RimWorld

RimWorld

Camouflage and Stealth
32 Comments
GAMERCAT 16 Sep, 2020 @ 11:50pm 
1.2 pls
Mlie 14 Aug, 2020 @ 2:07am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=2196949737
Hope it helps anyone!
bucket 12 Aug, 2020 @ 10:45pm 
Is there gonna be a 1.2 update?
WJSabey 12 Aug, 2020 @ 8:13am 
It would be cool if there were some non-armour options for early game before researching flak armour. Like an arctic camo parka, that kind of thing.
Pelador  [author] 22 Jul, 2020 @ 6:45pm 
@200

You have to research the equivalent armour to make use of the CAS versions. And there are equivalent to the vanilla versions but with the camouflage configured as applicable to the type.
200 22 Jul, 2020 @ 10:04am 
hey man. this mod looks amazing, but i'm not sure if i got it working right.
i just researched machining table- and are now able to make several varieties of camo flak helmets- but only helmets. what is going on?
and what happens if i research flak? are they just as good as flak?
Pelador  [author] 14 Jul, 2020 @ 12:45pm 
@Burrrkey [cont.]

A suggestion for stealth raids would be to consider the faction mods suggested above that introduce these kind of opponents. These tend to make use of multi camo types that are then better configured to make good use of CAS for various scenarios.
Pelador  [author] 14 Jul, 2020 @ 12:39pm 
@Burrrkey

It was something I had considered already and agree it would be a nice (if not sensible) addition. But I'm reluctant to change the apparel generation process to make your suggestion more relevant: Firstly as the process that generates pawns (that also decides upon apparel selection) is already being changed by many other mods so can create conflicts depending on your approach for a solution. And secondly introducing changes to the process to add in the correct selection or correction of camouflage apparel types could potentially have a detrimental performance effect to the pawn generation process for raids.
Burki from Turki 14 Jul, 2020 @ 12:06pm 
Also dropping a suggestion:
I think it would be nice if enemies use stealth in their raids as well. Can you add 'Stealth Raids', in which raiders will have extremenly high camouflage depending on the most used floor type on the map (eg: when it's winter there's a lot of snow so they come up with artic camouflage), since they'll have lots of camouflage your colonists will have a trouble shooting them. I guess making them like sappers and smart raiders would be fine (smart raiders avoid turrets, sappers is because if the turrets are unavoidable so they dig their own path.). Well the choice is yours but you could make a sub-mod for this. I don't actually know. Good day. :SBhorse:
Pelador  [author] 14 Jul, 2020 @ 11:27am 
@Burrrkey

Intentional and as such this will mean that clicking to melee an opponent without LOS means that they wont engage, which is a distinct change from vanilla. Though with melee if you get really close to the pawn then CAS will have no apparent effect and otherwise have a diminishing effect as you approach a target to then engage them with a melee attack.
Burki from Turki 14 Jul, 2020 @ 11:24am 
Okay just to confirm;
I guess my colonists get effected from enemy camouflage as well. Because they refuse to shoot someone with 29% camouflage just as the enemy does to mine colonists with 25%+ camouflage. This even applies to melee. Is this a bug or an intended feature. If it's an intended feature I like it, if not suggesting you to turn it to an intended feature.
Pelador  [author] 7 Jul, 2020 @ 5:05pm 
@Badargo

No it doesn't buff any stealth stat. It confirms or denies a detection based on LOS. And yes it works for the enemy also (mod options).
Zawarudo 7 Jul, 2020 @ 1:26pm 
So it buffs the stealth stat? Make it work against other pawns? Does it work for the enemy as well? You know, I wouldnt like to get shot by invisible enemies :P
Pelador  [author] 7 Jul, 2020 @ 12:15pm 
CAS: Essentially effects the ability for a pawn to "detect" another pawn. Ytube video above gives a demonstration of some of the elements.
titanatora 6 Jul, 2020 @ 2:56pm 
I also want the same as badargo below, while it is a very nice framework, i would prefer to have some idea of just what camo and or stealth DOES.
Zawarudo 4 Jul, 2020 @ 10:53am 
Hello! It would be nice if your mod description actually described mod instead of describing what real camouflage does... in the real world.

