RimWorld

RimWorld

Group Hunt
Suggestions / "Issues"
- When an animal is downed, the colonist will still try to shoot it from ranged instead of just finishing it off in melee.

- Could the wildlife tab be enhanced with the group hunt toggle?

- Will there be settings for "auto tag non predator if less than x meat" or similar that hunting squad has? Sadly the mentioned mod has still performance issues.
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Showing 1-15 of 34 comments
Dragonissa 21 Jul @ 10:09am 
- Integration with "Allow Tool" marking killed animals as "Haul urgently"
JimmSlimm  [developer] 21 Jul @ 10:23am 
Good ideas! I'll look into each of those suggestions.
Especially the allow-tool thing, I do that "haul urgently" thing as well after killing a prey.
Dragonissa 21 Jul @ 10:48am 
- Take work priorities in account. Currently it forces the colonist to hunt even if the priorities are lower than other work.

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.
Last edited by Dragonissa; 21 Jul @ 10:49am
Dragonissa 21 Jul @ 10:50am 
- Cant fully confirm it yet but it seems to take every single ranged colonist to group hunt. An option to limit it or prioritise colonist with better ranged stats would help.

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.
Last edited by Dragonissa; 21 Jul @ 10:53am
JimmSlimm  [developer] 21 Jul @ 11:02am 
Originally posted by Dragonissa:
- Cant fully confirm it yet but it seems to take every single ranged colonist to group hunt. An option to limit it or prioritise colonist with better ranged stats would help.

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.
Wait, EVERY colonist with a ranged weapon? Including those who are not set to hunt? The intended behaviour is that those set to hunt in the work tab gets drafted
Dragonissa 21 Jul @ 11:05am 
Originally posted by JimmSlimm:
Originally posted by Dragonissa:
- Cant fully confirm it yet but it seems to take every single ranged colonist to group hunt. An option to limit it or prioritise colonist with better ranged stats would help.

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.
Wait, EVERY colonist with a ranged weapon? Including those who are not set to hunt? The intended behaviour is that those set to hunt in the work tab gets drafted

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.
Dragonissa 21 Jul @ 12:48pm 
- If an animal is downed near a longer diagonal "hallway"/cavern the colonist seem to get stuck in trying to distance them self. They move backwards and forwards.
JimmSlimm  [developer] 21 Jul @ 1:17pm 
Originally posted by Dragonissa:
- If an animal is downed near a longer diagonal "hallway"/cavern the colonist seem to get stuck in trying to distance them self. They move backwards and forwards.
Ok, thanks for reporting, I know how to fix that, will be in next update
Originally posted by JimmSlimm:
Originally posted by Dragonissa:
- If an animal is downed near a longer diagonal "hallway"/cavern the colonist seem to get stuck in trying to distance them self. They move backwards and forwards.
Ok, thanks for reporting, I know how to fix that, will be in next update

- 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.
Last edited by Dragonissa; 21 Jul @ 1:24pm
JimmSlimm  [developer] 21 Jul @ 2:04pm 
Updated with fixes that was kind of urgent. Still more to do, but that's for tomorrow :)
JimmSlimm  [developer] 22 Jul @ 2:40am 
Originally posted by Dragonissa:
- 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.
Hmm, not sure I understand the situation, when this happens, can you take a screenshot of the situation to help me understand the problem? And a save-file would be even better! Then I could debug it easier

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.
Originally posted by JimmSlimm:
Originally posted by Dragonissa:
- 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.
Hmm, not sure I understand the situation, when this happens, can you take a screenshot of the situation to help me understand the problem? And a save-file would be even better! Then I could debug it easier

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.
Last edited by Dragonissa; 22 Jul @ 2:43am
JimmSlimm  [developer] 22 Jul @ 3:13am 
That is weird indeed. Group hunt never even looks at the melee stat so I shouldn't be that. They should position themselves as far away as their weapon allows:
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.
In this case the pawn doesn't have a second ranged weapon, only melee, but so does the other two pawns.

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.
Last edited by Dragonissa; 22 Jul @ 3:17am
JimmSlimm  [developer] 22 Jul @ 3:48am 
Yeah I tried to reproduce it with the same guns and 3 hunters, but couldn't. The only exception being musket, it seems to be added from another mod, I used sniper rifle for the long range.

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.
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