RimWorld

RimWorld

Raised Platforms
43 Comments
John Smellhiver 16 minutes ago 
Anyone else having pawns miss every single shot on the platforms? I boxed some bugs in with a wall and tried to abuse them for shooting skill, but my pawns always miss. I put some embrasures to replace the wall and they shot just fine through that. Is there something I'm doing wrong?
fester_21 1 hour ago 
seems to work as intended now
mjeiouws  [author] 1 hour ago 
It shouldn't interfere with MultiFloors, far as I can guess.

As for the issue with failing to hit, the latest update should've fixed it - you might need to unsubscribe/resubscribe to the mod, apologies for not checking that last time.
thesoupiest 2 hours ago 
Does this interfere with MultiFloors?
泠雨 3 hours ago 
Now, when shooting from the platform, it is impossible to hit any target.
Void 4 hours ago 
Same problem as the last guy, nothing on a platform can hit anything anymore, and also projectiles fired from them sometimes get stuck in mid air and tank the game's performance. Cool mod, hope it can be fixed soon!
千冥落 4 hours ago 
They keep shooting, but it’s like hitting air.
千冥落 5 hours ago 
Now all the turrets are unable to hit ground targets.
mjeiouws  [author] 6 hours ago 
Thanks for the quick reports! The burstfire thing should now be fixed, as well as a pretty serious bug where bullets wouldn't hit pawns. Unfortunately the tiny platforms are working just fine for me, so I don't have much insight on the issue.

To answer the question on how the mod works, roofs do in fact protect pawns by blocking line of sight. The interception checks aren't very thorough, however, so there are trajectories (mostly steeper ones) where bullets can still slip through.
I found that the tiny one is not working (at any height), but 2x2 or larger platforms are working. Has anyone else encountered the same problem?
by tanke12599 10 hours ago 
I found that the problem should be that after the previous bullet eliminates the enemy, the subsequent bullet loses its target and directly stays on the enemy's corpse, failing to explode or hit the target behind. This causes a logical freeze and red error messages. Therefore, this issue is particularly severe on burst-fire turrets.
fester_21 16 hours ago 
im also having this same issue as tanke12599, its causing red error spamming also
by tanke12599 16 hours ago 
The texture of the last bullet fired from a turret using a rapid-fire weapon will remain in place on the target after firing, and a long string of red letters will burst out.
Stokes52 23 hours ago 
Excited to see more updates for this!

So turrets and pawns on a platform can shoot over walls, but they cannot shoot into roofed rooms and mountains, is that correct?
StockSounds 7 Aug @ 11:43am 
So is this like SOS2 hardpoint turrets where they shoot above builds?
mjeiouws  [author] 7 Aug @ 11:02am 
Regarding CE, the answer's a no; they handle trajectories in a different way to vanilla, and while I suspect it shouldn't actually be too hard to have height-axis stuff, it won't be with my patches. I could probably put in something to turn them off, if someone comes up with something.
doc.valentine2014 7 Aug @ 11:02am 
thanks king keep it up
mjeiouws  [author] 7 Aug @ 10:50am 
Hey all, thanks for the support! I'll go over some of these comments.

The turret aiming performance issue is something I've noticed, I'll confirm it's caused by this mod - maybe I'll pin it down.

For explosions, I did put in some code that's supposed to allow vertical distance as well as horizontal distance to attenuate, but unfortunately I haven't had time to validate that - I've been focused on fixing the LoS/projectile impact discrepancy.

On that note - new update! I think I've finally figured out projectiles hitting walls prematurely, and it wasn't quite fixed by implementing higher platforms (yay); there might still be buggy behavior, but turrets (and pawns) should no longer try to shoot places they can't hit quite so often.

Apologies to the translators for the baked-in labels of some of the new features, I'll figure something.
doc.valentine2014 6 Aug @ 10:43pm 
this mod is exactly what I am looking for in terms of gravship weapon mounting, however, the amount of friendly fire (seconding Valhalla two comments below) is very iffy. Would appreciate a mod config to either lower or disable shredding my own walls, thank you!
Tactical Femboy 6 Aug @ 9:05pm 
CE?
Zef 6 Aug @ 11:01am 
Euhrrr.. While i appreciate the honesty i think i'm gonna wait with adding this mod. Good luck getting everything fixed.

"
Note - if you notice any bugs or performance issues, let me know! I definitely don't feel like I've taken the safest approach to coding this."
Valhalla 6 Aug @ 10:45am 
Could you make a raised wall too or a way to restrict the arc that turrets can shoot? A lot of the time I end up having my turret shoot into my buildings and manually having to tell them to stop which gets annoying when you have something like Winston Waves
Kim Jong-Un 6 Aug @ 6:14am 
How is performance with this? I added it to my mod list and tested on a fresh start. Placed a turret on a platform circled with walls, dev triggered a raid, and I was getting the odd freeze/stutter when the turrets engaged targets. This behaviour wasn't occurring with turrets when I wasn't using the mod.

My mod list is about 150 long, so I can't point the finger definitively at this mod, just curious if anyone else was experiencing this.

Really cool mod idea though, hope to add this to my gravship down the line if I can get it running smoothly.
Shocktactics 5 Aug @ 2:48pm 
looks promising
Stokes52 5 Aug @ 10:45am 
This is really interesting. I'm a little worried to add this to a long term save, based on the description, but I'll definitely do some testing and follow this mod to see how it evolves.
Deer_DK 5 Aug @ 9:23am 
Uhh, great!!
I tried suggesting this back in the beta days at the forum and was basically told I was a delusional tosser. This looks awesom!!
TTV_Robux_GAMIN 4 Aug @ 4:20pm 
is this ce compatible?
Chewie2k 4 Aug @ 2:03pm 
Just out of curiosity how do exploding turrets work? Does the explosion pass above the walls they are next to? Normally I have turrets divided by walls so they don't destroy each other.
could you pls rename it as "simple height framework" so that more modders would love to help you or dev more relevant structures like "platforms" based on your rule here? you know that there has been a z-level framework for 1.5 but pawns cannot fire when the heights of the origin and the target differ.
恰似宛然一笑生花 4 Aug @ 6:36am 
Hello mjeiouws. That's an interesting mod. So I created a mod " Raised Platforms_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
泠雨 4 Aug @ 6:08am 
I hope the platform height settings can be more bold, allowing for the placement of defensive turrets in the center of spaceships. If they can only be positioned at the edges, it wouldn’t offer enough differentiation from embrasure mods. Alternatively, perhaps a setting could be added to make turrets on platforms completely ignore all friendly structures when firing.
mjeiouws  [author] 4 Aug @ 5:29am 
Ah, my bad there - currently I've set the origin and endpoint height offset to 0.99 to be able to shoot over any cover that isn't a full wall on the same height level, but it seems in most cases it means that the firing line is typically raised up high enough to not be stopped by walls or roofs in all but the shallowest angles. I should also probably add a quick check so mountain roofs have a much greater effective height.

I'll see about adding a correction of some kind in the next update; I'd change it to 0.75, but I know of at least one embrasure mod with a fill percentage of 0.8, hence my overly-permissive setting. Maybe I'll try and make it a mod setting, actually.

As for the current platforms only elevating 1 level, I did plan for higher platforms! Yet another thing for the next update, but hopefully some of the wonky sightlines will be fixed with the first bit.
Aizuki 4 Aug @ 3:20am 
installing the platform are double edge sword
-enemy pawn can hit it with precise accuracy to turret on platform
-the platform can shoot enemy on solid mountain rock even through cave
-ghost shell graphic on both turret and enemy pawn
-installing rocket launcher on platform will wreck gravship

tbh i have no use using this, its better to use embrassure but its only my opinion. for other just have fun use these :steamfacepalm:
Vex 4 Aug @ 2:15am 
@dahaka

Turret | Pawn
No chance to hit. wall in the way

Turret
Platform | Pawn
Turret is on platform. Is above the wall. Can hit pawn.
AtonicX 3 Aug @ 9:53am 
If possible, could you add a slider or setting in Mod Options to allow us to choose what height the platforms are? For example, we could change them from 1 to 100, or maybe even -1 to completely ignore the calculations? I really want this mod to be good, but my big issue is that certain turrets with infinite range can impact walls halfway across the map from them.
Morrneyo 3 Aug @ 7:53am 
There was a concept of height in Rimworld?
Memetic 2 Aug @ 9:07pm 
Because the angle calculation is pretty limiting this mod is kind of just a less useful embrasures mod. I REALLY like the idea and I hope you can add mod options or more expensive platforms that are "higher" or something so that I can have turrets built on the interior of my gravship that shoot out over the structure.
krn̈vr 2 Aug @ 4:05pm 
you could make it to height 2 so it doesnt hit walls in a radious
krn̈vr 2 Aug @ 4:03pm 
nice but it hits my walls
Shy 2 Aug @ 1:02pm 
Rad! It's nice to finally have a continuation of that old Watchtowers mod. Do you know if this functions with Combat Extended or are they utterly incompatible?
Ten Said Yes 2 Aug @ 12:57pm 
@Dahaka - My understanding is: The mod checks whether a defensive turret on your platform or the thing it's targeting has an elevation higher than the height of a standard Rimworld wall (1) and if so, replaces the targeting calculation to an angle to see whether the turret can 'see' over the wall to shoot the target.
DG_JEN 2 Aug @ 12:20pm 
Hell Yeah! Someday they will add towers to base game or a dlc but today we have modders like you and that's great!
Dahaka 2 Aug @ 12:15pm 
ok, now can you explain it for us dummies, with pictures, preferably.