RimWorld

RimWorld

Camouflage and Stealth (Continued)
56 Comments
Mlie  [author] 26 Jun @ 9:35am 
@(Goth Mommy) GHOST_023 No problem, ping when you do and Ill link it in the description
(Goth Mommy) GHOST_023 26 Jun @ 9:27am 
Hiya, do you mind if i create a re-texture mod for this mod?
Mlie  [author] 19 May @ 10:00pm 
@Sly Syringe Sorry, I have no gfx skill so cannot add anything to the mod
Sly Syringe 19 May @ 6:34pm 
Hey man is it possible to do the Locust and Privateer sets as well?
Mlie  [author] 3 Oct, 2024 @ 3:37am 
@WJSabey Should be fixed now
WJSabey 1 Oct, 2024 @ 3:04am 
There's a bug with the pawn description in the corner panel; when it tries to show the camouflage on the current tile when selecting a pawn, if it is not in a normal map tile, for example a downed pawn being carried or an Anomaly entity in a containment platform, there's a null reference exception. I assume because the pawn's "current tile" is null in that instance and it isn't handled.
Hugslib log [gist.github.com]
Mlie  [author] 16 Sep, 2024 @ 9:50pm 
@tuxfuh I dont know, never used CE
tuxfuh 16 Sep, 2024 @ 9:46pm 
Will it conflict with CE if it is only for decorative purposes?
Blob [FBI] 16 May, 2024 @ 4:15pm 
Would love a alternate mod that just gives us retextured options of the armors without the stealth system, love me the camo but the stealth system atm is giving me issues like enemies kinda pausing during pathing towards my colonists and its abit disrupting.
happening department 15 Mar, 2024 @ 10:29am 
MILE'S DONE IT AGAIN
Rex705 13 Sep, 2023 @ 7:01am 
Maybe it is a load order thing. I had it loaded under all the armor, factions, and vehicles. I tried putting it above everything and now I don't seem to be getting errors.
Mlie  [author] 12 Sep, 2023 @ 9:55pm 
@Rex705 Can you share those errors?
Rex705 12 Sep, 2023 @ 5:25pm 
This mod has some errors with vanilla vehicles expanded
TracerFoxTEK 17 Jun, 2023 @ 9:48pm 
The whole camouflage mechanic at the core of this mod, yes. As well as the integration with the various submods for different armor.
Mlie  [author] 17 Jun, 2023 @ 9:44pm 
@TracerFoxTEK Are there anything in this mod that is not in the CAI mod?
TracerFoxTEK 17 Jun, 2023 @ 9:20pm 
Got onto the CAI devs' Discord and they confirmed that these two mods won't currently work together. The changes to line of sight code are apparently the reason, since CAI has it's own custom code for LoS calculations.
Not sure what would be needed to enable compatibility though.
Mlie  [author] 17 Jun, 2023 @ 9:17pm 
@TracerFoxTEK I have never used that mod. Feel free to try it out and report any incompatibilities!
TracerFoxTEK 17 Jun, 2023 @ 3:29pm 
Bit late to the party, but will this mod play well together with the CAI 5000 mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2938891185

If it won't be too much work, I'd like to request compatibility patching, if needed.
Mlie  [author] 13 Jul, 2022 @ 7:25am 
@CloakTheMailman It can, someone just have to write the patches that adds the right camo-values
CloakTheMailman 13 Jul, 2022 @ 6:22am 
Ahh alrighty thanks, shame it couldn't work with VFE apparel's military uniforms
Mlie  [author] 12 Jul, 2022 @ 11:50pm 
@CloakTheMailman This is a framework, it does not add any camo in itself. Use the linked addons for camo apparel. There is a linked guide and an extensive pdf.
CloakTheMailman 12 Jul, 2022 @ 9:59pm 
Im a little bit confused are there actual camo patterns in the mod, or new apparel that has the camo? Or is it just based on the color of what the pawn is wearing because I can't seem to find anything camo related on the tailor bench
WJSabey 6 Feb, 2022 @ 11:57am 
How does the camo offset in the mod settings work? while I love the idea I think the camo is too effective, a pair of camo gloves should not require you to move to short range to shoot. But do I need to move the offset setting up or down to make it less effective?
Mlie  [author] 19 Oct, 2021 @ 1:49pm 
@Comton You should always try to stay away from overwriting anything, patching is in nearly all instances a better option in my opinion.
Comton 19 Oct, 2021 @ 12:25pm 
@Mlie Thanks for the idea, not today for me haha ! But for curiosity, would it be better to xpath (if I'm correct about the word) the vanilla pawntypes or override them by new ones? I think the xpath way is slower to learn but more compatible with other mods and vanilla ? It would be cool that pawntypes from modded factions which use random apparel can pick these ones too. It will imply alot of patching. For me a good cocktail would be camo + perspective trees + some concealed raiders. I asked myself about how to code the last one but it's another story :)
Mlie  [author] 19 Oct, 2021 @ 12:03pm 
@11Bullets Not really, raid values are already based on colony wealth. Pawns have a set amount of money to spend on apparel/weapons when spawning based on those raid-values. So the only thing needed is to define the different pawntypes.
11Bullets 19 Oct, 2021 @ 11:07am 
I wouldn't even know how to begin something like that, I am illiterate when it comes to computer code stuff lol. I imagine you would need to find out how the game decides what clothing items to equip on raiders and somehow find a way to limit that to a pool of items decided by biome, but you'd also need to factor in for colony wealth, raid size, tech levels, all that stuff. That would get complex pretty fast I would think.
Mlie  [author] 19 Oct, 2021 @ 11:04am 
@Comton I guess one way to do it is to tag the different variants with a specific apparel tag and then create pawn-kinds that only use equipment from one of the tags at the same time.
Comton 19 Oct, 2021 @ 10:59am 
Hmm, it would be a cool feature, any idea about how to mod that ? Maybe it will convince me to start modding this game
11Bullets 19 Oct, 2021 @ 10:51am 
In my experience they don't use biome-specific camos, rather they will show up with an eclectic mix that may or may not have any beneficial effect for them. They'll show up with stone flak vest, desert pants, arctic jacket and a woodland helmet. Sometimes they get lucky and have several pieces that match, and it may or may not match the biome.
Comton 19 Oct, 2021 @ 2:49am 
Hey Mlie, thanks for this one ! Question to guys that play with it : Are the raiders using new armor patterns from the expansions mods accordingly with the biome ?
Mlie  [author] 20 Sep, 2021 @ 9:52pm 
@11Bullets Thanks, added a link to it in the description
11Bullets 20 Sep, 2021 @ 8:47pm 
I did some reading and testing. Here's the discussion where I wrote up what I saw for those who are interested in knowing how the different patterns work. https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/4943253385021156834/?appid=294100
Mlie  [author] 20 Sep, 2021 @ 2:24am 
@11Bullets I dont really know since I havent played with the mod. This was just the values I found when updating it.
11Bullets 20 Sep, 2021 @ 1:47am 
@Mlie thanks. I was kind of hoping it would be the simpler way. That means I need to try and decide which is going to work better for my pawns, because my map is a pretty heavy mixture of various terrain and vegetation. Is there someplace in a file that I can look to find out what exactly counts for what when it comes to the camo patterns to make the most informed decisions?
Mlie  [author] 19 Sep, 2021 @ 10:33pm 
@11Bullets The biome and the terrain is taken into account. For example, both desert biome and soft sand terrain gives bonus to desert camouflage
11Bullets 19 Sep, 2021 @ 10:03pm 
Does anyone know if the type of camo used is actually taken into account anywhere? I mean, in my latest playthrough I am 'technically' in a desert biome, but it's a beachside oasis that has good amounts of plant growth. If I use desert type camo, does that make the camo less effective when the pawns are surrounded by trees and bushes? Or is it just a purely decorative thing and they all have the same 'camo' effect no matter what biome or surroundings the pawns have?
Demoboca 15 Sep, 2021 @ 5:46pm 
This mod unfortunately still has the bug where psycast cannot be used on any pawn with literally any camouflage on, even as low as 15%. Is there a way to make it so a pawn has to be at least 90% camou'd in order to protect pawn from psycast?
Mlie  [author] 18 Jun, 2021 @ 1:48am 
@Drift_91 No real plans on expanding the mod but suggestions are always welcome
Drift_91 18 Jun, 2021 @ 1:14am 
Alright, so I looked at the notes that are linked that I missed earlier. I'm guessing my first question is answered by the "PassiveCamo_Colour_Set" preset. On the second one I take it it would be impossible to implement only night vision as opposed to the current API's overall vision boost from "CompObserver". In that case, are you planning on making any changes or further developments to the mod other than keeping it up-to-date? If so, would comps for darkness visibility be a potential addition? Thanks.
Drift_91 18 Jun, 2021 @ 1:07am 
I've got a couple of questions about this mod.

Does the colour of the apparel, as set by say Dub's Paint Shop for example, affect the camouflage? Like if I were to colour a vanilla muffalo wool parka bright orange would it be far less stealthy than if I were to colour it coyote brown or olive drab? Or does this mod only use the tags set by mods like Rimmu-Nation?

Does this mod take into account darkness at night? If yes, is there any way to make a night vision googles mod or make bionic eyes have night vision? If not, would the NightVision mod conflict with this mod?
PlutoMayhem 1 Jun, 2021 @ 1:44pm 
Does this work with Yayo Combat?
TiberianErin 24 Feb, 2021 @ 1:45am 
i am hoping this has line of sight where i don't need camo to be stealthy.
arcbeast 22 Jan, 2021 @ 4:27am 
Issue with Vanilla Events Expanded + Alpha Animals + Camouflage and Stealth (Continued)

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1938420742/3114770279402721450/
MaskedJDOG 7 Dec, 2020 @ 5:23am 
does the camo work
Mlie  [author] 30 Nov, 2020 @ 9:59pm 
@ckennedy2 Not sure, never used those
illAligned 30 Nov, 2020 @ 2:50pm 
Can this be used with the expansion mods?
SwookyG 29 Nov, 2020 @ 1:40pm 
Does this version work with the current version of Rimmu-Nation Clothing? I know the old versions did.
Schmiddy 9 Nov, 2020 @ 1:19pm 
for some reason i thought it wasn´t. obviously thats not the case xD thanks anyway mate! :)