RimWorld

RimWorld

Alternative Sapper AI (Deprecated)
45 Comments
Thundercraft 20 Sep, 2021 @ 10:59pm 
I'd like to try this if this ever gets updated for 1.3...

@ Spürgelwürg
It sounds like you managed to update it for 1.3, right? Have you considered sharing your changes somewhere? Maybe create a branch on the github source or create a fork?
|_| Clyax 23 Jul, 2021 @ 11:33am 
@Jace K Once you're satisfied with the build of the mod, will you be uploading your patch onto the Steam Workshop?
Sevenjace 23 Jul, 2021 @ 10:31am 
Just want to add to the people that find this mod a way more elegant solution to sappers than what vanilla did. I haven't experienced much of 1.3 yet tho. I think the thump cannon and Breach axe stuff might be a bit much is what I dislike. Already found sapper raid annoying enough back then, but now it seems they make even quicker work of walls at the same time that they magically detect all our turrets and defenses. I used to just play with the mod that disables sappers altogether until I found this mod so yeah. This is very much good work! Can't thank you enough. Will be still playing 1.2 for a while.
NilchEi  [author] 23 Jul, 2021 @ 8:15am 
Glad to be of help :steamthumbsup:
Spürgelwürg 23 Jul, 2021 @ 6:27am 
Thank you, and I think I got it to work. No errors or anything. Not too sure though if everything works exactly is it's supposed to. But I think they don't dig pointlessly through mountains they just can walk around, so thats enough for me.
NilchEi  [author] 22 Jul, 2021 @ 7:22am 
Spürgelwürg 22 Jul, 2021 @ 6:13am 
Would be cool if you could upload the source for this on github or somewhere. I have barely any Idea of coding, but I would like to try anyway, if you find yourself not having the time.
NilchEi  [author] 21 Jul, 2021 @ 6:41pm 
Huh, I've deprecated this mod because Breacher does most of my changes made here, but since there's demand I'll see how easy it is to make 1.3 update when I have the time (no guarantees).

I'm also williing to hand over this mod to anyone who want to create 1.3 version.
Spürgelwürg 21 Jul, 2021 @ 10:47am 
I too love this mod and hope this is gonna get an update for 1.3. Really bothers me what the vanilla ai does.
Geobeetle 20 Jul, 2021 @ 11:26am 
When I saw this mod wasn't updated I was devastated... guess I'll have to deal with sappers tunneling through my mountains until it is updated to 1.3
Kim bosong 24 May, 2021 @ 3:01am 
can you make a mod where sappers exist in normal raid? i want to avoid killbox.
NilchEi  [author] 23 May, 2021 @ 8:25pm 
If it's sapper raid, yes.
Kim bosong 23 May, 2021 @ 7:44pm 
does this mod make everyone who has mining skill above 4 sapper?
NilchEi  [author] 25 Jan, 2021 @ 2:09pm 
I'm taking a break from modding at the moment, and I think your problem has to do more with game mechanics rather than AI anyways. Perhaps you could make your request at one of Rimworld Modding Discords?
Anon 25 Jan, 2021 @ 9:53am 
Have you noticed that sapper raid escorts are in "out of combat" state which allows them to bunch up in a single tile, and when forced to enter "combat state" by attacking or being attacked, they will explode outwards from that tile, much in the same way that when stripping multiple coprses, the clothes explode from the pile. This allows them to appear to teleport behind walls, just like clothes when stripping can.
If you understand what I refer to please try to fix this.
|_| Clyax 18 Dec, 2020 @ 9:15am 
Thank you!
Azraile 5 Dec, 2020 @ 4:02am 
Realy they should dig whever a wall is thinest until people start dying ......they dont know where traps /turents are
NilchEi  [author] 29 Nov, 2020 @ 8:27pm 
Yes, as long as there is no raid going on.
Bareback Hussein Obama 29 Nov, 2020 @ 7:06pm 
save compatible?
NilchEi  [author] 2 Nov, 2020 @ 4:55pm 
Yeah, pawn pathing is unfortunately more difficult to tweak, both code-wise and balance-wise. Maybe later but I cannot give assurances.
Trajda 31 Oct, 2020 @ 11:56am 
@NilchEl

