RimWorld

RimWorld

Interception Tweaks
52 Comments
Aura 12 hours ago 
Is there any possibility of this being updated to 1.6?
SaMaHaJoGu 5 Mar @ 11:58am 
This is an amazing mod... if I could, I would give it two thumbs up... but one thing I will say is that with the tweaks to make wild animals not included into the interception, on top of my current list of mods, it crashes the game when I hunt a wild animal and, I think, the interception system goes haywire. But I can't collect any logs because the game goes straight down and stops responding. :'( I just know that if I re-enable animals into interception, it doesn't crash.
Ascythian 30 Oct, 2024 @ 2:04pm 
@Chip56

Any chance you could upload your patch to the Steam Workshop instead?
Chip56 1 Jun, 2024 @ 6:18am 
@Atkana

Thank you, i just created a patch for Rimlaser and Interception tweaks.

No pawns were harmed in the test run:

Before the patch they hit the embrasure directly in front of them.
After the patch they didnt hit the embrasure with any of the 3 weapons (which use different bullet types) did hit the embrasure directly in front of them.
After this i also moved the 3 pawns directly in a line and neither one of them got hit when they opened fire on the wall at the end of the shooting range.

I uploaded it in case someone else also wants it for Rimlaser or if you want to include it to your mod: https://www.file-upload.net/download-15339331/rimlasertargetpatch.zip.html

I am also going to comment in the discussion a few notes.
Atkana  [author] 1 Jun, 2024 @ 1:41am 
@Chip56 I've made a discussion which covers how to make these sorts of compatibility patches. In the case of Rimlaser, the name you want for step B is Rimlaser , and the ID for step C should be Bullet_LaserRifle for the laser rifle. You might be able to instead use Bullet_LaserGeneric to prevent it applying to basically any of the mod's lasers, but you might have to change a bit more of the patch - defName="VFEA_LaserEyeBeam" into @ParentName="Bullet_LaserGeneric" .

Patches are a bit confusing to learn and I haven't tested it, but give it a go and let me know what happens.
NoOne_ReaVen 26 May, 2024 @ 10:25am 
Okay, simlar issue as Chip56 but with a defensive turret installation behind an Embrasur and a Sandbag wall. The Turret is a Vanilla Expanded Autocannon and it blows itself up about 4 out of 10 Raids otherwise no issues, cant really blame any mod since 849 Mods active is a hell of a trouble shooting nightmare already im happy to just be able to run my current playthrough at all considering im like 40hrs in and it only crashed/froze/lag spiked 10 times
Chip56 24 May, 2024 @ 3:17am 
So thanks for the hint that allowed me to pinpoint that. So what would be the necassary steps to patch that?
Chip56 24 May, 2024 @ 3:14am 
@atkana:
after your comment i did run a test (only 2 pawns were injured during this trial, none died):
And indeed the vanilla weapons pawn did not hit the pawn/ embrasure right in front of them. Only after moving the poor other pawn right in front of the target (10 tiles away) they got hit as expected.
However the one equiped with a laser rifle from rimlaser (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1465459039) did hit the pawn/ embrasure right in front of them.
I did try to change the mod load order to see if it makes any difference but the results were the same. Didnt matter which one was first.
Atkana  [author] 23 May, 2024 @ 2:06am 
@Chip56 There have certainly been some weird mod conflict issues, but there are (intended) circumstances with just this mod where unintended things can still be hit. Whenever an off-target shot impacts a map tile, the game has a separate check to see what in that tile (if anything) the shot will hit. For the specific mechanics, it loops through everything in that tile and does a % chance check to hit it (modified by things like size), if the check succeeds it hits that thing, whereas if it fails it does the same check for the next thing in the tile (if all checks fail, nothing gets hit). This mod intentionally doesn't modify the check at all.
I don't think to-wild shots are THAT bad that they'd hit 1 tile in front of them, so it could be a mod compatibility issue. If it's only happening for a particular projectile, you can create a patch so this mod doesn't manage it (like the included example for the VE Ancient's eyebeam, which was hilariously blowing up any pawn that used it)
Atkana  [author] 23 May, 2024 @ 2:06am 
@Loopy There's configurable modifiers for both missed shots, and how likely pawns are to intercept, so you can probably fudge something together with this mod. Otherwise if you're looking for bullet trajectory calculations, you're probably better off looking elsewhere since that's out of scope for the mod (I think CE might have that?)
Chip56 21 May, 2024 @ 4:23am 
I am not sure if this might be some obscure mod conflict but i did note one thing:

Sometimes my pawns manage to accitently hit an object/pawn directly in front of them in 1.5. However according to the settings it should be distance before friendly fire: 5 tiles and even the minmum distance is set to 5 tiles so unless i misunderstand the settings they should never hit a pawn or an embrasure right in front of them.

Did anyone else something similar?
Loopy 8 May, 2024 @ 1:41pm 
Feature idea: I know it might be a bit difficult to do, but it would be amazing if you could add stray bullets, so that missed bullets dont phase through enemies when shooting at a group. Maybe it could be done by repurposing the friendly fire mechanics.
L. Velociraptor 24 Apr, 2024 @ 1:29pm 
Just wanted to say thanks for the update and the amazing mod. Between this and Long Range Firefights, setting up defencive positions actually makes sense and combat feels a lot better between two armed groups, especially if one of them is dug-in.

I've been playing on 1.5 for a bit with no real issues, still trying to keep an eye on Performance Analyzer during raids, assaults, or other things with a lot of shots in the air.
Olyndra 14 Apr, 2024 @ 8:40pm 
Feature request: larger creatures have a higher chance to be hit and larger creatures can better shoot over obstacles smaller than their size. This would also mean smaller creatures will be harder to hit and children and shorter races will have a harder time hitting their targets.
turkler 14 Apr, 2024 @ 5:45am 
great, thank you
Atkana  [author] 14 Apr, 2024 @ 5:26am 
Updated to 1.5. At a glance nothing from the base game that this was touching had changed much, so all the changes were just updating a couple of lines of code. As such I didn't test it extensively, because I assume it'll all work the same. :ojchicken:
ALE199 17 Mar, 2024 @ 12:17am 
Hope it gets updated
TheGreenDigi 15 Aug, 2023 @ 12:15pm 
Does this also effect targeting turrets? Cause theres another mod called Smart Turret Covering that I've been using but I'm not sure if this mod would also allow cover for turrets in a similar way
ELLIOTTCABLE on Discord 30 May, 2023 @ 11:58am 
Off the top of my head - does this need patching for Vanilla Weapons Expanded - Coilguns "Gauss" weaponry? Those have strange projectiles that damage everything in a straight line from the shooter to the hit-point.

Ideally, if you do decide it needs a patch (and beat me to it), my vote is that the projectiles are still affected by the effects of this mod, heh. Even more gaussian chaos, yessss.
Atkana  [author] 19 Apr, 2023 @ 11:54pm 
@HAZRAD I'm not doing any active development at the moment, but I can give you a tip: You can reset any mod settings back to their default values by deleting the mod's saved configuration file. Assuming you're on Windows, you can find them in AppData/LocalLow/Ludeon Studios/Rimworld by Ludeon Studios/Config .
HAZRAD 19 Apr, 2023 @ 11:10am 
Hey nice mod, but is it possible for you to add a reset to default setting button with your mod? Great work still !
Smiley Face Killer 28 Mar, 2023 @ 1:02pm 
Anyone know if Yayo's combat would mess this up? I'm thinking of switching over from passive cover to this, but I do run that mod so if any one knows that'd be great, I read yayo's and didn't see any thing that'd instantly make me think it'd be incompatible but still I'd rather ask first
KingsMan_ 27 Feb, 2023 @ 10:55am 
Is this really better than the passive cover in terms of performance?
Vintage Fruitcake 18 Feb, 2023 @ 2:30pm 
@Gadget
CE already makes these changes. It's redundant.
Nianor 16 Feb, 2023 @ 11:56am 
Alright, I'll do some more testing with that.
Atkana  [author] 16 Feb, 2023 @ 2:45am 
I've released a small update to the mod extension so patches can be used to prevent the mod from interfering with particular projectiles, and have added a patch utilising that to prevent the VFE: Ancients eye beam from blowing up the user (as hilarious as that was). I couldn't replicate the same problems with the Rimsenal thumper (might be an issue with a different mod), but that change might provide you with a workaround, @Nianor Skywolf, if you're willing to make a patch yourself.
I also realised that certain weapons have a forced miss factor, and so will very rarely ever be on target. I've added a little note in the mod description to remind people of that, in case it informs the values people choose for the on/off target interception settings.
Nianor 9 Feb, 2023 @ 4:33pm 
From the comments around the laser eyes and the thread that GonzoGonz started, it seems like it might be an issue specific to explosive weapons for whatever reason.
Nianor 9 Feb, 2023 @ 4:02pm 
@Atkana - reviving the laser eyes issue, I'm having the same problem with the Thumper from the Rimsenal - Augmented Vanilla pack. I don't know what the problem is, but it seems to be going off immediately for whatever reason. Also, the minimum friendly fire distance setting seems to be ignored.
Malikyte 1 Jan, 2023 @ 4:02pm 
If you have to ask if CE is compatible, the answer is usually no. CE breaks so many things.
Atkana  [author] 15 Dec, 2022 @ 5:19am 
@Pa-Pa As noted in the description, unlike Passive Cover, this mod doesn't have any visual feedback in the interface, it functions invisibly in the background. If you're having trouble telling if it's working, you can always temporarily raise the chances of interceptions in the settings so they'll happen more than 100% of the time, then test to see in game if that's the case.

@Gadget Also as noted in the description, it's unlikely to be compatible with any mod that makes sweeping changes to projectile systems, CE being one example.
Pa-Pa 15 Dec, 2022 @ 1:54am 
i dont know y my Passive cover worked , disable that use this and it doesnt work,even in the new save,i mean it dont show covered when pawns keep a step away of a obstacle
Gadget 8 Dec, 2022 @ 1:42am 
CE compatible?
Unex 24 Nov, 2022 @ 7:07am 
Thank you for the insight, will tell if I notice something, for now, will increase the minimal distance for the interception and see if that changes things with blast spawning on top of the one that fires.

Before, I assumed that the laser was coded in a way that it always hits and the blast just gets teleported to the target (as ground is not targetable) and this mod would calculate the objects in between and see if random chance triggers, but cause the projectile is not a projectile that travels, it just blows up in your face. But yeah, its all speculation.
Atkana  [author] 24 Nov, 2022 @ 12:16am 
@Unex It does look like the laser eyes have projectile defs, so it's possible something here could be interfering with it. I can't immediately think of anything that would be causing someone to shoot and hit themselves, though. Unfortunately, I don't have the required expansion to test out the mod myself, so it'd be up to you or somebody else to hunt down what's causing them to blast themselves.
My money's on them being so cartoonishly narcissistic that they have to check themselves out in the mirror even though they're mid using their laser eyes and zap themselves, that or they're just firing at something too close and end up in the blast radius.
Unex 22 Nov, 2022 @ 1:15pm 
Or the problem is not even due to this mod, which is also a possibility.
Unex 22 Nov, 2022 @ 1:13pm 
I have a question. Does this apply to the laser eyes from VFE - Ancients mod? Cause for some reason, my pawn just blasts itself around 10 perc. of the time and ooofs himself. I have to revive him with devmode, but his weapons also get evaporated so its rather saddening cause I cant revive those. Weirdly, as I tested this on a dev world, the explosion happens only at the target or at the caster, never in between, could it be due to it not being a projectile?
Atkana  [author] 9 Nov, 2022 @ 11:53pm 
@BruhRaptor123 Mortars are unaffected by the game's free interception system, and so should go unaffected here too.
BruhRaptor123 9 Nov, 2022 @ 5:38am 
Looks awesome, how does this affect mortar shots?
Benjamin the Rogue 1 Nov, 2022 @ 9:37am 
Honestly, if people want to build fortifications and fighting pits but don't want to clear out all of the trees and rubble to have a proper field of fire, they deserve all of the missed shots they get.
Naturtok 30 Oct, 2022 @ 10:22am 
I saw this and immediately was like "huh, a competitor to passive cover!" only to read that you're the same author. Instantly switching over then 8) Great job!
Atkana  [author] 29 Oct, 2022 @ 11:31pm 
@MiLiBi It should be safe (might get a harmless error upon first loading a save though). Both of these mods simply tweak minor game mechanics as they happen, and don't add anything to the world / save to do so.
MiLiBi 29 Oct, 2022 @ 5:24pm 
I don't think I've seen that in the description, but is it safe to remove Passive Cover mid game and replace it with this one ?
TheSevenSins 29 Oct, 2022 @ 11:26am 
This coupled with the mod that makes shooting skill more impactful (thus making shots miss a lot less when using pawns with high skill) might proove a interesting combo.
Hyomoto 28 Oct, 2022 @ 8:52pm 
Hrm. Interesting. Passive cover has some issues in that it makes it impossible to hit things and, when coupled with ammo, makes it impossible to hunt effectively. This is, of course, more of a problem with how RimWorld handles guns and accuracy. But I do like the idea, so I might give this a try if it has much the same effect but better performance and more customization.
Ombrero 28 Oct, 2022 @ 11:35am 
what is the impact of that mod on performances ?
rex6564 26 Oct, 2022 @ 6:19pm 
thx dope af
VelxraTV 26 Oct, 2022 @ 3:09pm 
Good to know. Would you be interested in just adding the features of titts into your mod? Then this becomes well rounded in features.
NotoriousNix 26 Oct, 2022 @ 9:12am 
Honestly I love that concealment will matter now. It will make melee in tech heavy fights far more viable.
Atkana  [author] 26 Oct, 2022 @ 7:57am 
@Velxra Having briefly looked into it, this is semi-compatible with that mod. This will override TITT's "Interception Percent" setting, but the "Tree Cover Effectiveness" setting will still work correctly (trees will both provide the cover given, and that cover value will affect how likely interceptions happen with this mod).
VelxraTV 26 Oct, 2022 @ 7:10am