RimWorld

RimWorld

Hunting Squad
Showing 21-30 of 33 entries
< 1  2  3  4 >
Update: Apr 13, 2020 @ 10:31am

- New: tamed animals will follow squad members if assigned as master and ticked "hunt" field work.

- New: at the bottom of hunt building setting screen hunt information is displayed (most useful: reason why hunt is not starting and tips how make it start)

- New: Auto rescue downed non colonists - Closest, not busy colonist, will rescue non colonist/prisoner to nearest medical bed.

- New: At the bottom of settings is displayed info about cutting trees/plants.

- New: After finding ambrosia, search 1/10 of time around that spot

- Changed: Draw shooting lines of selected colonists/hunting target - checks done when hunting squad member is attempting to shoot target. Will also draw arcs of distances: red - don't come closer, cyan - weapon range, yellow - herd animals

- Changed: Moved to annoying - Megaspider, Megascarab, Spelopede (not predators, but will attack when colonist is too close)

- Changed: undesignate trees if there is enough wood, furthest away first

- Fix: exception when hunting building was in destroyed map (during caravan, 2nd base, etc)

- Fix: selecting new shooting position was not checking new position, but current one of hunter

Update: Mar 7, 2020 @ 8:56am

Fix: clicking sounds when settings menu was open. Workaround applied due to bug in RimWorld 1.1, we will just skip 10% of cursed horizontal slider values.

Save coolers/heaters set temperature per map.

Fix: checking of temperature of coolers/heaters was done too often when there was power outage, now it is every 3/4 seconds.

Fix: some unnecessary computations were removed.

When RimWorld is maintaining temperature of cooler, it will use full power regardless if it is set to -2 or -30, this option is response for that cry for help :)

Update: Mar 4, 2020 @ 9:07am

- Noticable speed increase - was checking for maddened animals every second, which is fine, but it gathered information needed for hunt only, which took some time, slowing things.

- Predators attacking our animals are considered maddened and hunted if "hunt maddened" option is ticked

- New option - "Save power of coolers and heaters" - will save about 25% of power, by oscilating set temperature within 2 degrees, keep freezer at [-4;-2]C, heater at [19;21]C, air conditioning at [21;23]C. It will also, once per 22 hours, decrease set temperature of heaters by 0.2C. If colonist had bad thought about sleeping in cold, it will increase set temperature by 1.0C. Air conditioning similar (increasing until too hot), also its range is above heaters, to avoid running both heaters and air conditioning at the same time.
If freezer temperature goes warmer than -1C, then make set temperature colder by -1C, otherwise increase it by +0.2C and keep in [-10;-2]C range. Changing set temperatures is done every 1-2 seconds (self adjusting), so it is not too CPU heavy.

- Fix for melee hunters trying to hunt with bare fists.

- Fix for downed enemies being considered too dangerous to start hunt.

- Fix for sleeping colonist being treated as downed and not starting hunt.

Update: Feb 29, 2020 @ 6:24am

Updated to new version 1.1, enjoy!


Changes to old version 1.0:

- Quality of life settings not related to hunting are disabled by default(on new game) by group checkbox, they can be enabled individually.

- Fixed exception when there was no space to haul killed animals.

- Was not swapping melee weapons for better ones (dps was read from wrong variable, always 0)

- Melee weapons were not cutting (only blunt attacks)


Additional changes to version 1.1:

- don't swap weapons if you carry something or doing Rescue

- melee hunters were not chasing prey

- if feeling unwell(parasites,etc) and somebody is starving - go hunting, it takes time to heal from that

- if somebody is downed, don't start hunting (so colonist can be rescued)

- Fixes to broken stuff by 1.1 version, so it should work as in 1.0

- Cancel hunt if player forced a hunter to do something (like Rescue)

- weapon DPS is calculated in 1.1 relative to who is carrying it, so assign temporarily holdingOwner to ((ThingWithComps)colonist.equipment.Primary).holdingOwner before reading DPS

- if debug power is >= 9000 log reason why hunting can't be started (log file will fill quickly, I think I will add reson description to hunting building settings in the future)

- sound of "over 9000 claws" in setting menu, hard to tell why, so don't stay there too long :)

Update: Nov 5, 2019 @ 8:56am

- Simplified Chinese translation added (thanks to HawnHan, https://github.com/HawnHan/ChineseSimplified-of-HuntingSquad)

- do ExecutionByCut if hitting in melee downed animal takes longer than 5 seconds (once melee didn't do any harm by using <verbToUse>Verb_TerrainVerbs_Human1234_0_KickMaterialnEyes)

- avoid accidental shooting other animals

- cancel hunt if player canceled forced hunter action

- cancel hunt if there are hostile non animals

- cancel maddened animal hunt if there are no hunters (before: cancel if num maddened * 2 > num hunters)

- designate trees blocking wind turbines

- check if hunter is food poisoned

- hunters drafted and ordered to move somewhere, after unpausing they had cleared all jobs (so they were standing) - fixed

- don't unforbid InsectJelly (food source), as it could be near nasties

Update: Sep 1, 2019 @ 7:44am

Hunters no longer will use military drafting (there were reports of conflicts with other mods and looks like it is doing fine without it). All used jobs are "player forced" (it is when player is directly ordering colonist to do something).

Much faster - there was noticable slowness when colonists were using zone restriction. If debug logging is at least 1000, it will show how fast it is (Map0,51000,11.9x ... - speed is 11.9 times normal speed (normal speed is 1x (60 ticks per second))

Melee hunters are now choosed correctly (was selecting melee colonists even when melee was disabled)

Update: Aug 25, 2019 @ 8:27am

[Auto-generated text]: Update on 8/25/2019 5:27:32 PM.

- Tailoring bench auto added bills were not suspended - fixed.
- Designating tree/food to harvest was not restricted to be within hunting building radius
- When finding destination targets, calculate distance from walking path instead of straight line.

Update: Aug 20, 2019 @ 3:12pm

[Auto-generated text]: Update on 8/21/2019 12:11:44 AM.

Fill bills option disabled by default.
Equip lost/better weapon option disabled by default.
Disabled option will now show tooltip (was only showing "Disabled")

Update: Jun 28, 2019 @ 2:35pm

[Auto-generated text]: Update on 6/28/2019 11:35:18 PM.

New option:
Equip better weapon of the same type - for example, change yours poor revolver for good revolver (if enabled it has priority over previous option)

When swapping weapons, colonist first drops old weapon and then go for better one. It will prevent picking up too many weapons (some mods allow more than one weapon).

Update: Jun 25, 2019 @ 2:59pm

[Auto-generated text]: Update on 6/25/2019 11:59:07 PM.

Bugfix.
When hunted animal became manhunter, and 'Hunt maddened' option is unticked, only hunting squad members should deal with it . Instead all available colonists started attacking it.