RimWorld

RimWorld

Embrasures
43 Comments
[RedR] pes7 17 Apr, 2024 @ 1:24am 
o7
SkimmingDawg 18 May, 2023 @ 6:13pm 
best mod of 2023 goes too.... EMBRASURES
DreamFree 16 Jul, 2022 @ 8:21am 
ahahahaha
d4t_b0i 6 Jul, 2022 @ 11:26am 
@Hoboman - dang it was only updated 6 years ago, should still be good.
Hoboman 15 Jan, 2022 @ 11:43am 
The graphics are way outdated, my granite embrasures look like they're built with a different material.
BLUE-F0X 10 Feb, 2019 @ 9:59am 
I love the way these look but the mod hasn't been touched since 2016. I would love a 1.0 update.
sir 30 Aug, 2018 @ 12:59am 
19
Solyrin 20 Dec, 2017 @ 5:56am 
This mod is still working in B18 :)
[BLD] Waffle 12 Jul, 2017 @ 12:37pm 
Id assume idk tho
Ada 18 Jun, 2017 @ 4:40pm 
Does this work with A17?
Krazyone 25 May, 2017 @ 7:47pm 
Can you update it for A17?
Fat Friar 13 May, 2017 @ 8:25pm 
Does this work with A17?
Havan_IronOak 22 Feb, 2017 @ 2:04pm 
Just tested this with A16 and it seems to work just fine
http://steamproxy.com/sharedfiles/filedetails/?id=869980960
Skullywag  [author] 27 Jan, 2017 @ 9:46am 
thats a vanilla thing, if you line chunks up they do the same, this is how passability works now. Its to simulate them climbing up, they slow getting "down" as well.
Neb 26 Jan, 2017 @ 2:55pm 
Any chance for a update on this? I tried updating and made it work, and also tried adding passability, but if I place a 3 thick layer, pawns pass trough really slow over the first layer, but the next 2 layers they pass trough at normal speed, this something that can be fixed? Also tried adding pathcost at 999 but does not seem to differ from 300.
Kolljak 22 Dec, 2016 @ 10:44am 
a16?
Havan_IronOak 2 Dec, 2016 @ 11:02pm 
Seems to work fine with A15 as is.
vvbudh 8 Sep, 2016 @ 12:31am 
A15? Probably busy with the other mods I assueme?
Fishbones 29 Aug, 2016 @ 12:53am 
a15? will it still work?
Pizzarugi 14 Aug, 2016 @ 12:01pm 
So in order to get enemies to shoot at colonists hiding behind embrasures, there needs to be a path that can lead to them without any obstruction?

Okay, so that means melee raiders will be still be able to reach colonists like normal, but at least they're not gonna get mowed down instantly by missiles and grenades on account of the embrasures. I'm fine with that.
andjca2000 14 Aug, 2016 @ 6:45am 
Pizzarugi, it has something to do with raider pawns having a blocked path to the target they need to hit, thus they will rarely target pawns on the other side without a clear path. or somethng like that hah.
Pizzarugi 10 Aug, 2016 @ 6:13pm 
I just had a friend test the embrasures (his first time with the mod) and he found out none of the enemies were trying to shoot through it in order to attack the test colonist.

The colonist was given heavy armor and the best weapon, he was set to fight against a large raid. When they attacked, the gunners didn't bother trying to shoot back and instead followed the melee enemies towards the door to break it down.

Are we missing something?
Anvil Pants 5 Aug, 2016 @ 2:32pm 
Been playing a bunker with these embrasures this week. My enemy pawns have rarely had problems hitting through these. My own pawns occasionally hit the embrasure, damaging it, when firing from within from a distance (a few squares away from the embrasure), and I lost a pawn to Scythers firing past the embrasure at their maximum range.

