RimWorld

RimWorld

Passive Cover
50 Comments
123caboom Apr 8 @ 7:20am 
Does proximity of the cover to the target already apply by any chance already.
Does higher Sjill reduce interception chance?
123caboom Apr 8 @ 7:19am 
I think, the chance of interception should rise in proximity to the target.

Like the third rock in the picture above should have the most and the first the less percentage of the interception chance
Jreem™ Oct 24, 2024 @ 2:24am 
for anyone using passive cover with this mod be warned that any sort of embrasures mods combined with this passive cover mod you wont be able to shoot through the embrasures if its a two thick embrasure wall if its a one thick embrasure wall youll have to move your colonists right next to the embrasure to make them shoot through the embrasure
Atkana  [author] Apr 22, 2024 @ 2:07am 
The mod won't be updated because it was replaced with a newer version - Interception Tweaks, which is linked at the start of the description
Compineer Apr 21, 2024 @ 7:02am 
Same question!
Timou Oct 11, 2023 @ 4:26am 
Update?
AugustTheTitan Nov 13, 2022 @ 4:56pm 
"...the path used to calculate potential obstructions doesn't account for circumstances where the attacker leans around cover... ...I bet nobody would've even noticed if I hadn't mentioned it..."

This broke my killbox design :( Have to unsubscribe.

I should have seen that you yourself have created a better and cleaner mod to replace this one. Thank you!
Atkana  [author] Oct 31, 2022 @ 2:44am 
@Tomahawk Thanks for that - I'd completely forgotten to mention it here! I've updated the workshop entry to include a link to the mod at the top of the page.
Tomahawk Oct 30, 2022 @ 9:20am 
To people following here, I don't know how to link another mod page but please look up "interception tweaks" by the same author (atkana) which according to them is the better option. There is also a comparison between the two on that page.
cerhio Oct 22, 2022 @ 1:03am 
I would love if this modder could reply to our messages.
Hyomoto Oct 18, 2022 @ 8:23am 
Because it might matter to someone, the goal for this mod is admirable but it can have unexpected interactions. For example, hunting in heavily wooded regions. With infinite ammo you can shoot until you get lucky which develops shooting, but couple this with ammo use and it's inversely impossible. So, just keep in kind the mod has a expected playstyle and balance, and you might find your experience falters in situations it doesn't expect or test for.
BlackieCluckCluck Oct 14, 2022 @ 4:25pm 
for me it says that its incompatible with combat extended...hmm dk if it works, dk how to test
Killer Tamashi Jun 16, 2022 @ 4:06pm 
Passive cover...blocks motar shells. I keep hitting my own walls..
varialzzz May 14, 2022 @ 10:43pm 
Walls could be a standalone on/off setting in options to mitigate the problem of shooting the fuck out of the walls when leaning.

Very appreciated mod!
Lyra Apr 28, 2022 @ 2:53pm 
Definitely going to have to use Lite mode otherwise I will cheese the hell out of this XD

All of the configuration options are much appreciated!
Malminas Apr 14, 2022 @ 8:23pm 
Its as OP as you make it seeing as it has adjustable settings...
pureMJ Apr 11, 2022 @ 1:23am 
Isn't this super super OP ?
123nick Apr 8, 2022 @ 9:35am 
How does this work with Smart Turret Covering? IIRC it basically just lets turrets take "active cover" when built next to cover objects. Would turrets always benefit from both passive AND active cover when this mod is active even when its turned off?
Jenkem Apr 3, 2022 @ 1:46pm 
How does one see cover effectiveness? Or at least how do I see the changing values from your mod in game?
sheepism1 Mar 27, 2022 @ 3:35pm 
Does Slag Chunks and other clutter count?
icedknife Mar 13, 2022 @ 10:19am 
这mod无敌我艹,玩家垒三层沙袋谁都打不到!thank you for this mod!!
TrophyWife Mar 5, 2022 @ 12:29am 
omg this might get me to start a rimworld playthrough soon, was annoyed that so many mods I like don't work with CE (this + the combat distance/weapon type changes are the only 2 things I really liked about CE anyways though tbh) Thanks! Awarded <3
cerhio Feb 24, 2022 @ 6:24pm 
@EpyonComet, ah that makes sense! The CE folks seem to think of everything! Thank you!
EpyonComet Feb 16, 2022 @ 11:21pm 
@cerhio I think CE already does this with their ballistics modeling
Atomicbean Feb 13, 2022 @ 2:57pm 
Ah, yes, I can now make a true defensive line of basically immortal mages behind 10 layers of embrasures, but still hit them because the majority of RoM spells either can't miss or have their accuracy based off of a different location than where the caster is.

