[A11] Auto-hunt Beacon v2.3 (2015-06-18)

Started by Carry, January 03, 2015, 08:30:55 AM

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#30
Maybe it makes sense to add the optional choice for all animals, not only for boomrats?
And add option "9999" for range  :P

Carry

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]

DarknessEyes

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...
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

Igabod

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.

Carry

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

Official release and more information later.

smoq2

#35
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?

FridayBiology

Can we set the beacon un-forbid animals killed that weren't a hunting target item?
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

frenchiveruti

Hey, i'm sorry, but i don't completely understand how the thresholds work, could you explain them a little in the main post?

Tebor

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.

frenchiveruti

#39
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.

frenchiveruti

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.


Viken

Please update for A9.  I like being able to make lavish meals and the like; but manually assigning hunting is killing me~

FridayBiology

Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

DarknessEyes

De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.