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RimWorld => Ideas => Topic started by: SpaceDorf on May 15, 2016, 09:18:53 AM

Title: Hunting Spot Workshop
Post by: SpaceDorf on May 15, 2016, 09:18:53 AM
Hidiho y'all

I suggest that hunting becomes a workshop task.

Create a workshop like the Crafting Spot where you can configere the Hunting Jobs.

All questions and wishes I read and thought of myself would be easily adressed with allready given and known solutions

You can set the hunting range, skill, times and the basis of my suggestion the types of animals you want to hunt.

Thats the main thing I would like. A option where you can define which animals your hunter should go after, instead of selecting the animals one by one.

-------- EDIT ---------

the same thing could go for taming, but in that case I actually prefer the per animal approach :)
Title: Re: Hunting Spot Workshop
Post by: Kegereneku on May 15, 2016, 11:16:34 AM
That's indeed very cohesive with many request I saw.

A problem I see is that "Do until you have X" won't work as expected as creature are butchered, resetting the counter.
I think you could get around by automatically translating the "amount of meat per body" as requirement.

ex : 1 mufallo = 180 meats, so "Do until you have hunted 1 Mufallo" will stop as long as there is 180 (with maybe a -75 to avoid immediate hunting while someone is hauling it)
Title: Re: Hunting Spot Workshop
Post by: SpaceDorf on May 15, 2016, 11:53:33 AM
You are right, that  "Do until" could be equal to "Do forever" in this case.


Title: Re: Hunting Spot Workshop
Post by: b0rsuk on May 16, 2016, 03:15:09 AM
Judging by the name of the thread I thought it was about combining Butchering Table with Crafting Spot. Hence Hunting Spot.
Title: Re: Hunting Spot Workshop
Post by: skullywag on May 16, 2016, 03:52:39 AM
I just use fuffys manager i can set what i want hunted and how much.

However having a bench that does just this could be good.
Title: Re: Hunting Spot Workshop
Post by: SpaceDorf on May 16, 2016, 04:52:32 PM
Quote from: b0rsuk on May 16, 2016, 03:15:09 AM
Judging by the name of the thread I thought it was about combining Butchering Table with Crafting Spot. Hence Hunting Spot.

@ b0rsuk Why ? Butchering is not Hunting per se .. but I can see that this may lead to confusion.

@skullywag Thank you very much. The manager is still on my list to try out, but the suggestion is to make the core game better. And as a fellow programmer I try to analyse the core mechanics enough to make the suggestion possible in the existing framework.
Title: Re: Hunting Spot Workshop
Post by: b0rsuk on May 17, 2016, 02:53:51 AM
Butchering is not hunting, but hunting always leads to butchering. And I think there's abundance of specialized single purpose tables. What makes the table so special that enables butchering ? It makes sense that a hunter would know how to butcher animals, not just how to hunt them. Otherwise every hunter would have to take a cook with him. Also, the weapons made at crafting table are commonly associated with hunting - bows, spears, pilas.
Title: Re: Hunting Spot Workshop
Post by: SpaceDorf on May 17, 2016, 05:32:18 AM
So you see it as a multi-purpose workshop that enables one hunter to do all the tasks that are needed for hunting ?

Make low-tech weapons.
Go Hunting.
Prepare Hunted Game.

The problem is the way the game handles jobs at the moment. With this setup you still need multiple workshops to make for a fluid process.

Your argument is true that a Hunter should know all those skills. And most Hunters do.
But still they are different skills.

Killing Stuff without getting killed is one skillset.
Cutting Dead Stuff into pieces that are usable afterwards is another one.
So is Weaponproduction.

With only one Multi-Purpose Workshop every user has to wait his turn.
I prefer Single-Purpose Workshops. I can put them in the right locations. I can visually differentiate them and I can assign
different pawns to them. Or assign the different jobs related to the different workshops to different pawns. Or not.

The Hunter goes Hunting, because the colony has only two guns right now.
The cook prepares the game and cooks the meat and carries the Leather away.
Meanwhile the Hunter is allready underway hunting the next animal. Because his job requires the most walking.

Your are still right. The Lone Huntsman can do all this, without help around his campfire. Striding through the land.
Killing some stuff. Going Home. Preparing it. And then eating it.