Take that, you crazy raids that happen in a 4-500ish mod playthrough.
cerhio Feb 10, 2022 @ 8:14pm 
Does this work with CE? Looks pretty cool but I can't go without CE -_-
VelxraTV Feb 8, 2022 @ 4:23pm 
Does this have any conflict issues with the other mods that add cover checks for turrets?
yeastus Feb 1, 2022 @ 12:19pm 
Possibly add an option to make this not effect hunting? Pawns cannot hit a shot for the life of them because of a few trees.
KemonoAmigo Jan 31, 2022 @ 11:27pm 
I'm gonna use this with the Compressed Raid mod, which allows you to put a hard limit on the number of raiders but enhancing them with better equipment and bionics according to the number of raiders that were supposed to spawn. More performace while keeping the difficulty.
Syroth Jan 31, 2022 @ 9:54pm 
This kind of mod does calculations per pawn, so this means that inherently the more pawns in combat area the more performance impact there will be.

That being said, at Vanilla aka Not-Modded Population levels you are very very unlikely to notice a difference from adding this or any *one* mod.

Large colonies, or incredibly large shooting raids ( ie: 100's of raiders, very few being melee ) would be good examples of the kinds of times your likely to see impact. Even then, these are often the kind of things that already 'bog down' the game some.

Mod can likely be added and removed mid save with perhaps only one-time errors that'll go away.
Omega Jan 31, 2022 @ 3:13pm 
If I had to guess, it depends on how many pawns are in cover at any time. I'll check it out and use Dubs Performance Analyzer to see how well it performs in different combat situations.
Alexander The Great Jan 31, 2022 @ 4:30am 
Gents, would this mod affect the Ticks performance of the game?

as of slowing it down even more with the calculations?

It looks genuinely amazing, but no idea how smooth the game is on such pretty mod
Malminas Jan 30, 2022 @ 11:38pm 
Does this work for turrets?
Husker_85 Jan 29, 2022 @ 4:54am 
This has made combat a LOT more fun ^_^
Harry_Robinson1 Jan 29, 2022 @ 4:13am 
Wow, this looks really cool, I genuinely thought this was a vanilla feature, I feel like it definitely was back in the alpha builds.
림슝좍 Jan 29, 2022 @ 1:30am 
예아~!
fitznorway Jan 29, 2022 @ 12:07am 
I really like this mod, thank you for the work. It's made forests feel like part of the landscape in a very cool, 'real' feeling way.
Atkana  [author] Jan 29, 2022 @ 12:01am 
Just released another small update to fix the minor bug where having cover effectiveness set too high could cause the protection to loop around to offering no protection. I'm not sure why anyone would have their settings so high (or why it hadn't occurred to me that I could just fix the bug), but now that's fixed.

@Michiko Hehe yeah, seems like some numbers might need tweaking. On the other hand, that does sound like a pretty epic siege.
Michiko Jan 28, 2022 @ 8:58am 
I'll give it a try heheh.

With the default settings I had a fight with a bunch of mechanoids that lasted about 3 in-game days. I had to have some of my colonists sleep/eat and take turns shooting, and our defenses held up for the most part because nobody was able to hit well enough through the thick forests just outside of my base, and it was relatively safe to send people to repair walls and embrasures as long as they had shield belts. This is also affected by the fact that I have the Factorial Range Firefights mod, which makes fighting from long range be a thing, so there's more trees that can get in the way.

