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RimWorld => Releases => Mods => Outdated => Topic started by: Carry on January 03, 2015, 08:30:55 AM

Title: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Carry on January 03, 2015, 08:30:55 AM


   Auto-hunt Beacon



Description:
Automated designation for hunting, harvesting and chopping wood.

Modder:

Download:

Prerequisites (as of v2.0):
How to install:

Description:
The beacon designates animals for hunting, wild plants for harvesting and trees for chopping wood. Only mature plants and trees are designated.
The calculations of available resources changed. The beacon now uses the in-game counter. Resources (wood, corpses, ...) not in storage (stockpiles, hoppers) don't count. (Meat: raw meat + meat from corpses; Plants: only wild plants)

Features:

(1): The beacon stops designating if the available amount reaches the upper threshold. It restarts if the amount drops below the lower threshold.
(2): Range is displayed if the corresponding tab is open

Notes/Issues:

Planned features:

Changelog:

(Rolling changelog)

(Version 2.3)
[UPDATED] Update to Alpha 11

(Version 2.2)
[FIXED] Small UI bugs

(Version 2.1)
[FIXED] No longer counting rotten corpses
[UPDATED] Changed calculations for wood, plants from minimun yield to average
[UPDATED] Update to Alpha 10

(Version 2.0)
[ADDED] Harvesting
[ADDED] Chopping wood
[ADDED] Stuff
[REMOVED] Other stuff

(Version 1.1)
[UPDATED] Update to Alpha 9

(Version 1.0)
[REMOVED] Hard-coded maximum range
[ADDED] Inspecor tab for settings
[ADDED] Option to exclude human meat
[ADDED] Option to limit calculations to meat from targeted animals
[UPDATED] Calculations are done once a day
[UPDATED] Calculations only consider meat and corpses in storage

(Version 0.9.2)
[ADDED] Hunt boomrats option
[FIXED] Various bugs

(Version 0.9.1)
[ADDED]   Meat forecast
[ADDED]   Upper threshold
[ADDED]   Display radius
[ADDED]   Status indicator on beacon texture
[ADDED]   Command icon labels
[UPDATED] Exclude boomrats
[UPDATED] All beacons share thresholds - activation remains separate
[UPDATED] Command icon textures

(Version 0.9.0)
Renamed version v0.9 - no changes

(Version 0.9)
Initial release for Alpha 8


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9 (2015-01-03)
Post by: Romi on January 03, 2015, 08:36:40 AM
Well this is very usefull!Finnaly i don't have to select every animal for hunt! Thanks Carry!
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9 (2015-01-03)
Post by: Goo Poni on January 03, 2015, 08:58:56 AM
If it can activate itself when supplies of meat run low, a check to look at nearby animals and find out how much meat they will give then designate enough animals to get the colony to a defined amount would be a wicked addition. If that's possible anyway.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9 (2015-01-03)
Post by: mbos14 on January 03, 2015, 09:22:19 AM
good idea will still wait a while to use it but its on the list for things to add in my mod folder.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9 (2015-01-03)
Post by: Igabod on January 03, 2015, 09:48:10 AM
The texture should be something that can't be mistaken for something else. I recommend a simple sign with the words Hunting Zone on it. Or you could create one sign for each animal type and restrict the code to only hunt animals of the type for that sign. In which case you could just make a sign that has a black silhouette of the specific animal on it. Also, does this beacon display a radius for how much of an area it covers? I definitely plan on trying this out on my next game. I'm glad someone finally did this.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9 (2015-01-03)
Post by: Rikiki on January 03, 2015, 03:24:48 PM
For the line of sight feature, you could simply use this line before designating an animal:

if (Find.FogGrid.IsFogged(animal.Position) == false)
{
    // Designate(animal);
}


Carry on the good job Carry! ;)
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9 (2015-01-03)
Post by: Xiupan on January 03, 2015, 05:40:26 PM
Yes! Great idea! :)
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9 (2015-01-03)
Post by: ItchyFlea on January 03, 2015, 06:13:41 PM
Nice mod. I look forward to the animal selection feature. (I hate hunting boomrats.)
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.0 (2015-01-03)
Post by: Carry on January 04, 2015, 05:56:09 AM
I made some cosmetic changes to the first post.

Quote from: Igabod on January 03, 2015, 09:48:10 AM
Also, does this beacon display a radius for how much of an area it covers?
Not yet. The easy way didn't work. The in-game function (used by lamps) is tied to the definition of an object. So all beacons would show the same radius.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.0 (2015-01-03)
Post by: Loki88 on January 04, 2015, 08:33:41 AM
Quote from: Carry on January 04, 2015, 05:56:09 AM
I made some cosmetic changes to the first post.

Quote from: Igabod on January 03, 2015, 09:48:10 AM
Also, does this beacon display a radius for how much of an area it covers?
Not yet. The easy way didn't work. The in-game function (used by lamps) is tied to the definition of an object. So all beacons would show the same radius.

