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@ Spürgelwürg
It sounds like you managed to update it for 1.3, right? Have you considered sharing your changes somewhere? Maybe create a branch on the github source or create a fork?
I'm also williing to hand over this mod to anyone who want to create 1.3 version.
If you understand what I refer to please try to fix this.
I thought the most ridiculous sapper limitation is 2-cells wide walls. Which is probably the only thing you haven't changed.
In 1.1, this behaviour was adjusted slightly so that sapper will try to avoid turret, but will dig through turret-protected wall anyways if they have to walk a lot otherwise. This mod just adds percentage chance to remove aforementined avoidance behaviour to begin with, meaning sappers will path straight to their target regardless of turret position.
Sup! :D any chance you could add a slider to adjust the "Experimental: Sappers have 40% chance to not avoid turrets." from 0-100? or and alt version thats 75% to not avoid turrets.
Sappers makes sense and your edit makes them make more sense xD just dislike that they somehow through their magic juju know where all your turrets are.
Just got totally wrecked by an 18-strong breaching crew, I wrongly assumed they would stop digging after a single granite tile (vanilla behaviour) and head for the killzone.
Nope, they breach and clear into my Workshop, trashing everything. They refuse to be drawn outside again, so I have to follow them *inside* through their breach and battle them in the hallways. It was a bloodbath.
Thanks!