I thought the most ridiculous sapper limitation is 2-cells wide walls. Which is probably the only thing you haven't changed.
NilchEi  [author] 5 Oct, 2020 @ 6:49am 
This mod doesn't make big changes, but I have no idea how Multiplayer system works so cannot guarantee it would work.
Gajoo 5 Oct, 2020 @ 2:10am 
Do you think this mod should work in multiplayer?
NilchEi  [author] 12 Aug, 2020 @ 7:55pm 
Updated for 1.2, including some minor code changes made in recent version.
NilchEi  [author] 12 Apr, 2020 @ 11:59pm 
I abandoned that mod when I was updating everything to 1.1 because it was someone else's mod without any original content.
i2ID 12 Apr, 2020 @ 10:38pm 
did you remove "no simple raids" mod or has that been intergrated here ?
~Max~ 24 Mar, 2020 @ 9:05am 
Thank you for the useful info.
NilchEi  [author] 24 Mar, 2020 @ 8:51am 
Vanilla Sappers will always to avoid turrets whenever possible. In 1.0, if you walled off your base and placed inactive turrets behind them except one, sappers would always path to there (allowing player to set up sapper specific kill zones). Search Youtube for Rimworld sapper mechanics for more detailed explanation.

In 1.1, this behaviour was adjusted slightly so that sapper will try to avoid turret, but will dig through turret-protected wall anyways if they have to walk a lot otherwise. This mod just adds percentage chance to remove aforementined avoidance behaviour to begin with, meaning sappers will path straight to their target regardless of turret position.
~Max~ 24 Mar, 2020 @ 8:20am 
What is the default vanilla % for this (if there is one)?
NilchEi  [author] 23 Mar, 2020 @ 4:29pm 
That's correct.
~Max~ 23 Mar, 2020 @ 1:05pm 
"Sappers only have 20% chance to avoid turrets" So they will attack walls defended by turrets 80% of the time? I'm not sure if I interpret this correctly.
Gilgamesh 17 Mar, 2020 @ 5:13pm 
Thank you!
NilchEi  [author] 16 Mar, 2020 @ 7:51pm 
Mod is updated for 1.1, and adds oft-requested feature to adjust how "smart" sappers are in regards to avoiding your turrets.
Gilgamesh 3 Mar, 2020 @ 10:42am 
@NilchEi : Are you still around and doing modding? Will you update this to 1.1?
NilchEi  [author] 19 Oct, 2019 @ 1:38pm 
I'll see if I can add the mod settings in November, when I have more free time.
Rebbe 19 Oct, 2019 @ 1:16pm 
@NilchEi
Sup! :D any chance you could add a slider to adjust the "Experimental: Sappers have 40% chance to not avoid turrets." from 0-100? or and alt version thats 75% to not avoid turrets.

Sappers makes sense and your edit makes them make more sense xD just dislike that they somehow through their magic juju know where all your turrets are.
NilchEi  [author] 2 Oct, 2019 @ 12:24pm 
@AmbiguousMonk No. Just untoggle it on the modlist if you need to disable it. It's safe to add and remove as long as there isn't ongoing sapper raid.
AmbiguousMonk 2 Oct, 2019 @ 10:52am 
Is the experimental AI toggle-able?
Cato 20 Sep, 2019 @ 12:05pm 
Forgot I had this installed.

Just got totally wrecked by an 18-strong breaching crew, I wrongly assumed they would stop digging after a single granite tile (vanilla behaviour) and head for the killzone.

Nope, they breach and clear into my Workshop, trashing everything. They refuse to be drawn outside again, so I have to follow them *inside* through their breach and battle them in the hallways. It was a bloodbath.

Thanks!
Wolyahwalang 20 Aug, 2019 @ 1:55am 
It seems more difficult. In particular, throwers destroy walls. I like this. :steamhappy:
NilchEi  [author] 18 Jul, 2019 @ 8:41pm 
I have pushed out an experimental update that adds randomness to whether sapper avoids turrets. This diversifies sapper's behaviour (which is why I named this mod alternative AI instead of harder AI), and although it likely makes them act dumber against properly defended base, it should also act as counter against anti-sapper strategies that try to funnel them through unpowered low-tier turrets
Kirby 9 Jul, 2019 @ 7:29am 
I'll try this alt sapper ai mod you got... Let's see how hard it can be and how many i could kill them raider sappers with my guys armed with clubs and spears or get owned by them... :steamhappy:
Honey Badger 7 Jul, 2019 @ 11:09am 
Yes! This is the kind of thing I like to see, and I didn't know they just targeted beds, man if I knew that before seeing this I would've just deliberately built a set of beds in the middle of no where xD
MIKE BURNA 7 Jul, 2019 @ 2:58am 
I´m scared. Kappa
Wolyahwalang 6 Jul, 2019 @ 11:42pm 
I'll try it. :steamhappy: