RimWorld

RimWorld

Camouflage and Stealth
79 Comments
ciotex 30 Dec, 2023 @ 2:23pm 
What does the cammouflage acctualy do since its not really clear from the description

Does it make pawns harder to hit?
Are they harder to notice for raiders?
Or is it just a cosmetic mod
Patriote 21 Sep, 2020 @ 4:17pm 
Man you should add the CADPAT camo
Drift_91 25 Jun, 2020 @ 8:33am 
And I just realized I commented on the 1.0 version of the mod...
Drift_91 24 Jun, 2020 @ 10:07pm 
Hey, wondering the same thing, is this mod compatible with the night vision mod weregamer linked? I kind of suspect they'd conflict hardcore because they use many of the same functions.
weregamer 9 Jun, 2020 @ 1:34am 
I wonder, will CAS work out of the box with Night Vision (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1464989530)? I suspect it would take some work to make night vision gear/prosthetics negate the accuracy and spotting penalties for darkness, but it would be sweet!
Noble du Québec 1 Mar, 2020 @ 6:39am 
noice, thanks m8 I love what you're doing
Pelador  [author] 1 Mar, 2020 @ 5:11am 
Yes, hope to, working through my mod list.
Noble du Québec 1 Mar, 2020 @ 4:58am 
will it be updated?
Pelador  [author] 12 Feb, 2020 @ 3:00pm 
@Update

German translation - Erdnussbrot
Proxyer 12 Feb, 2020 @ 5:18am 
Thanks! :lunar2019grinningpig:
Pelador  [author] 12 Feb, 2020 @ 4:34am 
@Update

Japanese translation - Proxyer
Pelador  [author] 12 Feb, 2020 @ 4:28am 
@g0jira

No ETA atm.
g0jira 12 Feb, 2020 @ 3:30am 
any ETA for active camo? its really interesting idea, it could be provided by something like shield belt (camo belt) anyway im looking forward to it. cheers
Pelador  [author] 11 Feb, 2020 @ 10:55pm 
@g0jira

Apologies, this was a placeholder research project for potential future development, which unfortunately doesn't provide anything atm.

I have removed it from the mod. You will get an initial error on load due to this definition removal, but it is harmless and will subside after saving.

If you are interested in utilising active camo, please see either the mod Ghost Gear or Metal Gear Solid that makes use of the CAS active camo capabilities.
g0jira 11 Feb, 2020 @ 4:09pm 
i have to ask, how active camo works? i have researched it but no items were added?
Pelador  [author] 31 Jan, 2020 @ 3:06pm 
@sgtjohnson1223

This is going to need assistance from the MP developers. As this I think might be more to do with how they might be prioritising certain code instructions for syncing purposes in the MP mod. I'm happy to work with them to reach a resolution with it.
sgtjohnson1223 31 Jan, 2020 @ 2:44pm 
Hey so me and my friends love this mod, we have been playing with it since start but now that we have swapped to a more mod heavy game, we have notice a lot more desyncs. We had some on our other game but it was a lot rarer. We have found out it is due to the mod's way of handling whether a target is suppose to be shot or not. When we started we were on open terrain, with only a few factors affecting sight. Now we are in the jungle. What we did to recreate: It was in the jungle, mid terrain (grass, bushs some trees), it was at night, it was raining. We were using Umbra company from RH as well. On his screen the pawn from our faction would shoot, but on mine he wouldn't causing a desync. I dont know it if is the mod itself or how umbra is handling your mods integration, I just wanted to let you know. Again I enjoy the mod greatly and hope to be able to use it again in the future (maybe on a vanilla run if that winds up being the case) Thank you for making this mod!
Pelador  [author] 10 Jan, 2020 @ 6:35pm 
@butanefireflies

Will investigate. If you get a similar occurrence can you supply a hugslib log?

And yes, it is possible that "man hunters" may not find a legitimate target if they spawn too far away and are unable to find a target due to the distance and all pawns having some form of camouflage (and no turrets exist). This since beyond a certain range, the chance of detection is diminished to practically 0.
butanefireflies 8 Jan, 2020 @ 12:02pm 
I've noticed that manhunter packs will no longer advance on my colony and generally stay near where they spawn. Is this CAS behaviour? My pawns are all wearing Rimmu-Nation clothing and are accordingly camouflaged at 20-30%. I assumed this was due to CAS, but in my most recent manhunter event I got an Exception in BreadthFirstTraverse at Manhunter.ForceHostileTo (but I don't remember seeing this error on other manhunting events. Getting sufficiently close to the animals still triggered them to attack.) Is this related? Normal? Thanks :)
Pelador  [author] 6 Jan, 2020 @ 12:25pm 
@g0jira

As above in the details: https://discord.gg/CFNP26C
g0jira 6 Jan, 2020 @ 12:09pm 
well currently i have 17% arctic on enemy, and he is able to reach me at range of 6 square. could you put disco in link here? cheers
Pelador  [author] 6 Jan, 2020 @ 11:34am 
@g0ijira @Thesmartone777

Also worth pointing out that although less likely, having a low chance still means the possibility of still not detecting them when close up.
Pelador  [author] 6 Jan, 2020 @ 11:28am 
@g0jira

As mentioned below to Thesmartone777:

Might need a few more details to understand the circumstances and environment.

If you'd like to, can you jump on the discord and provide a little more detail with perhaps screen prints in the CAS channel?

(Additionally there are further options when in developer mode that will analyse the effects of camo in more real time and give additional feedback here).