I wonder if there's a way to "borrow" the radius display from recipes?
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.0 (2015-01-03)
Post by: FridayBiology on January 04, 2015, 08:56:17 AM
Love :3
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.0 (2015-01-03)
Post by: evrett33 on January 04, 2015, 01:29:45 PM
kool idea! does it need power or have some sort of drawback..time is a resource in rimworld and you shouldnt take time spent setting up hunting without taking from something else.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.0 (2015-01-03)
Post by: DarknessEyes on January 04, 2015, 02:22:17 PM
Shouldn't the beacon activate ONLY "on low meat threshold." when you have the limit active?

The limit is 0, 50 or 100 and i set it to 50 (yes its active) but I'm already over 500 units of meat in my freezer and the beacon keeps sending my guys to hunt...
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.0 (2015-01-03)
Post by: Iwillbenicetou on January 04, 2015, 03:02:33 PM
Wait, all those useless assassin's now have a chance in my colony! Now you have to hunt. No excuses!
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: Carry on January 05, 2015, 07:20:41 AM
Update ...

The beacon can now stop on a upper threshold.

Quote from: evrett33 on January 04, 2015, 01:29:45 PM
does it need power or have some sort of drawback..time is a resource in rimworld and you shouldnt take time spent setting up hunting without taking from something else.
No, it doesn't need power. The beacon is more part of the user interface than the colony.
Maybe I turn it into a more 'realistic' animal-tracking-radar-thing, that needs power or even a manned central console. But for now I just hope hunting zones become available in the vanilla game.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: Orion on January 06, 2015, 04:57:06 AM
I'm getting exceptions from this mod (every tick). Not sure if it's because of another mod. Maybe this helps...

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: DarknessEyes on January 06, 2015, 08:33:58 AM
The mod works without errors but however even when active my units stop hunting for no reason... The meat that i want is set to 250 - 300 and the meat that i have shows 0 - 0...

Is there a delay between activations?
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: DarknessEyes on January 09, 2015, 08:43:49 AM
I found out why my units stop hunting.... Its because there are no animals in range (only boomrats)...

Can you add an option to toggle boomrats hunt on/off?
I only want to hunt boomrats because my colony is very big and they eat alots of meat... So i still have to do manual hunting to kill the boomrats for meat...
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: Killaim on January 09, 2015, 09:32:00 AM
finally i can guard my crops from that damn vermins
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: Igabod on January 10, 2015, 03:32:18 PM
I'm using v0.9.1 and keep getting an error.
(http://i.imgur.com/Qp0UL56.png)

It also doesn't mark any animals within it's range to be hunted.

[edit to add] Just to be more informative, this error pops up immediately after finishing construction of the beacon and I'm thinking every time an animal would be marked to be hunted. Because it doesn't pop up when there are no animals within range (that I've seen so far anyway).
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: Calico on January 11, 2015, 01:55:51 AM
Same here. Latest Version installed, getting the same exception as described by Igabod every Tick.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: DarknessEyes on January 11, 2015, 05:24:45 PM
Mine works good.
The only bad thing is that i cannot toggle "Hunt boomrats" on and off.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: Carry on January 11, 2015, 05:50:48 PM
I found the cause for the exception: No corpses on the map. Temporary fix: Kill something and let it rot  :)

The fixed version will be available tomorrow. Probably with a boomrat-toggle-thing - until I have time to work on the animal selection.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.1 (2015-01-05)
Post by: Calico on January 12, 2015, 01:08:34 AM
Yep, i also figured it out after a while. Once i had killed a few animals manually it started working just fine. Which is great, i always heard there was a mod back a few alphas that worked somewhat like this and never really undestood why nobody has brought it back. TYVM for doing this mod.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: Carry on January 12, 2015, 05:33:41 AM
New version is available. I fixed the bug, that caused the exceptions and added the option to hunt boomrats.

For anyone interested in code:
Apparently 'Find.ListerThings.ThingsInGroup(ThingRequestGroup)' can return null. I expected at least an empty list.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: StorymasterQ on January 12, 2015, 07:20:12 PM
Quote from: Carry on January 12, 2015, 05:33:41 AM
New version is available. I fixed the bug, that caused the exceptions and added the option to hunt boomrats.

For anyone interested in code:
Apparently 'Find.ListerThings.ThingsInGroup(ThingRequestGroup)' can return null. I expected at least an empty list.

I thought there was one programmers' rule that goes something along the lines of "Always expect NULL."

Anyway, nice catch! (and try, I suppose. Did you have a finally?)
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: DarknessEyes on January 12, 2015, 07:28:53 PM
Its almost perfect now!

