RimWorld

RimWorld

holdem Aug 2, 2018 @ 5:13am
Hunting...
Is there a mod to have colonists hunt in a group of 3?
It starts to get annoying having to babysit hunters and have them kill bigger groups manually....
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Showing 1-15 of 25 comments
Bryan=0101 Aug 2, 2018 @ 5:26am 
I don't think so but you shouldn't need a group of three to kill large animals unless you are speaking of a thumbo(forgot how to spell it) in which case its a special event.
Last edited by Bryan=0101; Aug 2, 2018 @ 5:26am
holdem Aug 2, 2018 @ 5:37am 
I didn't mean killing a big animal but for example a big group of muffalos or dear or whatever....
It's pointless to have them hunt solo because most of the time these animal packs turn in revenche mode so the only option is to kill them manually with a group.....

Jee\o/Pee Aug 2, 2018 @ 7:13am 
True. i always draft 3-4 to kill some manually. cause they will attack. maybe someday a mod will come...maybe..
Last edited by Jee\o/Pee; Aug 2, 2018 @ 7:14am
sbmarauderman03 Aug 2, 2018 @ 9:05am 
Yeah, the way hunting is set up is totally ridiculous. Animals attacking the hunter? Pshhh...whatever. Hunting should be set up to where you click on the animal you want to kill and it moves right next to your butcher table and dies.
holdem Aug 2, 2018 @ 9:15am 
Originally posted by sbmarauderman03:
Yeah, the way hunting is set up is totally ridiculous. Animals attacking the hunter? Pshhh...whatever. Hunting should be set up to where you click on the animal you want to kill and it moves right next to your butcher table and dies.

lol Since biginning of mankind humans strength was hunting in groups......
So why can't i just set a simple logic feature as hunting in group?????
Oh right because manually kill them with a group is so hard and not tedious and fun......
Ralistu Aug 2, 2018 @ 9:43am 
i use a mod called colonly managment.. its awesome until 1.0 comes out lol. i dont know if it works for 1.0 yet. i dont "test" unless im being paid. i understand that im playing an early acess game, however, i dont report anything and dont suggest anything either. nevermind, im trailing off

it doesnt help with hunting in 3's. but its a set it and forget it mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=715565262


to further help you out. if youre trying to hunt a herd, do it manually. because they will revenge.
Last edited by Ralistu; Aug 2, 2018 @ 9:45am
Mlaaan Aug 2, 2018 @ 9:43am 
For me it's not the entire herd going Agro that worries me, it's the fox, or wolf, or warg (yikes) that decides my hunter is gonna make a good meal...
scott46401 Aug 2, 2018 @ 9:58am 
Originally posted by Mlaaan:
For me it's not the entire herd going Agro that worries me, it's the fox, or wolf, or warg (yikes) that decides my hunter is gonna make a good meal...
Many times if I see one of these near camp, I would draft 3 colonists and have them just start shooting, rather than hunt the animal. Also if hunting a large herd, would send 3 or 4 out at a time hunting, if there's danger they can all be drafted. I don't bother hunting those larger animals, after all the legs torn off and eyes bitten out....one time lost a BIONIC leg!!!
CellNav Aug 2, 2018 @ 11:05am 
It would be nice to have a mod that creates a "Hunting Spot" that could be placed on the map. It would work the same as a caravan forming spot. That would allow our hunters to rally at that spot before going out hunting. Since we don't have such a mod, the player has to rally manually (obviously), however hunting is a job (like any other), and to get pawns to do their job requires the player to manage their job tasks and work schedule to fit the task at hand.

I have routine I follow every morning ... At the crack of dawn (6h), I will scan the map for potential hunting targets. I won't tag them all up until about 9h, that gives enough time for my hunters to wake up, eat, screw around or whatever. If players use manual priorites then you can set hunting as #1. If you set their work schedule to work between 9h-17h (9am - 5pm) then it can match the routine.

Once all the targets are tagged, I can release the task of hunting to automation, or I can accelerate the automation by drafting the hunters, then undrafting them. The hunters can be set on a hotkey allowing for rapid selection. Drafting/undrafting causes the hunter to "drop his kawk and grab his socks" and begin hunting.

My hunters have 6 dogs. This ensures that at least 3 dogs show up immediately, the minimum amount of dogs that I declared work for me. My choice of weapons are auto/charge rifle. Bolt action or sniper rifles can work better because the warmup/cooldown time allows for more dogs to show up before the hunter actually hits anything!

On a side note ... My drug policy is set to use "social drugs" (beer, tea, joints) on a scheduled basis .... Tea every 2 days, beer every 3 days, joints every 5 days. All drugs set IF mood at 50% or less with any joy.

That drug policy can be quite funny sometimes, and I swear my hunters are British. After the hunter downs an animal, he may step aside to enjoy a spot-of-tea. While he's drinking the tea the dogs stop following and more than likely one dog will grab the dead animal and haul it back, leaving me one less dog but like I said, 3 is all I need. After his tea-break, he's back to hunting again and the cycle of hunting continues.

Hope that helps anybody ... but yeah, a basic "hunting gather spot" would indeed help me for my routine ... :/
Last edited by CellNav; Aug 2, 2018 @ 11:06am
CellNav Aug 2, 2018 @ 11:50am 
Originally posted by Mlaaan:
For me it's not the entire herd going Agro that worries me, it's the fox, or wolf, or warg (yikes) that decides my hunter is gonna make a good meal...

I don't like to sugar coat my posts, so I'll say that a disorganized pawn is a direct reflection of a disorganized manager ... :P

Using my routine in my other post, I can ammend that to help you organize your hunt ...

After all the hunters wake up, but before I tag the herd, I will change the hunters "allowed area" to only be the kitchen and rec room. While they are enjoying a break before the hunt, I can safely tag the herd without them jumping out piecemeal to the targets, simply because the targets are outside their allowed area. Basically, the kitchen/rec room is my "rally point".

Around 9h, I can change the hunters area to unrestricted, and let automation take over. To ensure all of them "drop their kawk", I might draft them after I change the area, then undraft them. Since I have dogs then I will usually draft them and wait for dogs to show up ... Don't worry about the allowed area for the dogs, drafting the master overrides that. Once the entire hunting party is ready to go, I undraft them ... and viola! off they go (as a group) to take down the herd.
Last edited by CellNav; Aug 2, 2018 @ 11:51am
Morkonan Aug 2, 2018 @ 3:09pm 
Getting pawns to hunt is easy.

Keeping them from shooting haulers in the back of the head is not.

"Pardon me, coming through, chasing this deer I'm supposed to be hunting!"

"But, we're supposed to be gathering these chunks! Why don't you hu-"

<BLAM BLAM BLAM>

"Pardon me, coming through, chasing this deer I'm supposed to be hunting!"

I always micro-manage hunting because of this. Gather three pawns, send them to an area, manually target the game, kill it, move on, keep an eye out for haulers, undraft after I've had enough.
CellNav Aug 2, 2018 @ 4:23pm 
Originally posted by Morkonan:
Getting pawns to hunt is easy.
Keeping them from shooting haulers in the back of the head is not.

Restrict the non-hunters to the base ... easy as that.
Morkonan Aug 2, 2018 @ 8:18pm 
Originally posted by CellNav:
Originally posted by Morkonan:
Getting pawns to hunt is easy.
Keeping them from shooting haulers in the back of the head is not.

Restrict the non-hunters to the base ... easy as that.

...

So, every time a hunter goes out, the rest of the colony has to go all "Red Alert" and hide in their closets?

It might be easy, but it's stupid.

Just manually hunt as needed and, if you don't have any hauling that needs to be done, then you can go the whole "Danger Zone" route and restrict pawns to a safe area. You can get your hunting done and haulers can haul, even retrieving carcasses. Then, when you're done, it's best to manually lead the hunters back so they're near a table unless you've already made them drop their meals. I usually force-feed them before heading out.

Automated Hunters can and will shoot each other, as well.

The only good way to use the automated hunting task is to restrict each Hunter to their own zone and make sure hauler colonists don't access that zone, either. Restrict hunters there without any path to a stockpile and then tag the animals you want hunted. Once they're done, delete the Zone/lift the restriction and they'll grab a carcass as they make their way home. Lift the ban on the colonists and you're done.

But... all of that work to make the Hunting mechanic useable without it resulting in massive casualties? It's a pretty broken mechanic, to be honest, requiring far more energy to use than it should.
Wolfguarde Aug 2, 2018 @ 11:17pm 
Berserk animals are why my hunters are always the first of my colony to get bionic legs.
Morkonan Aug 3, 2018 @ 11:19am 
Originally posted by Wolfguarde:
Berserk animals are why my hunters are always the first of my colony to get bionic legs.

Not a bad idea.

I've taken to making sure they're in Power Armor. Time to buy some bionic legs, I guess.

Anyone try hunting with hand-grenades? Mortars? Maybe that will be safer?

I did successfully cause a Berserk event on a large herd of deer last night and then led them through my trap maze. That worked out fairly well.
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Date Posted: Aug 2, 2018 @ 5:13am
Posts: 25