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Workshop mod Unlisted

EXPBG Ambient Civilians

by M.Pac · all their mods

Unlisted test build: house-based civilians, walking, pedestrian caching and smoke breaks. Requires EXPBG GM Optimizer. Traffic and multiplayer qualification remain unfinished.

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Get it on the Workshop reforger.armaplatform.com/workshop/A9C45E82D6710B3F

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Details

Author
M.Pac
Version
0.0.6
Size
248 KB
Licence
Custom
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
14 Sep 2026
Updated
4 weeks ago
Workshop ID
A9C45E82D6710B3F

Recent adoption

30 days: +4 −4 ↑8

Version history

4
  1. v0.0.6 248 KB 17 Sep 2026

    - Idle watchdog: a resident with no order for IdleForceSeconds (new setting, default 75 s, 30-120) has its cooldowns cleared and a routine start or a wander leg forced; the recovery nudge now actually clears the routine cooldown; integrated QA judges the 90 s idle gates over every phase and adds a hard 120 s gate in any phase. - Routines: a routine that produced supply pays RoutineGap only (the 120-180 s rest after a failed stop is gone); the wander no longer refuses on a straight body sweep or on navmesh-projected positions that sit above the terrain heightmap (roads, kerbs, porches, doorsteps); scene spots keep a 20 s anti-repeat stamp; a routine start stops the walker's own leg instead of livelocking with it; a stop whose pose never starts is re-issued once then abandoned; a hard drain deadline; deterministic dwell lengths. - Danger: the routine gate uses the combat threat measure (a passing car no longer freezes a village); shelter probes are budgeted per tick instead of one per half second for the whole town; stand-up debt window 60 s. - Scheduler: one cheap 2 Hz tick; walk and routine maintenance in a 1 Hz batch of up to eight residents with at most one routine start per second; monitors at 2 Hz only within 200 m of a player; anchor sweeps and shelter probes on shared per-tick trace budgets; exclusion-zone tests return early on an empty list; no per-tick allocations in the hot paths; every static reset per world; spawn, despawn, cache-wake and traffic creation paced to one per tick and measured; a per-step millisecond histogram printed as `[EAC QA SCHED]`. - Traffic: cached-party wake screens the boarding navmesh at the wake spot; the horn read caches its components. - Robustness: animation root entities are never deleted while vanilla's animate behaviour may still hold them (the run-118 NodeError); the move-failure guard reports if it never fires; the voice-refused RPC only accepts residents this mod owns; an unlisted voice bug that silenced a new world fixed. - Compatibility: `[EAC settings] attributes=N/49`, `[EAC catalog] modules=N/5` and `[EAC faction] CIV resolved ai_limit=N` at the first scheduler tick name a replaced attribute list, catalog or faction; `tools/Test-ModCompat.ps1` and `tests/Start-CompatQa.ps1` audit and run the installed workshop mods (docs/MOD-COMPATIBILITY.md). - Defaults: ActivityLimit default 24 (Village 24, Town 48, City to its population), clamp raised. - Measured on build local-20260917-192401-789: ten fixtures green (443 checks); release gate RELEASABLE over 3 two-client uncapped campaigns plus an observation-only run (zero hard failures, zero exceptions, longest idle span 62 s, median 237 server FPS); scheduler p50 1 ms / p95 5 ms per tick on a village, p95 11 ms with 92 active civilians in a city at median 231 FPS. Details in docs/HANDOVER.md.

  2. v0.0.4 39 KB 14 Sep 2026
  3. v0.0.3 39 KB 14 Sep 2026
  4. v0.0.2 39 KB 14 Sep 2026
Description from the Workshop

EXPBG Ambient Civilians - version 0.0.2 Unlisted development build for testing dedicated-server co-op/PvE. Place one Ambient configuration module for house-based resident records, shared population limits, theme selection, optional exclusions, bounded spawning and short upright walking orders with shoulder candidates. Includes Optimizer-owned pedestrian distance caching, mission-only identity/health continuity, assigned standing smoke breaks and configurable calm recovery. Dynamic civilians return with prefab-default equipment. Manually placed civilians and decorations are outside Ambient management. Requires EXPBG GM Optimizer as a separate addon. No population persistence across server restarts. Known limits: smoking can take about 16 seconds to exit after danger. Jobs, shared seating/furniture, shelter and civilian vehicle traffic are not implemented. Multiplayer/JIP behavior, broader mod compatibility and population-scale performance remain unqualified. Use a disposable test mission. Native fixture evidence and setup are in the repository. No FPS or CPU savings are promised. Source is provided under the MIT license. Authors: M.Pac and K.Edgar / ExpBG Tech. Repository and instructions: https://github.com/ExpBG-Tech/mod-ambient-civilians Custom license: MIT License Copyright (c) 2026 ExpBG Tech Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED...