SapperHeat - Colony Assault Analyzer
SapperHeat - Colony Assault Analyzer
Supported on RimWorld 1.5 & 1.6
Tired of building the perfect killbox only to get surprised by a sapper raid breaking through your freezer wall? Or maybe you want to know exactly how standard raiders and manhunters will swarm your open doors?
[b]SapperHeat: Colony Assault Analyzer[/b] is the ultimate tactical analysis tool designed to identify structural weak points in your colony's architecture [i]before[/i] the enemy does.
The mod hooks deeply into RimWorld's AI pathing and mathematically simulates hundreds of possible assault paths in the background. It visually highlights exactly where factions will choose to break in or path through.
🌍 [b]Languages[/b]
✔ English
✔ Deutsch
✔ Русский
✔ 简体中文
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🔥 Core Features
[b]The 3 Threat Modes:[/b] Left-click the main HUD icon to live-cycle through different AI behaviors:
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[*] 🔴[b]Sapper / Breacher Mode:[/b] Visualizes where the AI sees the cheapest entry into your base, calculating exact Wall/Terrain drill costs.
[*] ⚔️[b]Smart Raider Mode:[/b] Simulates how normal pirates navigate your killbox to reach your most valuable interior buildings, factoring in extreme wall-avoidance penalties.
[*] 🐾[b]Manhunter Mode:[/b] Identifies how swarms of animals will path into your base, finding the exact open doors and gaps in your walls.
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🟢[b]The Safe-Zone Analysis:[/b] Instantly highlights the "deepest" parts of your colony where Sappers refuse to walk, allowing you to mathematically protect hospitals and artifacts.
🔵[b]Turret Deterrence Scanner:[/b] Displays exactly what distance a Sapper considers "dangerous" near a turret, letting you bait them perfectly into your Killbox.
🟡[b]Drop-Pod Vulnerability Scanner:[/b] Analyzes your Home Area roofs to expose all thin rock and unroofed tiles where orbital Drop-Pods can legally crash through.
[b]A Point-to-Point Analysis Tool:[/b]
A new "Path Tool" in your architect menu! Click any edge of the map and draw a line into your base. The mod predicts a glowing, animated path based purely on your currently selected Threat Mode (Sapper, Raider, or Manhunter).
[b]Live "What-If" Simulation:[/b]
Planning a wall but not sure if it's enough? SapperHeat reads your [i]blueprints and frames[/i] in real-time! Place blueprints for walls, thick doors, spike traps, or turrets, and the heatmap recalculates within milliseconds—as if the structures were already built.
[b]Ghost-Placing:[/b]
You don't even need to click! Just select a vanilla wall, door, or turret from the build menu and hover your mouse (ghosting) over the map. SapperHeat simulates the structural effect of that building right there in real-time.
[b]Live Cost Tooltip:[/b]
Hover your mouse over the map while using the analysis tool, and a smart tooltip will mathematically break down exactly why the AI loves or hates that spot (wall hitpoints, HP-based mining costs, door penalties, etc.).
[b]Advanced Terrain Analysis:[/b]
Sappers aren't stupid. Water, mud, and snow cost enormous movement points. SapperHeat seamlessly calculates [i]vanilla terrain path costs[/i]. Build your walls behind a deep river and watch SapperHeat shift the threat!
[b]Fully Automated "Auto-Analyze" Detector:[/b]
As soon as a Sapper, standard Pirate, Mechanoid, or Manhunter raid spawns, SapperHeat automatically flashes and draws an exact, animated attack line from the spawned enemies. The 30-second timer freezes while the game is paused!
[b]SapperHeat Dev-Mode Tool:[/b]
Test your own raid scenarios! SapperHeat includes a built-in Developer Mode button ("Spawn Test Breacher Raid"). Instantly spawn a 1000-point breacher raid.
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🛠 Settings & Performance
This mod was built with an intense focus on extreme [b]performance[/b]:
[b]Multithreading:[/b] The Dijkstra/A algorithm runs completely asynchronously and generates [b]0 Garbage Collection[/b] while idle.
[b]Customizable:[/b] The calculation frequency and the inertia of the algorithm can be freely adjusted in the settings.
[b]Accessibility:[/b] Colorblind mode is available directly in the settings!
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❓ FAQ
[b]Can I add or remove this mod mid-save?[/b]
Yes! SapperHeat is a purely visual analysis overlay. It doesn't add any new items or permanent data to your save file.
[b]Does this mod cause lag or TPS drops?[/b]
No. The mathematical heavy lifting is pushed to background threads so your main game tick rate (TPS) is completely unaffected.
[b]Is this compatible with modded walls, doors, or turrets?[/b]
Yes! SapperHeat doesn't look for specific vanilla names; it looks at the core `Traversability.Impassable` and `IsTurret` traits of items. Whether it's a vanilla wooden wall or a futuristic modded energy shield, if it blocks movement or shoots bullets, SapperHeat sees it.
[b]Is it compatible with "Replace Stuff"?[/b]
Absolutely. SapperHeat calculates structural paths dynamically in real-time. If you use "Replace Stuff" to draw new walls over old ones, SapperHeat's blueprint-detection will instantly catch the new frames and adjust the heatmaps accordingly.
[b]Why is a spot glowing red even though there's a mountain in the way?[/b]
Sappers don't care about mountains! To a Sapper, thick rock is just another wall with slightly higher HP. If digging through 10 tiles of solid granite is mathematically cheaper than walking through your heavily-turreted killbox, that mountain will pulse bright red.
[b]Does this support Combat Extended (CE)?[/b]
Yes. SapperHeat calculates structural paths and AI navigation targets, which function identically underneath the hood regardless of what combat system you have enabled on top of it.
[b]Is this compatible with Embrasures?[/b]
Yes! SapperHeat is 100% compatible with "ED-Embrasures" and similar mods. Since Embrasures allow Line-of-Sight but block movement, the mod correctly identifies them as fortified positions and calculates Sapper pathing costs accordingly.
[b]The path arrow is cutting through a weird angle. Why?[/b]
Unlike your colonists, Sappers heavily punish long walking distances and prioritize breaking structures if it saves them a massive detour. SapperHeat accurately mimics this brutal mindset.
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[i]Requires [b]Harmony[/b].[/i]