But ideally since CAS is an involved process, I do need more details to be able to best understand the situation.
g0jira 6 Jan, 2020 @ 10:20am 
"having an issue with pawns not seeing somebody close with a 13% value, and tweaking that slider in options does not seems to help" yeah enemies can reach us very fast even with low camo.
Shoplifting Victim 5 Jan, 2020 @ 1:52am 
i know the description says it's not save compatible, but has anyone had any luck with existing saves? if not ill save it for another game, looks cool!
Pelador  [author] 5 Jan, 2020 @ 1:36am 
@Thesmartone777

Might need a few more details to understand the circumstances and environment.

If you'd like to, can you jump on the discord and provide a little more detail with perhaps screen prints in the CAS channel? (Will be out this morning, back this aft).
Thesmartone777 4 Jan, 2020 @ 11:49pm 
having an issue with pawns not seeing somebody close with a 13% value, and tweaking that slider in options does not seems to help
Pelador  [author] 3 Jan, 2020 @ 4:53pm 
@Nep

It hopefully wont matter, but just in case this mod is more a living towards the end of a mod list kind of mod if anything.
Neppy 3 Jan, 2020 @ 10:45am 
Does this go above or below the mods mentioned above?
Pelador  [author] 20 Dec, 2019 @ 3:02pm 
@Spitz the Sheikah

Is RF still active?

If so it would be preferable to ask him to use the notes provided to patch the mod if he is willing to do so. The amount of work here is rather minimal and guidance notes have been provided to allow other authors to do this. I don't want to get into a process of patching "every" single potential mod that adds biomes and/or terrain.

I did patch the more popular mods (at the time) to help here, but I hope you can potentially see that it would be unrealistic for me to have to patch every single mod that adds these elements, including new additions, with some nested as details within mods not necessarily identified as environmental mods. And sometimes needing best interpretation by the author as to what the nature of the biome or terrain is.

And yes I realise this does place some dependency on other authors or other interested parties to make patches for some mods to best work with CAS.
Pelador  [author] 20 Dec, 2019 @ 2:47pm 
@Elthridge

Are the hats you are using patched for camo? The overlay is only displayed where an effective camo is greater than 0. (With the mod option enabled of course).
Elth 20 Dec, 2019 @ 2:40pm 
it's leaving an annoying C whenever i use mods not supported by your camo mod.
Spitz the Sheikah 20 Dec, 2019 @ 10:20am 
Mind adding RF Permafrost to compatibility?
Pelador  [author] 19 Dec, 2019 @ 5:56pm 
@Update

Additional translation elements added to the code.
Pelador  [author] 19 Dec, 2019 @ 10:17am 
@Update

Another optional expansion mod has been added for CAS. This time it is Flak armour and advanced helmets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940550830
The Unknown 18 Dec, 2019 @ 9:18am 
i take and thank
Pelador  [author] 17 Dec, 2019 @ 3:18pm 
@Update

Expansion mod added to CAS. Optionally includes vanilla equivalent camouflaged marine power armours: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1939327834
Pelador  [author] 17 Dec, 2019 @ 2:39am 
@Ϡ͢Ƿẚ̀ᴨ̴ї͏ɕ̢Θ̕ʁɘɠ͞ɵ̷ŋ́ƻ͢ȣ҉ḹ ༒

I'll give it some thought.
PanicOregon281 16 Dec, 2019 @ 10:43pm 
I like this
but, i have a quirk when i think about it.
Wouldn't it be good to add a couple compatibility patchs, with mods.
to streamline this mod a bit more, so others also see the potential of it?
Chicken Plucker 14 Dec, 2019 @ 4:21pm 
Hey Pelador, ran some more tests recently. That new thing you added with melee makes a lot of difference, even if the pawns still don't "see" an enemy within 5 cells or so at least if I move them close enough they start attacking unlike last time. Happy about that overall, cheers.
Pelador  [author] 14 Dec, 2019 @ 2:40am 
@Caligula

There is a mod option to have a overlay graphic that will help indicate relative base camo at the current position. Likewise using RimHud will display a relative base camo stat with the pawn selected.

None of which will be the actual calculated camo value at the time of a check which is variable based off of environmental and situational factors. These factors explained in the PDF.
_♣Caligula♣_ 14 Dec, 2019 @ 2:31am 
Ok. Then stupid question, but where can I see the camo stats?
Pelador  [author] 14 Dec, 2019 @ 2:24am 
@Caligula

It hopefully wont matter, but just in case this mod is more a living towards the end of a mod list kind of mod if anything.
_♣Caligula♣_ 14 Dec, 2019 @ 2:11am 
Does this needs to be higher up the modlist than mods like Rimmu-Nation etc?
Pelador  [author] 13 Dec, 2019 @ 8:52am 
@Update

Japanese Translation - Proxyer
Pelador  [author] 13 Dec, 2019 @ 7:45am 
@Update

PDF Updated
Pelador  [author] 13 Dec, 2019 @ 7:22am 
@Update

Added an optional graphical overlay to display on the pawn indicating relative camo effectiveness. This needs to be set in the mod options to display. (Notes will be updated shortly).
Pelador  [author] 12 Dec, 2019 @ 5:42pm 
@hamishrkenny

CAS is a "framework" that provides functionality to other authors to apply camouflage or stealth properties to. Only a few vanilla apparel items have been patched to use CAS: flak armour, marine armour and tribalwear, but not with any significance.

To best experience what CAS has to offer I would suggest using a mod where the apparel has been patched accordingly.