RimWorld

RimWorld

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Camouflage and Stealth (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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1.441 MB
Aug 14, 2020 @ 1:45am
Oct 3, 2024 @ 3:36am
11 Change Notes ( view )

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Camouflage and Stealth (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of peladors mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2019776293

- Portuguese-Brazilian translation added, thanks Lucas559-noob
- For detailed description, download the PDF[github.com]
- Also available is a guide by 11Bullets



[dsc.gg]
[github.com]



Overview
V1.1

Framework for implementing Camouflage and Stealth (CAS) for apparel.


Mod details

CAS is a framework for other mod authors to make use of the enable passive camouflage with apparel, active camouflage with apparel and/or observation sight improvements due to apparel or equipment.

Passive camouflage is the more traditional camouflage association where the apparel has patterns or colouration that is confusing or helps to merge the wearer into their respective background.

Active camouflage is a more advanced technological version that uses other methods to disguise the wearer. This mode encompasses the stealth capabilities of the mod.

The observation changes to equipment can help to modify sight capabilities to a limited amount. But can be used to enable more functional gun optics or optical aids on the battlefield. It is also therefore considered a limited counter to the use of camouflage.

For further details regarding how the mod works and also details how to make modded items compatible with CAS please see the following PDF: (Recommended reading if a player or author wanting to patch their work).

Camouflage and Stealth (CAS) Notes[1drv.ms]


Mod Notes

I would recommend starting a new game with CAS as opposed to adding it to a save game, and with mods that add content associated with it. To remove the mod I would expect initially errors on subsequent loads that will subside.

There are mod options to allow you to fine tune some of the Camouflage behaviour.

Expansion Mod(s)

CAS: Power Armour
CAS: Cataphract Armour
CAS: Recon Armour
CAS: Flak Armour

Compatibility
*** Subject to Conversion ***

The following PDF details mods that have been patched to accommodate terrain or biome related details:

List of Supported mods[1drv.ms]

Multiplayer - Includes native support.

Incompatibilities

CE / CE:FT been informed that CE uses it's own line of sight and detection mechanics when shooting etc. So this mod will be incompatible with CE as a result.

Initial Showcase
*** Subject to Conversion ***

To help showcase what the mod can do, development has been done in parallel with the mod author "Chicken Plucker". Who has patched and prepared mods to make use of CAS when loaded at the time of initial release. Credits also to CP with regards to advice offered during the mods development. Noteable mods for the showcase include:

Cordis Die
Metal Gear Solid: MGS
Red Horse: Furniture
Rimmu-Nation Clothing (original version)
Spec Ops: The Line

Credits

German translation - Erdnussbrot
Japanese translation - Proxyer


(CC BY-NC-SA 4.0)



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


52 Comments
Mlie  [author] Oct 3, 2024 @ 3:37am 
@WJSabey Should be fixed now
WJSabey Oct 1, 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] Sep 16, 2024 @ 9:50pm 
@tuxfuh I dont know, never used CE
tuxfuh Sep 16, 2024 @ 9:46pm 
Will it conflict with CE if it is only for decorative purposes?
Blob [FBI] May 16, 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.
mouthbreathergaming.com Mar 15, 2024 @ 10:29am 
MILE'S DONE IT AGAIN
Rex705 Sep 13, 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] Sep 12, 2023 @ 9:55pm 
@Rex705 Can you share those errors?
Rex705 Sep 12, 2023 @ 5:25pm 
This mod has some errors with vanilla vehicles expanded