In the long-term, these don't seem OP. After I slaughtered a few villager raids (clubs, bows, etc.) Cassandra stopped sending those. She started preferring to infest me bugs, or raid me with pirates or mechanoids. She sent Orion Corp. with a tank before I had built turrets or mortars (I'm heavily research locked, playing tribal). We died. :P
Skullywag  [author] 2 Aug, 2016 @ 11:45am 
so you expect a pawn to shoot through 2 cells of 0.99 coverage....select your firing pawn, pause the game, hover your mouse over the enemy at the wall, what does the tooltip tell you is the accuracy for this shot.
Toilet_Maxxer 2 Aug, 2016 @ 11:26am 
and yes their firing skills were honed and I tested with high accuracy weps eg assault rifles and sniper rifles
Toilet_Maxxer 2 Aug, 2016 @ 11:25am 
Not sure what's going on in my game, can't believe no one is reporting this. Embrasures are just plain broke for me, I made a bunker with 2 tiles of embrasure, then shield for my guys to take cover behind, they shoot the baddies but as soon as they make it to an embrasure they can't be hit, my guys fire at them but either hit the embrasure the baddie is attacking or miss completely. Have tested on 3 different colonies. Not sure but it's a consistent behaviour I'm seeing
Averagedog 31 Jul, 2016 @ 6:35am 
I've built bunkers to take care fallen psychicha nd poison ships. I havae walled off my compound with embrasure walls 2 thick and double plasteel doors. I have been attacked by a warg manhunter pack that had literally over 20 wargs. None were able to get inside even though my turrets were shooting them from behind the embrasures.

I did notice however, that raiders more often than not shoot through embrasures or try to path through the doors. But Melee raiders just seem to mill around like idiots or to draw fire.
Anvil Pants 30 Jul, 2016 @ 1:31pm 
Following on solo's comment, a note/reminder to Skullywag: the path-finding for resolving an enemy pawn's line-of-sight (can I shoot at that) through embrasures was one of the pre-A14 things that NIA claimed to solve in Combat Realism. Did A14 break that again?
Deathbed Atheist 27 Jul, 2016 @ 3:49pm 
How does this affect balance? I was looking at another embrasure mod that people said was very OP.
Nvy 24 Jul, 2016 @ 10:42pm 
I was thinking maybe setting the embrasures as a two distant unit entity, taking up 2 spacing, making the second space according to Jikoli, having high movement resistance, and the second being like the sandbags.
Skullywag  [author] 24 Jul, 2016 @ 9:40am 
you can set the pathcost, may be thats the answer. Ill take a note to try that out.
jwikkoli 24 Jul, 2016 @ 7:34am 
then wouldn't it make sense to have ebrasures just have an arbitrarily high movement resistance?
Skullywag  [author] 23 Jul, 2016 @ 6:10am 
yes just make them passthroughonly in the passability, this denotes pawns may walk over them but cannot stop on them.
Lerekh 23 Jul, 2016 @ 3:45am 
Is it possible to specify the embrasures to act like sandbags(more hp etc) and not walls in the .txt?
Skullywag  [author] 21 Jul, 2016 @ 8:16am 
yeah randomly the bestattacktarget method needs the shooter to be able to reach the pawn (path to him) to be able to open fire.
Nvy 21 Jul, 2016 @ 7:57am 
The raiders only seem to target behind the embrasures after the initial door is broken down, after that the raiders can actually hit the pawns.
Skullywag  [author] 21 Jul, 2016 @ 7:35am 
Currently it is a little stressful but we are used to it around release times.

Ok so it looks like I have to detour bestattacktarget method to make this work, thisll make this mod about 50 times the size but hey it has to work, right? so yeah leave it with me I have a solution.
Nvy 21 Jul, 2016 @ 7:31am 
Thank You and Keep up the good work, enjoyed all your collections as well as Combat Realism, hoping everything isnt too stressfull for the modders.
Skullywag  [author] 21 Jul, 2016 @ 7:04am 
ok so that is an issue, this used to work, It was always OP anyway this is why they were never added to the main game, but it only ever made melee and animal insanity events a little trivial, not raids. Let me look into it.
Nvy 21 Jul, 2016 @ 7:03am 
Hello Skully, but the raiders dont seem to be interested in shooting back when you are in them at all. Makes it too overpowered.
Cas 20 Jul, 2016 @ 2:33pm 
Cool thanks, will do.
Skullywag  [author] 20 Jul, 2016 @ 2:31pm 
They should be able to shoot back and have in other alphas, let me know if they dont and ill look into it.
Cas 20 Jul, 2016 @ 2:19pm 
Hey, do enemies shoot at you on the other side but have a lower chance to hit? I'm having the problem with anouther similar mod that your people are just ignored. It all seems rather OP to me, just standing on the other side shooting at someone who's bashing the door.