The only thing that is needed is the range lines (like the ones on lights)
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: Killaim on January 13, 2015, 06:50:10 AM
now if turrets would target marked animals that would be exelent.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: DarknessEyes on January 13, 2015, 07:45:03 AM
Quote from: Killaim on January 13, 2015, 06:50:10 AM
now if turrets would target marked animals that would be exelent.

nah, i dont want turrets busy with animals while enemies are near :)
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: 7H3LaughingMan on January 13, 2015, 01:54:50 PM
Is there a possibility of adding any option in regards to ignoring Human Meat? I am having issues in where I have to keep increasing the thresholds so that they can keep hunting animals since I am using the Human Meat for creating new body parts.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: bullet on January 13, 2015, 05:28:22 PM
Maybe it makes sense to add the optional choice for all animals, not only for boomrats?
And add option "9999" for range  :P
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: Carry on January 15, 2015, 11:46:12 AM
Quote from: StorymasterQ on January 12, 2015, 07:20:12 PM
I thought there was one programmers' rule that goes something along the lines of "Always expect NULL."

Yes, but :-X

Quote from: 7H3LaughingMan on January 13, 2015, 01:54:50 PM
Is there a possibility of adding any option in regards to ignoring Human Meat?

Shouldn't be a problem - I hope.




The next version will include more options (animal selection) and a settings dialog. The maximum range is no longer a fixed value. It's now only limited by map size.
Release: When it's done :)


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: DarknessEyes on January 16, 2015, 07:04:11 PM
Quote from: Carry on January 15, 2015, 11:46:12 AM
Quote from: StorymasterQ on January 12, 2015, 07:20:12 PM
I thought there was one programmers' rule that goes something along the lines of "Always expect NULL."

Yes, but :-X

Quote from: 7H3LaughingMan on January 13, 2015, 01:54:50 PM
Is there a possibility of adding any option in regards to ignoring Human Meat?

Shouldn't be a problem - I hope.




The next version will include more options (animal selection) and a settings dialog. The maximum range is no longer a fixed value. It's now only limited by map size.
Release: When it's done :)

The circle arround the beacon doesnt show up after 60 or 70 range...
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: Igabod on January 16, 2015, 07:15:58 PM
Quote from: DarknessEyes on January 16, 2015, 07:04:11 PM
The circle arround the beacon doesnt show up after 60 or 70 range...

It's actually at 57 where it disappears. But that is a problem with the base game. It's the same for the cook stove and all other work tables that show a display radius.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v0.9.2 (2015-01-12)
Post by: Carry on January 18, 2015, 11:41:10 AM
The update is almost ready. Well, it is ready - I just didn't test it thoroughly. But if you're feeling lucky, here's the link: Auto-hunt Beacon v1.0exp (https://www.dropbox.com/s/ya4myh118c2sjqj/AutoHuntBeacon_v1.0exp.zip?dl=0)

Official release and more information later.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: smoq2 on January 22, 2015, 06:11:25 PM
I'm having trouble understanding how thresholds work in this mod. Why is there a distinction between Lower and Upper threshold? Wouldn't it be enough to set one value after which (if your colony stockpile has reached it) the beacon stops designating animals?
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: FridayBiology on January 22, 2015, 08:21:38 PM
Can we set the beacon un-forbid animals killed that weren't a hunting target item?
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: frenchiveruti on January 22, 2015, 08:45:16 PM
Hey, i'm sorry, but i don't completely understand how the thresholds work, could you explain them a little in the main post?
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: Tebor on January 29, 2015, 08:00:14 AM
Quote from: frenchiveruti on January 22, 2015, 08:45:16 PM
Hey, i'm sorry, but i don't completely understand how the thresholds work, could you explain them a little in the main post?

Lower threshold = Once your stored meat drops below that, the beacon will designate animals to be hunted.
Upper threshold = Once your stored meat hits that or goes above it, the beacon will stop marking animals.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: frenchiveruti on January 30, 2015, 01:10:18 AM
Quote from: Tebor on January 29, 2015, 08:00:14 AM
Quote from: frenchiveruti on January 22, 2015, 08:45:16 PM
Hey, i'm sorry, but i don't completely understand how the thresholds work, could you explain them a little in the main post?

Lower threshold = Once your stored meat drops below that, the beacon will designate animals to be hunted.
Upper threshold = Once your stored meat hits that or goes above it, the beacon will stop marking animals.
Magnific, thanks a lot!

BTW Carry, you should just copy-paste this into the main post, it helps a lot.
AND, totally make the part that "Calculations are done once a day" to somewhere in the post.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: frenchiveruti on February 01, 2015, 06:12:43 PM
Hello again, I would like to make a suggestion to the mod, indeed is great, is an addition that allows me to forget about meat (at least in normal circumstances) and it mantains my dumb assassins busy in something.
But there's a little problem with the corpses that some hunters leave when they hunt, the thing is that they sometimes make some colateral damage to other animals and they leave corpses here and there, that i don't see until they are lovely skeletons, my suggestion, then, would be to have something like this mod makes: https://ludeon.com/forums/index.php?topic=8698
But only with the extended function to autohaul animal corpses, wherever they are, so the colonist don't leave valuable meat dropped in the field.
Thanks again! I hope my suggestion is welcome, have a nice weekend.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: TechnologicApe on February 26, 2015, 11:53:15 AM
Anything for A9?
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: Viken on February 26, 2015, 03:17:20 PM
Please update for A9.  I like being able to make lavish meals and the like; but manually assigning hunting is killing me~
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: FridayBiology on February 27, 2015, 09:04:37 AM
Quote from: TechnologicApe on February 26, 2015, 11:53:15 AM
Anything for A9?
+ 1  for alpha 9, and happy to bribe with cake
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: DarknessEyes on February 27, 2015, 10:21:48 AM
make a9 please!
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: Carry on March 01, 2015, 12:12:59 PM
I'm working on A9 - release probably tomorrow.
Title: Re: [MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19)
Post by: FridayBiology on March 01, 2015, 08:50:51 PM
Quote from: Carry on March 01, 2015, 12:12:59 PM
I'm working on A9 - release probably tomorrow.

