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, 1.6
File Size
Posted
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1.910 MB
Aug 14, 2020 @ 1:45am
Aug 10 @ 12:55pm
13 Change Notes ( view )

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Camouflage and Stealth (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 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

Additional mods that use this framwork



[discord.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.
  • Always post your log using the Log Uploader
  • 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

| passive camouflage
62 Comments
Mlie  [author]
Aug 10 @ 1:00pm 
@WJSabey Did a check and there was a probably cause here. The visibility-value of a pawn is cached, so for example if you walk towards a pawn and they already have a hidden status, that will not change until the cache expires at 300 ticks (about 5 seconds).
Ive lowered the hidden-check cache timer a lot now, keeping the visibility timer as is, hopefully this will make it more responsive to "see" hidden pawns.
Also the percent calculations of apparel was only taking the rest of the apparel on the pawn into consideration. So a pair of gloves on a naked pawn would give a lot more camouflage than a fully clothed pawn.
Both of these issues should be fixed now.
Aug 9 @ 12:25am 
Can you do a quick check on the mod logic? It seems to be way more effective than it seems like it should; a raider wearing a single pair of camo gloves that only give him 3% camoflage is requiring my pawns to approach to within like ten tiles to shoot at him. I can understand that someone with a *lot* of camo might get such a strong reduction to enemy range, but this seems wrong.
Mlie  [author]
Apr 13 @ 1:28am 
@DJ Pon33 I assume so
Apr 13 @ 12:16am 
Will it work with modded races?
Mlie  [author]
Aug 14, 2025 @ 11:49pm 
@11Bullets SHould be added now
Mlie  [author]
Jun 26, 2025 @ 9:35am 
@(Goth Mommy) GHOST_023 No problem, ping when you do and Ill link it in the description
Jun 26, 2025 @ 9:27am 
Hiya, do you mind if i create a re-texture mod for this mod?
Mlie  [author]
May 19, 2025 @ 10:00pm 
@Sly Syringe Sorry, I have no gfx skill so cannot add anything to the mod
May 19, 2025 @ 6:34pm 
Hey man is it possible to do the Locust and Privateer sets as well?