RimWorld

RimWorld

[1.5] CAI 5000 - Advanced AI + Fog Of War: Stop Kitting Edition
26 Comments
Blood Joe 2 Aug @ 7:40am 
this mod has an incompatibility with another mod in my list which causes it to duplicate errors every second and forcing me into like 5fps lol.
however the mod works perfect for the most part though, just putting this here in case someone else has a similar issue with insane low ticks and FPS and cant figure it out.
thanks for keeping CAI alive!
DeluvianSenecca 27 Jul @ 4:44am 
1.6 pleease
young_engineer_brown 21 Jul @ 2:36am 
plz update
[rainbow]H梔子 ユメA? 8 Jul @ 9:28am 
👉👈1.6?
Azerbaijan_Technology 1 Jul @ 11:43am 
This should be the actual successor to CAI. Fingers crossed for 1.6, someday.
Bunuffin 10 Jun @ 10:16am 
I think this is base cai problem but any idea why the enemies all go to 0,0,0 location?
it does that when there are a lot of enemies, they enter the attack job then after wile they go to defend position at 0,0,0 and stay there for a wile
Normal Kars  [author] 6 May @ 8:36am 
@Envno Try disable pathfinder tweaks
if problem didn't solved, visit advanced setting and modify pathfinding cost.
Evono 6 May @ 1:21am 
Can you add an ability to disable ALL sapping ? my Wife wants to learn rimworld and i want CAI for the great performance optimizations for her but cant seem to find a way to disable sapping , i set sapping behavior to 0 but they still do it.
Normal Kars  [author] 24 Mar @ 1:11am 
@Simplicity I didn't modify the fog of war part of the existing CAI code. If another mod has prepared a compatibility patch for CAI, the patch might not work when I apply mine. It’s probably a mod conflict, but could you try modifying the <packageId></packageId> inside the About.xml to match CAI’s? If that doesn’t solve the issue, it’s likely a mod conflict.
Normal Kars  [author] 24 Mar @ 1:07am 
@Arky I'm not very familiar with this issue. It's been quite a while since I last looked at CAI's code, so I can't say for sure, but as far as I remember, disabling all pawn settings had very little impact or almost no effect.
Simplicity 23 Mar @ 9:06pm 
Might be a mod conflict I've got but is it a known bug that sometimes enemy raiders will cause the fog of war to freak out and make every pawn disappear while the screen is over the enemy raiders
Arky 15 Jan @ 5:33pm 
"It is recommended to disable settings for all Entity Races."

Is this actually working? Because CAI5k used to affect sightstealers behavior even when every box related to sightstealers were unchecked.
ggfirst 25 Dec, 2024 @ 12:50pm 
혹시 progress renderer 호환하는 패치도 해주실수 있을까요..
Fog of War 쓰면 사진이 이상하게 찍혀요 ㅠㅜ

패치해주셔서 감사합니다
McLets 6 Dec, 2024 @ 4:13pm 
Thank you for maintaining this mod, it makes Anomaly so much better. I have two requests, but I won't get upset or anything if you don't add them.

1. Vehicle Compatibility. A setting or a patch that would allow 360 degree vision for unparked vehicles, so that they may be used normally.

2. Manual Cameras. A toggle/setting that makes you need to operate cameras with a security guard, maybe as a job, for cameras to work. I think this would go great with anomaly. Hidden placable cameras would be good too.

If you can't or won't do this, it's cool. I'd make a submod to get these myself, or offer to help, but I am busy preparing for college and retaking tests. Again, I'm grateful this is back in the first place.
BladeofSharpness 13 Nov, 2024 @ 7:28am 
I do have a pathfinding mod, I'll try without. I would tend to say it's not the embrasure mod as the problem persisted, even with 5 of my pawns making a sortie and firing in the open against them.
Thanks for getting back to me, I'll check further then.
Normal Kars  [author] 13 Nov, 2024 @ 7:25am 
This mod is a modified version of the logic for fleeing when close to enemies when using the "Enable fast reaction" feature.
My modifications are to reduce the number of spaces retreating from 6 to 21 (depending on weapon range) from the existing code that forces a cover point to move 6 to 21 spaces when a combat-ready pawn is close to an enemy, to 3 to 8, and to significantly increase the threshold for the AI to determine that it is “threatened” by a close pawn. The issue you are experiencing, I suspect, is a mod conflict with the embrasure mod. If not, are you applying a separate mod that modifies pathfinding?
BladeofSharpness 12 Nov, 2024 @ 1:17pm 
Ok so after selecting and de selecting a lot of options, it seems that "pathfinding tweaks" is what makes the pawns 'standing' and not 'moving', even when under fire.
BladeofSharpness 12 Nov, 2024 @ 12:59pm 
It seems most of the pawns attacking me are now moving some pixels forward, then backward, basically in standstill, at some point. Initially they advance, but if I have range superiority they seem to be stuck in this kind of loop where they basically stay put. This seems very suboptimal to me. I'm using an embrasure mod but hopefully this is not the cause of the problem?
Gaylad 4 Nov, 2024 @ 8:55pm 
I am only running this mod, and not the standard CAI5k
Gaylad 4 Nov, 2024 @ 8:55pm 
I do not see the "Enable retreat rework" in the options. Also I should point out that when I first ran the game with this mod the debugging option was on, with job logging. I disabled them as it seemed like dev stuff and I'm assuming isn't supposed to on for a normal playthrough. SO far I haven't noticed any differences to the standard CAI5k mod.

Did I do something wrong, somehow?
Normal Kars  [author] 24 Oct, 2024 @ 3:08am 
Requires replacement for existing cai 5000
IdleKnife 23 Oct, 2024 @ 5:38pm 
do i install both this and cai 5000 or just this?
Normal Kars  [author] 17 Oct, 2024 @ 10:46pm 
In the AI Race Settings, select any def and disable all options. After that, click the 'Apply Current Settings to All Entities' button, and all Entities will function the same as in vanilla.

If Cult human pawns are experiencing the same issue, please let me know. If that’s the case, I’ll consider implementing a separate button to disable them as well.

For now, although not immediately, I’ll work on making all options disabled by default for Entities in a future update.
Reprogrammed Automaton 17 Oct, 2024 @ 10:23am 
is there a way to make it disabled for anomolies by default? Anomolies breaking was the main reason I quit using the mod.
Normal Kars  [author] 16 Oct, 2024 @ 9:48pm 
I removed support for 1.4 version
W 16 Oct, 2024 @ 9:20pm 
original mod are 114.940 MB, what happened to this mod