Well. I have all this Stone-Age Tribe-Management BS in my head now :)
I honestly can't write any more arguments without sounding like an ass.

So I return to the Basic point. You would prefer a single Workshop while I would like Multiple. ?
Is that about right ?

Title: Re: Hunting Spot Workshop
Post by: b0rsuk on May 17, 2016, 07:48:23 AM
Tables aren't so dumb if you interpret "butchering table" as a table with butchering tools - bone saw, cleaver, etc.

A problem with bill-based hunting (and, by extension - Hunting Spot) is that you'd have to build it where the hunting takes place. Even if it doesn't require pawn action and resources (like sleeping spot), it's less visible than a Hunting Zone.
Title: Re: Hunting Spot Workshop
Post by: milon on May 17, 2016, 08:52:57 AM
Don't forget that animals move around too.  A hunting zone would require micromanagement as well.
Title: Re: Hunting Spot Workshop
Post by: JimmyAgnt007 on May 17, 2016, 09:03:54 AM
I talk about something like this in a thread here https://ludeon.com/forums/index.php?topic=20100.0

The bill would be at the butcher shop and should be simple enough to avoid tedious management.  Maybe with an inbuilt meat limit, so if you have over x meat it just stops where x is the total meat the colony has regardless of the specific type of animal meat.
Title: Re: Hunting Spot Workshop
Post by: SpaceDorf on May 17, 2016, 11:25:58 AM
Quote from: SpaceDorf on May 15, 2016, 09:18:53 AM
Hidiho y'all

I suggest that hunting becomes a workshop task.

Create a workshop like the Crafting Spot where you can configere the Hunting Jobs.

All questions and wishes I read and thought of myself would be easily adressed with allready given and known solutions

You can set the hunting range, skill, times and the basis of my suggestion the types of animals you want to hunt.

Thats the main thing I would like. A option where you can define which animals your hunter should go after, instead of selecting the animals one by one.

-------- EDIT ---------

the same thing could go for taming, but in that case I actually prefer the per animal approach :)

I don't want to sound trollish on my first real suggestion.
But I got the feeling nobody actually read the suggestion and is now discussing some red flags they remember from similiar suggestions. ( God forbid someone mentions FoW. )


So here is a Brain to Net Dump of what I meant.

Suggestion : Hunting Spot - aka a one-tile cost-free workshop that offers the ability to create and configure hunting bills

PROS :

- you can set a range, animal type and skillrange
- you can set the number of repetitions or forever, as said "do until" does work worse than with meals in a starving colony.
( except your hunter is also your butcher *g* )
- no searching for animals and clicking them personally


CONS :

- animals move, so they may move outside your configured hunting radius.
- you ( may ) need more then one, if you like to employ multiple hunters
- you may overlook some targets

Examples of how I picture it ingame :

You place the Workshop somewhere in your Base.
You configure your hunting bill so your trusted hunter goes forth and shoots all the rabbits on the map.
Elmer grabs his trusty shotgun and off he goes.
If the bill is set to forever Elmer will eradicate the fluffy menace from the map. And learns some shootin' too.

Meanwhile you configure another Hunting Bill at another hunting spot for
Freaky Jogging Freddy with the Scissor Hands to slaughter anything dangerous.

You could put the bill on the same workshop so they go could alternate between their jobs.

And yes I just read it again. The endlimit should be meat not how many animals are hunted.

It made me laugh that people discuss animals moving around as a point of failure or problem for
Hunting Zones / Hunting Range on Bills .. But I thought it IS THE WHOLE POINT.

IF ITS NOT IN RANGE ITS TO MUCH HASSLE. If it moves out of Range good for them.



Well Sorry Guys and Gals maybe this is the post I should have written in the first place.
Now please discuss, and I try to keep civil.
Title: Re: Hunting Spot Workshop
Post by: giannikampa on May 17, 2016, 01:37:13 PM
could be a simple "hunting spot" like the crafting one or the sleeping one. no build unbuild, just tasks to set
Title: Re: Hunting Spot Workshop
Post by: SpaceDorf on May 17, 2016, 04:03:21 PM
Exactly.
Title: Re: Hunting Spot Workshop
Post by: Kegereneku on May 18, 2016, 02:21:31 PM
Quote from: SpaceDorf on May 17, 2016, 11:25:58 AM
( God forbid someone mentions FoW. )
WHAT DID YOU SAY, HERETIC ?!!