[strike] You've just made a friend for life. [/strike]
If you are ever in Perth, Australia. I'd like to buy you a beer, you see I've a 12 hour shift at the hospital today (labour day holiday) its going to be shit and you've just made me really happy.
(buff 50 happiness kindof way)


Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: Carry on March 02, 2015, 03:28:23 AM
The new version for Alpha 9 is available. No new features yet, but I'm working on an option to automatically unforbid (fresh) animal corpses.

Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: DDog on March 02, 2015, 02:27:19 PM
Finally!!!!  Thank you!  Love this mod!
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: erebus2075 on March 02, 2015, 04:21:00 PM
stuff that should be in vanilla ;)
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: daft73 on March 04, 2015, 01:19:47 AM
Thanks for this mod. I really like the idea of this. ;D
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: Famous Shoes on March 04, 2015, 04:30:58 PM
Would be fantastic if individual beacons had their own settings (or perhaps move the settings out of the ITab to make the global-nature of the settings clearer.) A use case for individual settings is one beacon covering farmed plots that designates everything to be hunted, all the time and a few others further from the main area that only designate large animals and only when the food stocks are lower.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: DyDkaPro on March 07, 2015, 03:46:01 PM
I have some problems with texture.
I've added Expanded Prosthetics and Organ Engineering 1.11 last and get this texture bug.
(http://iscr.ru/photo/mini/1425760821_bad.PNG) (http://iscr.ru/1425760821/)
(http://iscr.ru/photo/mini/1425761015_22.PNG) (http://iscr.ru/1425761015/)
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: sensiman on March 09, 2015, 11:29:41 PM
i am trying to start a new colony and when i set the beacon ,the animals listes are set for a previous biome,could you just set an option to tick and untick all kinds of animals for hunting.that is an obvious way to circumvent what causes it.

**EDIT** i tried restarting the gameand then loaded a save from the new game. the beacom shows the correct animals for the biome. hope it helps.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: Carry on March 10, 2015, 03:54:12 AM
I look into it. Fixing it shouldn't be a problem.

Quote from: DyDkaPro on March 07, 2015, 03:46:01 PM
I have some problems with texture.
The mod combination works for me. These bugs can happen, if you change the mod configuration without restarting the game.

Quote from: Famous Shoes on March 04, 2015, 04:30:58 PM
Would be fantastic if individual beacons had their own settings
Individual settings will be part of the next update. (Using them will be optional.)

And I'm working on an 'auto-harvest' (wild plants, wood) feature. But with the release of Cities Skylines today it will take some time to finish it :)
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: DyDkaPro on March 12, 2015, 12:31:57 PM
ok. When I launch new colony my problem is gone.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: Muffintrain on March 31, 2015, 02:08:10 PM
This mod is just so great, so why don't we have a tree version of it?

We should have this mod for tree-cutting and wild berry harvesting.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: Carry on March 31, 2015, 05:39:07 PM
We have ... well, I have ;)

The new version has harvesting wild plants and chopping wood (with separate range and thresholds). Range, enabling thresholds and the target selection (animals, plants, trees) are now local to a beacon.

The update will probably be ready tomorrow.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: InfinityKage on March 31, 2015, 06:51:07 PM
Quote from: Carry on March 31, 2015, 05:39:07 PM
We have ... well, I have ;)

The new version has harvesting wild plants and chopping wood (with separate range and thresholds). Range, enabling thresholds and the target selection (animals, plants, trees) are now local to a beacon.

The update will probably be ready tomorrow.



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v1.1 (2015-03-02)
Post by: Telarin on April 02, 2015, 11:22:09 AM
This mod is awesome, it removes one of the most annoying micromanagement tasks in the game, and allows me to focus on something other than remembering to designate critters for hunting.

One small feature suggestion: Allow us to pick the preferred hunting order for the animals in the list. For instance, let us move Muffalo up to the top if we so choose so that they are preferred over other animals. I suppose you could use a number box similar to what is in the task overview screen, or a move up/move down mechanic similar to how bills are setup on crafting tables.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Ninefinger on April 03, 2015, 01:51:17 PM
So does one beacon cover the whole map or do i need multiple beacons?
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Carry on April 03, 2015, 02:04:21 PM
New version is up. Sorry for the delay. I found a bug and had absolutely no desire to work on it :)
It should be compatible with existing savegames, if you deconstruct all old beacons.

!!! The new version has a dependency (https://ludeon.com/forums/index.php?topic=11949.0) !!!
I know it's annoying, but it's easier for maintenance.


One beacon can cover the entire map, even if you put it in a corner. Just maximize the range.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Ninefinger on April 03, 2015, 02:27:00 PM
Quote from: Carry on April 03, 2015, 02:04:21 PMOne beacon can cover the entire map, even if you put it in a corner. Just maximize the range.

Ty for the clarification :)
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: jefferyharrell on April 03, 2015, 03:41:13 PM
I really like this mod a lot, but there's a feature I'd love that may or may not even be possible: Can animals be DE-designated for hunting when they move OUT of the beacon's radius? I'd like to be able to set up a beacon with a nice big radius over there, well away from my farms and whatnot so I don't have to worry about my highly skilled shooter bringing his high-powered rifle to bear on my highly skilled growers who happen to get in between him and the squirrel he really wants to bag for a prize.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Ninefinger on April 04, 2015, 02:26:00 AM
Slight fix i found that you dont need to download the Common (CY) it is already included in the 2.0 download the Common.dll just needs to be moved into the Assemblies folder.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Carry on April 04, 2015, 05:35:14 AM
There was a weird issue with an exception if the local copy of common.dll wasn't in the beacon folder. I left it in there, because I had (and still have) problems reproducing the error.

Removing a designation if an animal moves out of range is certainly possible. There are some problems though (manual designations; animals moving between ranges of different beacons; removing a designation doesn't cancel a hunting job). But I will keep it in mind.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: jefferyharrell on April 04, 2015, 12:58:40 PM
Quote from: Carry on April 04, 2015, 05:35:14 AM
manual designations; animals moving between ranges of different beacons; removing a designation doesn't cancel a hunting job

I had a thought about manual designations. I thought maybe the beacon could keep a list of all animals it had designated for hunting and would only de-designate animals it had designated in the first place … though I'm not sure I can think of an obvious way to keep that list from growing in length indefinitely as the game goes on, and also there's always the possibility that the player might de-designate an animal that the beacon had designated and then re-designate it again manually. So my idea isn't very good, I don't think. Plus which I don't understand how Rimworld mods work so I don't even know if it's possible to start with.

The part about de-designating an animal not canceling an active job made me want to slap my forehead. I didn't even think of that.

I reiterate, though: I like this mod very much. Thanks for making it.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: kindofrvl on April 05, 2015, 08:54:27 AM
After using this mod I caught up with an interesting bug - animals stop their spawn, all I saw was a group of elks, no other spawned in 3-5 game days. Can I fix it somehow?
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: kindofrvl on April 05, 2015, 09:50:07 AM
Canute, only one Alphamufallo from the samenamed mode and one pack of elks in game week, no other spawn at all. :(
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: 1000101 on April 05, 2015, 04:42:12 PM
Is there a bug in the tree cutting calculation?  I was shocked when the I set the range to max, set my thresholds to 250/1000 when I already had >700 wood and the entire map was marked.  Even after lowering the thresholds to minimum caused all trees to get marked for harvest.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Telarin on April 09, 2015, 08:29:52 AM
There is definitely an issue with the calculation for available logs for auto-cutting. It seems like the mod is not correctly counting the amount of wood from trees marked for cutting. I have my thresholds set at 500 minimum, 1000 maximum. When my wood stocks drop below 500, as expected, trees around the beacon are marked. However, far too many trees are marked. By the time my colonists finish cutting them, I have WELL over the 1000 maximum threshold that I had set. I don't know if this is because the amount of wood produced by cutting trees is not fixed, or what, but even if that is the case, I think a better estimate could be made.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: soulkata on April 09, 2015, 09:19:10 AM
I'm just here to say thank you, great Mod!
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Telarin on April 09, 2015, 02:01:57 PM
There also seems to be an issue with counting meat, where total meat on the map is WELL below minimum threshold, but hunting is not activated. I cannot be sure, but I suspect that the beacon may be counting rotten and dessicated corpses as well.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Carry on April 17, 2015, 06:54:01 AM
You're right, the beacon does count rotten corpses. I will fix that with the update to A10 - probably over the weekend.

The issue with wood and plants is, that the beacon uses the minimum yield to calculate designations. I switch that to average (or even max). If the actual yield is lower, it just takes more rounds of designations to reach the upper threshold.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Telarin on April 17, 2015, 07:44:54 AM
Awesome, I am greatly looking forward to the update. Dying to play A10, but I've been spoiled by a couple of the convenience mods I use, and don't really even desire to play it without them anymore.
Title: Re: [MOD] (Alpha 9) Auto-hunt Beacon v2.0 (2015-04-03)
Post by: Telarin on April 17, 2015, 09:08:02 AM
I completely forgot, I thought of another feature suggestion for the beacon. You already have a "clear trees from wind turbines" option that overrides tree cutting settings to keep wind turbines clear.

In that same vein, I would like to see an "automatically hunt alpha beavers" option in the hunting section, so they can be taken care of more or less automatically.
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: Carry on April 20, 2015, 04:24:45 AM
Version for Alpha 10 is available. No new features yet. I just made the necessary changes for the new alpha. But I will keep working on it.

Hunting alpha beavers -> noted :)
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: HBKRKO619 on April 20, 2015, 07:35:27 AM
Link is dead or Dropbox is actually derping xD
Anyway, thank you fot he update :)

P.S. : Ok it work now xD Dropbox derping op \o/
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: soulkata on April 20, 2015, 10:29:59 AM
Hi,

I have the game under Alpha10c and Auto Hunt in 2.1... I am getting this message:


(http://puu.sh/hkA2n/d03522a300.jpg)
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: soulkata on April 20, 2015, 10:54:10 PM
Quote from: soulkata on April 20, 2015, 10:29:59 AM
Hi,

I have the game under Alpha10c and Auto Hunt in 2.1... I am getting this message:


(http://puu.sh/hkA2n/d03522a300.jpg)


Allright, need "Common (CY)"!
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: Ninefinger on April 24, 2015, 02:21:50 PM
minor issue with the mod is that i can only see less than half of the last animals name at the bottom of the list when i scroll down to select which ones to hunt. also i was wondering if you could make it so that when we cancel hunting on the autohunt beacon that it can deselect all the animals from being hunted.
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: lughtaj on April 24, 2015, 09:51:34 PM
I figured out the problems I was having. I feel smart. But yeah, I really love this mod!
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: Kubouch on May 02, 2015, 06:35:55 AM
I have a problem with the mod. Instead of the range, threshold, etc. selections it shows only a blank tab and I get an error in the log. Here (http://i.imgur.com/yreBwQ7.jpg?1?9288) is a screenshot. I tested it with no other mods runnning, created new world, new colony. The beacon seems to work fine though. It still designates animals for hunting when they wander into its range.
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.1 (2015-04-20)
Post by: Kubouch on May 03, 2015, 04:17:47 AM
Oh, that's probably why it is written by a big red font in the first message. This is... embarrassing. But educatory.
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: Carry on May 19, 2015, 03:58:54 AM
Version 2.2 is available. It's just a small fix to display the animal list properly.
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: Ninefinger on May 23, 2015, 10:42:50 AM
Quote from: Carry on May 19, 2015, 03:58:54 AM
Version 2.2 is available. It's just a small fix to display the animal list properly.

Thank you! works perfect!
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: zoranjoza on May 23, 2015, 11:17:09 AM
Can u explain me how this treshold works? I dont understand(english not main).
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: Ninefinger on May 23, 2015, 12:04:28 PM
Quote from: zoranjoza on May 23, 2015, 11:17:09 AM
Can u explain me how this treshold works? I dont understand(english not main).

Upper thresh hold is the max number of foods available for them to stop hunting when they reach that number

Lower thresh hold is min number of foods available before they start hunting again to try to reach max thresh hold again

So they hunt till they reach the upper thresh hold then stop till the food drops below the lower thresh hold, then they hunt again.
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: nmid on May 23, 2015, 01:41:11 PM
I wish we had the same threshold for making all items (food, clothes, kindling etc)
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: Katorone on June 07, 2015, 04:03:26 AM
Absolutely loving this mod, it takes care of so much micro management!
A small issue I'm having with it, is that it doesn't seem to pick up on modded plants or animals.  While animals do get tagged nicely, they can't always be selected in the hunting list. (For instance the Snork from biodiversity.)
Plants like the glowbulbs from Caveworld flora aren't displayed in the list, and aren't tagged for harvesting.

I'm not sure if it's possible to pick up on modded content automatically though.  I really don't expect you to manually create compatibility for each mod.

Another issue I've noticed is that the thresholds aren't working for me.  When configuring hunting, I put the lowest on 0 and the upper on 300, but my hunter stops hunting entirely.

I'm using this mod in Ninefingers' excellent modpack.
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: Shackleberry on June 13, 2015, 07:57:09 PM
Great mod, removes some of the less interesting micromanagement.

Are there any plans to support A11? I am getting a hang when loading the game with this and Common (CY) installed.

Appreciate the update has just been released, thanks for creating a useful mod. :)
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: nmid on June 15, 2015, 06:54:07 AM
Definitely need an A11 update!!
Title: Re: [MOD] (Alpha 11) Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Carry on June 18, 2015, 05:18:45 AM
Update to alpha 11. The "Common (CY)" mod is no longer necessary. I skimped a little on testing, but it should work without problems.
Title: Re: [MOD] (Alpha 11) Auto-hunt Beacon v2.3 (2015-06-18)
Post by: nmid on June 18, 2015, 06:03:39 AM
YES!!!
ty.
Title: Re: [MOD] (Alpha 11) Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Ytm on June 19, 2015, 06:47:57 AM
I have made russian translation for your mod. Could you please add it to the pack?!

And also i have a bug: wild boar are missed from the list of animals

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Auto-hunt Beacon v2.2 (2015-05-19)
Post by: r4ky on June 19, 2015, 02:29:48 PM
Quote from: Ninefinger on May 23, 2015, 12:04:28 PM
Quote from: zoranjoza on May 23, 2015, 11:17:09 AM
Can u explain me how this treshold works? I dont understand(english not main).

Upper thresh hold is the max number of foods available for them to stop hunting when they reach that number

Lower thresh hold is min number of foods available before they start hunting again to try to reach max thresh hold again

So they hunt till they reach the upper thresh hold then stop till the food drops below the lower thresh hold, then they hunt again.

thanks for the info
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: nmid on July 04, 2015, 09:56:52 PM
I really like this mod and would hate to start a new game without it.
This mod is one of my must-have mods for RimWorld.

The latest version (from the overhaul mod pack) seems to ignore the animal selection (or more specifically de-selection).
I deselected rimdogs (a custom animal, which surprisingly showed up in autobeacon's animal listing - unlike the various trees and wild plants), but AHB still caused my colonists to go around hunting dogs.

Being a dog lover, I hated butchering them.
Humans? I don't mind.. Dogs? Nah... they look so life-like :(
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: kaptain_kavern on July 05, 2015, 03:16:43 PM
I have tried to add more animals in the selection (as i use Biodiversity and wish to create some custom animals for the sake of learning).

Take my 1 day to understand that it was a "dll things" :) (even if know and understand a bit of the xml part of modding, I don't know nothing about dll modding)
Add one other day to understand how to use ILspy to open the dll. But now i'm stuck :p
I was hoping to see a list of animals/plants and add to it. but no.
private void HuntingWork()
{
if (this.enabled[0] && (!this.thresholdsEnabled[0] || !Building_AutoHuntBeacon.suspended[0]))
{
IEnumerable<Pawn> enumerable =
from Pawn p in Find.get_ListerPawns().get_AllPawns()
where p.get_RaceProps().get_Animal() && !p.health.get_Dead() && p.get_Position().InHorDistOf(base.get_Position(), this.range[0])
select p;
foreach (Pawn current in enumerable)
{
if (this.huntedAnimals.Contains(current.def.defName) && Find.get_DesignationManager().DesignationOn(current, DesignationDefOf.Hunt) == null && (!this.thresholdsEnabled[0] || !Building_AutoHuntBeacon.suspended[0]))
{
Find.get_DesignationManager().AddDesignation(new Designation(current, DesignationDefOf.Hunt));
Building_AutoHuntBeacon.amountDesignated[0] += Mathf.RoundToInt(current.get_RaceProps().get_MeatAmount());
if (Building_AutoHuntBeacon.amount[0] + Building_AutoHuntBeacon.amountDesignated[0] >= Building_AutoHuntBeacon.upperThresholds[0])
{
Building_AutoHuntBeacon.suspended[0] = true;
}
}
}
}

This part made me think that it somehow build a list of animal by "itself" (searching for specific tag) but in that case i don't understand why it doesn't "see" other animals.
My guess : It search only in Core folder (but i haven't see/don't know where a path should be declared)
If anyone is willing to help/teach me ... :D
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: kaptain_kavern on July 05, 2015, 03:26:46 PM
Just had an Eureka moment ^^
I was dumb lol : problem solved by putting Auto-Hunt-Beacon in last with EdBModOrder  :'(  (but that was nice as it force me to look at dll modding and i'm now intrigued ^^)
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: DDog on July 15, 2015, 06:42:17 PM
Is this going to be updated for 11b...  please say yes!  This is a must have mod!
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: AN7AG0NIS7 on July 15, 2015, 11:01:37 PM
Quote from: DDog on July 15, 2015, 06:42:17 PM
Is this going to be updated for 11b...  please say yes!  This is a must have mod!

It works fine on 11b for me. Give it a try.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: DarknessEyes on August 16, 2015, 06:21:29 PM
Works on latest alpha?
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Snoghoj on August 23, 2015, 03:53:46 PM
Nope i dosen't work in alpha 12 currently.
When you try to build it, they move the steel to the blueprint and they start constructing it, but when they finish the building isnt placed, but the blueprint and the materials are gone :(
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Fluffy (l2032) on August 23, 2015, 05:04:15 PM
Carry, please tell me there's an A12 version in the making! Manually designating animals to be hunted is killing me, your mod has spoiled me! Honestly, I love it, and it should frankly be in the core game.

I understand there's probably a few issues with there now being 'friendly' animals, but Rimworld without this (and superior crafting) just isn't the same anymore.

P.S. You probably already thought of this, but herd management would be awesome as well in a future version. If we could set the amount of male/female adults and babies/juveniles we want, and anything above gets auto-slaughtered, that would make running an actual farm a hell of a lot more viable.

P.P.S. Tynan, in the off chance you're reading this, male/female and adult/juvenile indicators in the animal overview!

[/rant]
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: bewby on August 30, 2015, 05:49:55 AM
Any working versions out there for A12?
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Fluffy (l2032) on August 30, 2015, 06:00:06 AM
There's an updated version in the ultimate overhaul pack I believe, haven't tried it yet.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: bewby on August 30, 2015, 06:08:38 AM
Quote from: l2032 on August 30, 2015, 06:00:06 AM
There's an updated version in the ultimate overhaul pack I believe, haven't tried it yet.

hmm. have to strip out some stuff in the defs, but it should works, thanks for the heads up.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Snoghoj on August 30, 2015, 10:10:20 AM
Quote from: bewby on August 30, 2015, 06:08:38 AM
Quote from: l2032 on August 30, 2015, 06:00:06 AM
There's an updated version in the ultimate overhaul pack I believe, haven't tried it yet.

hmm. have to strip out some stuff in the defs, but it should works, thanks for the heads up.
Any chance that you will upload it (Im no good modding), Just until the mod gets a proper update?
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: samurai999 on September 07, 2015, 11:30:30 PM
waiting for update
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: qwe8585 on September 13, 2015, 02:38:45 AM
still waiting
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Anfi0312 on September 17, 2015, 09:15:54 AM
The Ultimate Overhaul Modpack version works with a few changes. Before I upload the updated mod, I will ask Ninefinger for permission.
In the meantime you can use these instructions:

Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Ninefinger on September 17, 2015, 09:53:10 AM
Quote from: Anfi0312 on September 17, 2015, 09:15:54 AM
The Ultimate Overhaul Modpack version works with a few changes. Before I upload the updated mod, I will ask Ninefinger for permission.
In the meantime you can use these instructions:


  • Download the Ultimate Overhaul Modpack (http://ultimateoverhaulmodpack.weebly.com/ (http://ultimateoverhaulmodpack.weebly.com/))
  • Extract the Auto-hunt Beacon-folder. You can find it under UltimateOverhaulModpack-master.zip -> UltimateOverhaulModpack-master -> UltimateOverhaulModpackA12.rar -> AutoHuntBeacon
  • Open the Building_AutoHuntBeacon.xml (AutoHuntBeacon\Defs\ThingDefs) with a .xml-editor or with Windows editor
  • Remove in line 54 both "Bar"s
    Before:
    <SteelBar>60</SteelBar>
    After:
    <Steel>60</Steel>
  • Now delete the whole line 66 (<researchPrerequisite> ...)
  • Save it and install the mod like any other.

+1

For future reference anything in my modpack is fully open sourced and free to use as per the license each mod comes with.

Thus meaning anyone can update /  change / use any mods in any way you wish. Cheers! :)
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Ectoplasm on September 17, 2015, 11:08:33 AM
Quote from: Anfi0312 on September 17, 2015, 09:15:54 AM
The Ultimate Overhaul Modpack version works with a few changes. Before I upload the updated mod, I will ask Ninefinger for permission.
In the meantime you can use these instructions:

..snip..

Thanks for the mini guide. Works great now.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Anfi0312 on September 17, 2015, 01:05:25 PM
Update to Alpha 12d

Until Carry has time, here is a provisional update.

Original mod: Carry
Updated to A12: Ninefinger for his Ultimate Overhaul Modpack  (https://ludeon.com/forums/index.php?topic=14229.0)
Edited to work without the modpack (basically two lines of .xml): me

[attachment deleted due to age]
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Ectoplasm on September 25, 2015, 08:56:39 AM
I realise no one is maintaining this currently. But in case someone decides to pick it up down the line.. If you toggle the hunt feature on, then later off, the animals marked to be hunted aren't cleared and retain the hunt mark. Also if you restrict your pawns to home base (for example a raid incoming) Hunters will ignore the zoning restriction and still go out to hunt.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Fluffy (l2032) on September 25, 2015, 09:05:15 AM
Quote from: Ectoplasm on September 25, 2015, 08:56:39 AM
Also if you restrict your pawns to home base (for example a raid incoming) Hunters will ignore the zoning restriction and still go out to hunt.
Only if they started before you restricted them, the check is made when they set off. Quickly draft and undraft them and they'll abide by your commands. This is true of all jobs, long-distance hauling, etc. etc.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Justas love on April 24, 2016, 05:35:27 AM
Is it gonna get updated by some1 else or is it gonna be updated by SK team?
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Fluffy (l2032) on April 25, 2016, 02:59:33 AM
Check out my Colony Manager mod, it does all of what the beacon did, plus a lot more.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Fluffy (l2032) on April 25, 2016, 09:23:15 AM
there is now.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Justas love on April 25, 2016, 02:24:53 PM
I honestly didn't like your manager mod, fluffy. Just because of it's complexity.
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Fluffy (l2032) on April 26, 2016, 04:18:02 AM
That's ok, it's not for everyone. I'd appreciate a more detailed post on the manager's thread about what you didn't like/what you would change though ;).
Title: Re: [A11] Auto-hunt Beacon v2.3 (2015-06-18)
Post by: Justas love on April 26, 2016, 09:57:39 AM
Sure fluffy, love your mods btw, always use one of em