Since I use that mod I should probably tone down the effect of trees as cover. Still testing what values work best for my setup really.
Atkana  [author] Jan 28, 2022 @ 8:31am 
New update's out, including a toggle I threw together that should help with performance when lots of shooters are involved.
Atkana  [author] Jan 28, 2022 @ 12:49am 
In other news I recently learned that the game does in some part actually take into consideration obstacles to some lesser degree. I might be able to re-make this mod to modify + hook off of that instead for possibly better performance during huge fights (as well as maybe report some of it to the player in the tooltips). Something I'm looking into, at least.
Atkana  [author] Jan 28, 2022 @ 12:33am 
@Michiko I'd checked the source code for Yayo's Combat earlier and thought it'd be okay, but just downloaded it to try out. As far as I can tell, everything was working fine with this mod (I turned up the % effectiveness of passive cover - but not too high because that breaks the calculations for some reason - so shots reported low/zero percent chances of hitting, and they weren't hitting). It could be that there's another mod to blame, or the Rimworld gods have blessed you with a great hunter (or the game does something with accuracy calculations behind the scenes like it silently does with some things because it's just !!FUN!! like that).
Michiko Jan 27, 2022 @ 9:28am 
With Yayo's Combat I'm not actually sure if the reported chance to hit is accurate (lol). I haven't tried it without Yayo's yet, but the shot with default settings of this mod reports that a long-ranged shot with a bow or sniper rifle is supposedly only 0.4% chance to hit or something due to all the trees and rocks, but my hunter killed an animal in like 2 shots or so. I thought it might've been just luck but I tried again against a variety of forest critters with similarly low chances, none higher than 1.5% from the furthest range they can shoot from, and sure enough it feels like they're able to hit their targets in just a few shots as well. It certainly doesn't feel like 1% or less.

Not sure what to make of that tbh.
Atkana  [author] Jan 27, 2022 @ 2:24am 
@thorman123456789 Spawning in the highest level raids you can in debug mode (so probably close to worst case scenario), you can definitely notice an impact on performance, but it's hard to gauge very well. Sometimes there will be noticeable slowdown, and then other times in the same situation there will be far less/none, not really sure why >_>. It usually manifests in stutters when firing or slowdown as combatants decide where to path to for cover/enter battle(?)
For gauging performance you can use Dubs Performance Analyzer (https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626) . You should find everything this mod effects under Update -> Harmony Patches. Use that monitor while playing to gauge if it's acceptable for your setup or not.
fitznorway Jan 26, 2022 @ 9:57pm 
I didnt even know this was how things worked, but it sure explains why the back line of my defenders seems to get mauled! Excited to try this out.
thorman123456789 Jan 26, 2022 @ 1:59pm 
how is the performance with this mod? any noticeable change in tps or fps?
Lurmey Jan 26, 2022 @ 9:31am 
Holy heck I needed this! Thanks
Duck56 Jan 26, 2022 @ 9:25am 
Thanks for the answer, im testing it right now and so far it looks fine
Atkana  [author] Jan 26, 2022 @ 7:54am 
@Duck56 I've not tested it for compatibility with other mods, but it should be compatible with basically anything that doesn't entirely replace the game's accuracy systems. The only thing this touches is the cover-portion of the game's accuracy calculations, and it doesn't override anything - just adds in extra cover on top of what's already been calculated (by the base game, or other mods).
For Yayo combat specifically, it looks like even though it's altering accuracy calculations it uses the normal cover system, which should mean it works with this mod... Probably - the source code is a bit messy to read. Of course, I find the best way* to find out if mods are compatible is to throw them at each other and see if anything breaks :P
Duck56 Jan 26, 2022 @ 5:59am 
Looks cool! How about the compatibility aspect? Not CE ofc but things like yayo combat