Joke aside, I didn't get the feeling "nobody read the idea", misunderstanding happen and all ideas are ALWAYS up to refinement.
Trying to imagine ahead of time "WHAT COULD GO WRONG ?" is also a proven method to avoid unforeseen consequences.

Your precision is what I already imagined from your idea.
I also see no problem worth addressing, except not overdo it, it's meant to allow localized & automated hunting, not to become its own minigame...
Not obsessing on a particular feature also help considering much simple tweak/synergy from other features for better result.
Title: Re: Hunting Spot Workshop
Post by: ArguedPiano on May 18, 2016, 10:03:04 PM
SpaceDorf, I suggest you check out Fluffy's Colony Manager Mod. It does almost exactly what you are describing here.
https://ludeon.com/forums/index.php?topic=16888.0
Title: Re: Hunting Spot Workshop
Post by: b0rsuk on May 18, 2016, 11:34:43 PM
Quote from: JimmyAgnt007 on May 17, 2016, 09:03:54 AM
I talk about something like this in a thread here https://ludeon.com/forums/index.php?topic=20100.0

The bill would be at the butcher shop and should be simple enough to avoid tedious management.  Maybe with an inbuilt meat limit, so if you have over x meat it just stops where x is the total meat the colony has regardless of the specific type of animal meat.
It's a crude tool to tell colonists where to hunt. 60 tiles might be in a forest or in the middle of marsh. It might be in your fields or next to a crashed ship part.

In short, table-based and spot-based hunting bills would require several tables for precise control. You would have to set stockpiles and other settings for each.
Title: Re: Hunting Spot Workshop
Post by: crazyarms on May 20, 2016, 01:35:17 PM
^This was my concern.
I see pros and cons for the spot/table bills as you would be able to limit the number of times he goes hunting "Hunt X Times" but the radius of the spot may make hunting grounds less than ideal
Imagine playing on a moutainous map with several areas divided by the moutains, you'd have to make multiple spots for hunting (not so bad since it was free..?) but would your hunter have to return to the random hunting spot after depositing his kill that you placed much father from your base?

I like the idea of a zone rather than a fixed radius. Like hunting grounds, where you can check off what types of animals you want to be killed in the particular area. The main drawback compared to bill based hunting as I see it are not being able to prioritize which animals are killed first.

Both still may have an issue with animals moving through the zones (or radius) but honestly this is how I see it:
Squirrel enters zone
Elmer grabs his gun and goes hunting
Elmer gets to zones
Squirrel Leaves zones
(what should he do now?)
My preference: Elmer Continues to hunt the coward squirrel until the squirrel is dead, he gets sleepy(or bored? lol), or he gets hungry just cause thats how hunting really is.

The alternative is Elmer leaves empty handed. only for the squirrel to prance back through the zone mocking him.
Title: Re: Hunting Spot Workshop
Post by: Chthonic One on May 20, 2016, 06:13:11 PM
Crazyarms, in your example, could the squirrel get marked with a hunting icon the second a hunter chooses to target it? This way the hunter can continue the hunt until the squirrel is dead or has left your area, even if he decides to go get dinner first.
Title: Re: Hunting Spot Workshop
Post by: crazyarms on May 20, 2016, 09:48:19 PM
Possibly?
Brings up a good point, I'd rather him continue the hunt if he were close... but if he went all the way back home for dinner then it could be annoying, especially if the animal is now quite a distance from the orginal zone...
I'm not sure how all the coding works out, but I believe after he finishes eating it will "reroll" to see his next task? (someone correct me if I am wrong here)

My original thought was much like how colonists reserve a task, he would reserve the animal he was hunting and hunt it much like a normal hunter would. The hunting ground /zone is most important when he is looking for a task.
So if he did indeed stop hunting to eat (rather him eat than run around until he starved to death), then I guess he would check to see his next task and if the animal was no longer in the zone he would ignore it...