So it increases stealth levels? Makes a pawn invisible?
Settlerking 28 May, 2020 @ 6:52pm 
Made a mod using your framework. https://steamproxy.net/sharedfiles/filedetails/?id=2112029938

Thanks for this, it would've felt cheap if a litteral stealth suit wouldn't have had active stealth.
Pelador  [author] 24 May, 2020 @ 1:30pm 
@thecrafter354

Added a more chaotic example of CAS in action with a youtube video above. It shows some rather unique examples of people not spotting others in camouflage as a result. And yes the mod does cater for scenarios and variable reactive responses to camo by the AI in enemy bases.
thecrafter354 24 May, 2020 @ 9:37am 
How does this mod exactly work? I'm very confused on how it actually works and I'm wondering if stealth raids are capable with this mod.
Pelador  [author] 21 May, 2020 @ 1:56pm 
@Update

Reinstated MP compatibility
desolationsmith 15 May, 2020 @ 10:52am 
Very happy with the CAS mods, been having a fair bit of fun sending out squads with sniper rifles to eliminate enemy bases and they never see me. Only issue is that my fabrication bench now has so many different things to make I can't see what I'm clicking on.
Pelador  [author] 2 May, 2020 @ 8:57pm 
Will consider the analysis/corrections/suggestions when there is time available to do so. Further details why on my Discord channel.
Demoboca 25 Apr, 2020 @ 5:25am 
Hey, so with Rimworld Royalty Psycast, they won't work on Camo's opponents. This in itself would be much of an issue, but so far I have found a single person with a Camo above 15%, yet they're somehow invisible to my colonist. Kinda weird when the enemies are running right to me and I can't hit them.
Ugh Zug 23 Mar, 2020 @ 8:48pm 
ghillie suits with wookiee calls and cardboard box armor let's go.
Pelador  [author] 21 Mar, 2020 @ 5:10am 
@Kyrox

Unsure, never used it personally.

And although not analysed fully what the Combat Update mod does, from the description it does seem to make shooting much easier than vanilla, potentially tweaking stats that might significantly reduce the effectiveness of CAS. So at this stage even where compatible, it might tweak the values to make CAS operate differently from the intended design.
Kyrox 21 Mar, 2020 @ 5:01am 
Is this compatible with Combat Update 1.1?
Puggicorn 15 Mar, 2020 @ 2:03pm 
Ok cool, great mod btw
Pelador  [author] 15 Mar, 2020 @ 1:58pm 
@Wallpuncher

Possible yes. Unsure when I may have chance to update a settings GUI to allow for such. Won't be a priority for a while anyhow.
Puggicorn 15 Mar, 2020 @ 1:56pm 
Would it be possible to make the mod settings menu where you can easily add tags to apparel by placing in the item id, or alternatively clicking apparel items similar to simple sidearms?
෴ ENTRECEIJO ෴ 15 Mar, 2020 @ 1:40pm 
oh yes, its done. Lots of thanks. good mod.
Pelador  [author] 14 Mar, 2020 @ 11:05pm 
@Entreceijo

Not all clothing will have camouflage applied to it. For vanilla this has only been applied to tribal gear, flak armour and marine armour. Then in addition to this you can see the expansions and supported mods in the details for other clothing items that have had the camouflage properties applied to them.

Otherwise the PDF above goes into detail how you can apply camouflage. This intentionally supplied for mod authors to apply to their custom items or for individuals to apply locally as their own tweaked settings.
෴ ENTRECEIJO ෴ 14 Mar, 2020 @ 7:02pm 
how can i get max stealth? i have a bow and a devilstrand jacket, does the stealth lvl depends of the colour or the material of clothes?