Decoy Dummies

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Authors: CNEIO, 火焰乌龟FT

Last revision: 20 May at 07:01 UTC

File size: 703.68 KB

On Steam Workshop

Description:
Brilliant Decoy Tactics — At least they work in RimWorld

Supported Languages: 简体中文, 繁體中文, English, Japanese (日本語), Russian (Русский)


This mod adds 6 types of decoy dummies that provide highly effective assistance during combat.

If you are:
A player troubled by "Why does this stupid AI insist on detouring just to break my walls?"
An aesthetics-focused player who loves base decorating but finds it hard to balance beauty and defense.
A defense builder whose only wish is "I just want these AIs to walk into my traps."
An RTS enthusiast whose base is completely open and relies entirely on tactical micro-management for every battle.

Then some features of this mod will definitely be very useful to you.

Regular Dummies

Two types of dummies designed to draw enemy fire. Ranged enemies will prioritize attacking these dummies within their line of sight, while melee enemies will be attracted to them when entering an 8-cell radius.

Advanced Dummies

These possess all the traits of regular dummies, but generate higher aggro over a larger radius. They also have the ability to guide the pathing of incoming enemies.

Special Dummies

Dummies with unique extra utilities.
Among them, the "Danger Dummy" forces enemies to path around it, just like they do during an "unusually clever" raid (Smart Raid) where they avoid your turret ranges.

Extra Features

All dummies have a trait that reduces incoming damage by 50% (Damage x0.5). However, since they are classified as buildings, they can still be quickly destroyed by explosions and siege engines.
All dummies can be loaded with a single mortar shell, which will automatically detonate when the dummy is destroyed. In a Combat Extended (CE) environment, any 81mm mortar shell can be loaded.


Q&A

Q: CE compatible?
A: Yes.

Q: Enemies sometimes ignore the dummies.
A: This is normal. Enemies prioritize the dummies, but after taking damage, they will temporarily revert to their normal behavior. Similarly, the two advanced path-guiding dummies cannot manipulate the routes of *all* enemies. Typically, an exterior Noise Dummy can siphon off about 30%-60% of the raiding force. After destroying the dummy, they will resume their attack on your base. Consider this a necessary balance measure.

Q: Safe to add mid-save?
A: Yes.


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