Judgment: Apocalypse Survival Simulation

Judgment: Apocalypse Survival Simulation

Hunting
20 kommentarer
awwwwsl 14. sep. kl. 23:50 
不推荐使用狩猎和其他mod加一起可能会导致警戒塔失效因小失大
Using hunting mods together with other mods is not recommended, as it may cause the watchtower to malfunction, resulting in a significant loss for a minor gain.
Thundercraft 26. okt. 2021 kl. 21:39 
It's been over a year with no reply... I really do like what this mod adds. But there are several little things that I find annoying.

If anyone is interested, I created a patch to make the changes I mentioned below. This also gave me the chance to patch some other things, such as grammar fixes and to change the names slightly. While I was at it, I replaced the tiny, gray sprite for the Outpost with a gorgeous, high resolution sprite in hunter-orange.

Here's my patch: Hunting Plus
Mr. Reaper 25. mar. 2021 kl. 2:24 
Great Idea, I've always been confused over the Meat lover trait. I figured it had such harsh penalties because there is no meat to eat! this mod sounds to be a must for this game!
Onchalk 19. aug. 2020 kl. 16:45 
I have a suggestion. Maybe add hides from hunting as well? Not sure how balanced it could be, maybe a low drop chance?
Thundercraft 17. juli 2020 kl. 3:27 
@ Faultierstein [author]
Would you please consider adding the following to your mod's Items.txt ?

crafting.entity.meatsandwich.station.foodstorage=1
crafting.entity.meatsandwich.properties.sound=cook
crafting.entity.mmeatsandwich.station.foodstorage=1
crafting.entity.mmeatsandwich.properties.sound=cook

crafting.entity.steak.station.stove=1
crafting.entity.steak.properties.sound=cook

Butchering a carcass out in the field is one thing. But it's unnerving that survivors can craft sandwiches and edible (cooked) steaks anywhere, without a stove or work station of any sort, and without making any sound.
Thundercraft 17. juli 2020 kl. 2:12 
To answer my own question:
The skill to determine how fast one hunts is "Patroling" or "Patrol Speed".
Thundercraft 13. juli 2020 kl. 22:28 
Q: What type of skill is used to operate the hunting outpost to hunt?
Is it Crafting?
J0hñ RæmbOŠ™ 22. jan. 2020 kl. 2:17 
I'll be alot warmer and happier, if the foods can be automatically tasked...
Crystal Rose 21. apr. 2019 kl. 18:58 
Great mod, Thanks. Two thumbs up, fav'd and subscribed. Good Luck with this mod and all your future endeavors.
Rynlwar  [ophavsmand] 18. nov. 2018 kl. 8:12 
just updated...tho the description still isnt updating even tho i edited that twice now it needs the bowmaking research i will be adding more once i get some background in pixel art
NegativeX 12. juni 2018 kl. 9:32 
Not seeing the hunting research w/ the new update. I'm guessing it needs to be updated?
Rynlwar  [ophavsmand] 28. maj 2018 kl. 15:14 
@NegativeX simple but it works, planning to add more just been on a bit of a vacation
NegativeX 28. maj 2018 kl. 7:38 
Good mod... well done.
(Calamity Bob) 16. maj 2018 kl. 20:56 
Works good so far Faultierstein. Been busy lately. Today was a band rehearsal/practice day. Hope things going well on your end of this screen.
(Calamity Bob) 15. maj 2018 kl. 15:48 
If I knew the programming terminology I'd be able to pin-point what I'm getting at better. This is my bad.

What I'm getting at... is if there were a way to assign a survivor, much like defensive structures using "Patrol" type behavior....

( A. survivor is set to "Hunt".

B. Survivor walks to hunting blind / outpost

C. Survivor stays at outpost harvesting/killing animals (((similar to a garden-so yeah passive generation for a set time.))) )

D. After collection of resources limitation has been achieved,,, Survivor returns to other assigned/automated tasks...)

Again, if I knew the terminology I'd be able to help better. And i'm not tryin to create a headache out of a simple mod... LOL... I'm only offerin advice in hopes to improve ::shrugs shoulders::
Rynlwar  [ophavsmand] 15. maj 2018 kl. 15:00 
How do you mean same behavior? Like same passive generation of carcasses? I was thinking of having it but I’m trying to see if I can make it only generate when someone is there otherwise it’s like the outpost is making the animals, I haven’t been able to fix the fetch water since I have to bind an action group, as for the tomato I hate that I can’t find a decent meat sprite lol I’m not a pixel artist so, if anyone wants to contribute that would be awesome, also I don’t mine criticism as long as it’s constructive lol I have fudgewaffe and so far fully compatible under my testing
(Calamity Bob) 15. maj 2018 kl. 14:09 
Works good so far. Would be awesome however if "outposts/hunting blinds" had same behavior as fields/gardens...

Also, the hover text over the "shortbow" icon/graphic says "Fetch Water" rather than hunt/go hunting etc etc.

I'm only tryin to help :)
(Calamity Bob) 15. maj 2018 kl. 12:48 
alrighty! :D in my research tree (i'm using Fudgewaffe mod)...

it shows up under Bowmaking. I'm still lacking supplies to construct and try it out

(multiple restarts and tests to see if mods compatible and such)

I know there's not a really good graphic for meat so to speak and i'm not complaining but I find it amusing that the meat icon shows up as tomatoes lol.

Anyway again... I dont mean any offense (people are testy these days).. But if I see/notice anything off with it.. I'll let you know.
Rynlwar  [ophavsmand] 15. maj 2018 kl. 6:55 
@ harbingerv1 it seems i have created a new research node without actually implementing it, fixing it now
(Calamity Bob) 14. maj 2018 kl. 22:01 
may not be compatible with other mods I have. Looked for Hunting Research but never found it. If I can get it to work, I'll let you know but until then.. it doesnt work for me. Not saying it's bad... just my mods may be over-riding yours. No offense meant or intended.