pawn.equipment?.Primary;
if (primary == null)
return 0f;
return primary.def.Verbs.FirstOrDefault()?.range ?? 0f;
}
I don't use the Simple sidearms mod so it could perhaps be that interfering somehow. If the pawn has 2 weapons(I assume that's what that mod allows you to do), perhaps the other weapon has higher range? Though a sidearm sounds like it should have lower range, so this is puzzling.
So far i just removed the pawn from the hunting, but i'll check again with a different weapon.
I'm sure it would be better to have far ranged weapons anyway instead of such a weird mixture, but i dont have that option so far.
Also while testing this, I noticed a problem with the "finish off" command, it does this even for boomalopes! That's dangerous, so I will make them shoot to death if the animal will explode in the next update.