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EXPBG GM Optimizer

by M.Pac · all their mods

AI caching and managed cleanup for live Game Master. Simulation retains equipment; Full respawns surviving prefab defaults. 0.1.14 fixes active missing-member holds.

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Get it on the Workshop reforger.armaplatform.com/workshop/F3B7C6FB18AB1F79

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Details

Author
M.Pac
Version
0.1.15
Size
238 KB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
9 Sep 2026
Updated
1 month ago
Workshop ID
F3B7C6FB18AB1F79

Recent adoption

30 days: +0 −3 ↑18

Version history

10
  1. v0.1.15 238 KB 14 Sep 2026

    This release fixes the automated publishing pipeline. AI runtime behavior is unchanged from 0.1.14. - Native Workbench build, packing and publication run through GitHub Actions on the dedicated Windows publisher. Both Linux runners continue portable CI. - Upload metadata is generated from freshly packed files, with SHA256, item identity and Unlisted visibility checks. - Runner setup, persistent state and the tested Linux graphics limitation are documented. Validation: native Windows Actions build/pack check passed in run 34827404627; local 0.1.15 build passed with exit 0. