RimWorld

RimWorld

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Turrets Shoot Hunting Predators
   
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Mod, 1.4, 1.5
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444.498 KB
13 Apr, 2024 @ 3:04pm
14 Apr, 2024 @ 7:30am
4 Change Notes ( view )

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Turrets Shoot Hunting Predators

Description


Something that I feel should always have been vanilla behavior. Turrets now target predators hunting your pawns.

Instead of the traditional approach of constantly scanning everything in the map, we make a cache of pawns (animals in this case) that have the predatorHunt job. If the target for that job is a pawn that belongs to your faction, once they are in range of turrets, these will take notice and fire at the animal.

Note: This is different from manhunting animals. Manhunting animals are automatically shot by turrets in vanilla behavior regardless.

This also patches an exception that becomes more common with this mod. Normally, in vanilla, turrets will sometimes not be counted as instigators for the purpose of manhunter chance calculations. Before those calculations happen, this mod will make sure that the instigator is not null nor the instigator's ideologies are null. If one or the other are null, it will return the default calculation value, if not, the original vanilla code will take over.

Warning:

Needs further testing, experimental release.

Incompatibility List

Animals Logic (Has logic to handle this already, but I felt it didn't work at times, which is why I made this patch.)
Their function to shoot hunting predators can be disabled in their mod options, so you can still use all the logic from it alongside this as long as you disable that.
https://steamproxy.com/sharedfiles/filedetails/?id=1098354593

Combat Extended Drastically changes targeting checks. As this hooks into vanilla checks to do what it does, the mod ceases to function.
https://steamproxy.com/workshop/filedetails/?id=2890901044

Any mod that replaces the vanilla turret TryFindNewTarget functions entirely instead of patching them



Credits: Baal Evan from Turret Auto Hunt for idea and code snippet I started developing this on.
16 Comments
Archie  [author] 14 Dec, 2024 @ 8:16pm 
Also I do not remember what adds those walls but they were reinforced walls.
Archie  [author] 14 Dec, 2024 @ 8:16pm 
I unfortunately don't think I can. CE has its own patches that replace the TryFindNewTarger function and depends on its own functionality, sorry chief.
Lord Bloodfart 11 Dec, 2024 @ 11:17am 
bröther, could you please make a version that supports CE? If that is possible?
Mien 13 Aug, 2024 @ 2:05pm 
what adds those walls?
Winter 8 May, 2024 @ 11:33pm 
Nice! Probably something worth adding to the Animal Logic section above. You could be doing yourself out of subscriptions is all. It's a good, logical mod :)
Archie  [author] 8 May, 2024 @ 11:25pm 
That's already a setting on their side. You can disable it in their mod options.
Winter 8 May, 2024 @ 10:11pm 
Animals Logic (Has logic to handle this already, but I felt it didn't work at times, which is why I made this patch.)

Is there any way you could add a way to disable Animal Logics turret code if using both mods?
Decimus Magnus 20 Apr, 2024 @ 1:34pm 
Thank you good sir!
Archie  [author] 20 Apr, 2024 @ 11:58am 
That would be chicken plucker's security module.
Decimus Magnus 20 Apr, 2024 @ 11:44am 
What turret mod is that with what looks like rotary cannon turrets pictured in the screenshot?