RimWorld

RimWorld

Breachable Embrasures - An AI-Behaviour Change
150 Comments
CalamaBanana  [author] 21 Jun @ 10:59am 
Pushed an update for 1.6, but did not have time for extensive playtesting. Please report back if something is behaving strangely.
CalamaBanana  [author] 19 Jun @ 9:11am 
Normal vanilla enemies go into "destroy random stuff" mode when they can not reach any pawns. This mod hooks in there, and checks if they have a target behind embrasures they could deal with instead first. If an enemy does not have that behaviour, this mod won't affect them. E.g. vanilla manhunter animals are not, but vanilla insects are.
isalcaruz 17 Jun @ 3:04pm 
a question, does the behavior of attacking the embrasures also work for creature type enemies? I installed the mod The Army Of Fetid Corpses and the VOID and I realized that melee type enemies (zombies and necromorphs) take the embrasures as impassable walls and ignore the settlers behind them and just wander around outside, sometimes they don't even move from their spawn point unless a settler goes outside of them and if they enter again the enemies stop again and wander right where they are
Compineer 6 Jun @ 1:09pm 
@CalamaBanana

Planning out a new base design with the Deserter mod which adds those 3x3 turrets as well as the big imperial 6x6 turrets. I know that pawns shooting from behind an embrasure will have raiders prioritise/attack the wall they are shooting from. Does the same go for turrets or will they ignore them despite turrets shooting at them from behind walls?
Gerewoatle 2 Jun @ 1:58pm 
@Frission - I assume you possess the degree of basic literacy necessary to read and understand the mod's description.
Frission 2 Jun @ 1:48pm 
This is the most bizzare type of mod there can possibly be - a mod that purely exists to nerf other mods. Just, why?
Black Dog 30 May @ 10:06pm 
I would second that - at the moment (most) Anomaly creatures dont attack the embrasures
Luneyl 11 Mar @ 4:15am 
Can this also work on manhunters/anomalies? Right now they ignore pawns behind embrasures that are shooting at them.
Seb 6 Feb @ 12:08pm 
Ditto on the fleshmass and enclosed fleshbeast issues. Breachable embrasure tick taking 1+ second.
CalamaBanana  [author] 27 Jan @ 10:19am 
I am honestly not sure what could be causing this, you are the first one since release of Anomaly to report an issue like this.

Please do use devmode to reveal the entire map, just to make sure there is no insect hive out of control in some pocket that got woken by the fleshmass.

Also do use the devmode to kill stuck fleshmass mobs (How many of those do exist?), just to doublecheck that it is them causing the lag build up.
Tam 27 Jan @ 9:36am 
greetings,i dont have any raidlike events going, only fleshmass and many enclosed little fleshbeats
I have tried to hide all my pawns and bots indide my enclosed mountain base (enclosed with solid walls only no embrasures), nothing changed. game still lags.
Here is the game with mod https://i.imgur.com/yC3ti4L.png
Exactly the same moment without mod https://i.imgur.com/30yHZJ3.png

Verse.Pawn.Tick going mad and fleshmass building tick is low unlike in the game without lags.
Console does not show any errors, even yellow ones.
CalamaBanana  [author] 27 Jan @ 1:35am 
Do you have any other hostiles/friendlies on the map (unreavealed ones, perhaps?) that might be trying to path to the fleshmass-mobs?

Does the lag lessen if you seal all your pawns into a room without embrasures?
Tam 26 Jan @ 11:59am 
Removed most addons xcept these ones https://i.imgur.com/tVZbY4H.png it does not look like any if it may interract with BE.
Game still lags if i use Breachable Embrasures but stops when i remove it.
Please take a note it does not start the lag immediately when flesh mass grown a lot, it takes some time to accomulate the lag - i've spent probably around two ingame weeks with fleshmass when it starts the lag by gradually tps reduction till 20-30 tps. Maybe because i play the 325 map ?
Anyway thanks for your mod, i temporary delete it untill i deal with the fleshmass and turn it on since without your mods IA is awful, love these strong meeles chopping embrasures.
Tam 26 Jan @ 11:42am 
Thanks for reply i will try to figure this out
CalamaBanana  [author] 25 Jan @ 11:25pm 
Could not replicate. Even with half my map covered in fleshmass, I don't get the slowdown. Might be an interaction with another mod of yours.
Tam 20 Jan @ 1:29pm 
Was using this mod for a year without any problems but unfortunately it does severe performance hit once fleshheart anomaly event is spawneed and starts growing, game turns into a slideshow untill i remove this mod.
Gaylad 4 Nov, 2024 @ 7:25am 
Has anybody made further tests or tried this mod along with CAI 5000, like @ODevil has?
Tam 7 May, 2024 @ 12:38am 
Thanks fpor your work, awesome mod.
Is it possible to tweak animal ai the same way ? These shooting/spiting animals just afk (searching for targets) while gettign shooted from the embrasures.
CalamaBanana  [author] 22 Apr, 2024 @ 10:45pm 
If it acts like all the other embrasures, very very likely. Draw a line with your embrasures through your dormitory. If both sides still count as the same room, those embrasures are compatible.
Kalmorph 22 Apr, 2024 @ 7:53am 
Is it compatible with [HRK] Vanilla Expanded Extra Embrasures ? I saw there's an HRK mod in the compatibility list in description with a broken link. Does it work?
CalamaBanana  [author] 29 Mar, 2024 @ 12:19am 
Insectoids do make use of it. Any enemy that has that "destroy random stuff" behaviour in vanilla will. Manhunters do not, though. Will see if I can make that a toggle for them when I update it, but no promises.

Did you try it on the 1.5 beta yet? Didn't get around to that yet
Icaro 23 Mar, 2024 @ 10:58am 
Some way to add this to animals or insectoids. Will it be updated for 1.5? :winter2019neutralyul:
CalamaBanana  [author] 24 Feb, 2024 @ 12:10am 
ec#2718, my mod is based on a room-logic loophole. Traditional embrasures do not create separate rooms like walls would. If your pawns are in the same "room" as the enemies (outdoors), melee enemies start sapping, and ranged enemies look for shooting spots. Windows create separate rooms and are another can of worms sadly.

ODevil, this mod adds nothing to the save file, should be perfectly save to disable in your current colony to test that compatibility straight away.
ODevil 23 Feb, 2024 @ 12:03pm 
Been using CAI5k + this mod for a very long time now and they seem to work together for the most part. I do run into an issue where hostile pawns out of nowhere run towards the bottom left most corner of the map and gather there for a while before one by one returning to attacking. This doesn't happen always, but it's more common when a large raid happens (especially from tribals). Idk if it happens because of a weird interaction with these 2 mods, but I think it's very well possible. Gonna try with just CAI for my next game.
ELLIOTTCABLE on Discord 20 Feb, 2024 @ 2:35pm 
Just tossing in my :+1:

Cstom support for Owlchemist's Windows would, indeed, be fantastic. Any chance of it, @CalmaBanana? :D

Similarly, has anybody experimented with this alongside CAI 5000 - Advanced AI + Fog Of War ? That's such a significant AI rewrite, I kinda doubt this mod will function when CAI is installed?
CalamaBanana  [author] 26 Dec, 2023 @ 12:03am 
Also about that accuracy question, depends on the embrasures. I think most have them provide 75% cover.
CalamaBanana  [author] 26 Dec, 2023 @ 12:01am 
Thanks for pointing it out, swapped them to imgur for now.
basics :) 25 Dec, 2023 @ 11:35am 
The example links you have in the description no longer work since gfycat was shut down. Any chance you can reupload the clips somewhere else?
Atomically Wrinkled Brain 18 Sep, 2023 @ 9:22am 
Question: How accurate are the enemies firing at embrasures from a distance? Logically, they should have a severely reduced chance to hit if they're not standing against the embrasure to shoot through the holes.
Dizzy Ioeuy 27 Jun, 2023 @ 2:00pm 
After testing can confirm they do not breach the windows like they do embrasures.
Dizzy Ioeuy 27 Jun, 2023 @ 1:12pm 
This mod compatible I hope? Owlchemist's windows mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2571189146
can 5 May, 2023 @ 10:53pm 
@art from my testing, yes it is
Dizzy Ioeuy 25 Apr, 2023 @ 4:21pm 
I wonder if this works with mods that add windows too?
pogoman 1 Mar, 2023 @ 5:26am 
unfortunately this mod has severe stuttering issues for certain mech raid types identified by dubs performance analyser. Removing the mod resolves the stuttering. Ashame because embrasures do indeed feel op without this mod :(
hottt3 14 Feb, 2023 @ 11:59am 
I second the request of @kongkim to add support for https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883913520 . Thanks for the mod!
HOSHaN 6 Jan, 2023 @ 11:00pm 
I wish animals could have an insect like Ai and actually destroy embrasures.
Sasha Pines (no brain) 3 Jan, 2023 @ 5:59pm 
when you have wall is solid mod 10/10
Ricefordaprice 20 Dec, 2022 @ 1:28am 
does this work with fortifications-citadel?
kongkim 30 Nov, 2022 @ 11:39am 
If you feel for it. You are welcome to make this compatible with my mod "Medieval Walls"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883913520
ArmoredStone 29 Nov, 2022 @ 9:15pm 
Absolutely terrifying mod! I love it :D
HAZRAD 13 Nov, 2022 @ 8:00pm 
Thank you for this!
CalamaBanana  [author] 12 Nov, 2022 @ 10:04am 
No, only smart enemies like raiders, insectoids and mechanoids. Everything that can "breach" by default.
Titan Methos 12 Nov, 2022 @ 9:16am 
Does this effect man-hunting animals? Because the reason I use embrasures it to prevent my colony of 3 from being wiped out by 20 man-hunting ducks.
-=JkJkLoL=- tk421storm 7 Nov, 2022 @ 2:20pm 
ahhh brilliant!
CalamaBanana  [author] 7 Nov, 2022 @ 12:04pm 
Thank you, but that is in fact just dusty legacy code I did not want to outright delete after I found a better method to handle it.
It does not check for embrasures-types anymore, but if pawns are in the same zone yet can not reach each other. (What I wrote in the 'Is this or that mod compatible?' section of the description)
-=JkJkLoL=- tk421storm 7 Nov, 2022 @ 11:34am 
went looking into this today to make sure it supported my preferred embrasures (Matching Embrasures) - when I looked into the VS project, I noticed all the code to identify embrasure types for the mod to work were commented out. i'm not sure if that was the way the 1.4 mod was compiled, but if so, the mod wouldn't do anything.

anyway, I went ahead and added my mod's embrasures to the code and compiled at it worked ok. I've got a git commit ready to push to master if you'll give me access!
Gunseeker 6 Nov, 2022 @ 12:31pm 
@CalamaBanana oh my bad, I skipped over that part in the description, thanks for letting me know

I tested it, and from your description, it should be compatible with this mod if you're curious
CalamaBanana  [author] 6 Nov, 2022 @ 3:58am 
M11NTY, no idea, sorry. Test it please, and report back for others to know.

Gunseeker, no idea either, check the "Is this or that mod compatible?" part in the description to see how to check for yourself.
Gunseeker 5 Nov, 2022 @ 3:14pm 
Does this work with the fences from Fences and Floors? They function identically to embrasures so I'd assume so, but just making sure.