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His new mod is having some issues respecting the mod options for some reason.
Anyway thanks!
It also allows you to turn off sappers as well, so you don't need to use mine if you don't want.
It should be working fine with 1.4. 99% of the people saying it doesn't work are conflating breacher raids with sapper raids. With this mod enabled, sapper raids simply can't happen. You can't even manually trigger them in dev mode. They'll always be replaced by a normal attack raid.
You can try this mod: Link
In short: no, this mod doesn't disable the mechanoid breachers.
They are essentially the same, except that 1 uses explosives to dig through walls and the other breach axes.
Does the raid alert specifically say they're sappers? If they are, it will always include the line "It looks like they want to use sappers to tunnel around your defenses." Otherwise, they're not sappers. Alternatively, there's a raid behavior conflict somewhere in your mod list because with my mod enabled, you can't even spawn a sapper raid. It will always spawn as an immediate attack raid.
It seems the 2 are swapped? Maybe something since it was last updated?
Having sappers would not make this run at all.
They added in a breaching mechanic at some point that may be causing that behavior. If that's what's doing it, the raid text will include something like "These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way."
I agree 100000% Like, are we able to do this to other colonies and not be penalized for doing it? "You're raid has been eaten by an insects" lol.
I hope an update to this mod is possible because sappers are a stupid mechanic.
It may be possible to remove the mechanoid itself from the scenario options, but I know there is no way to just remove the mechanoid sapper.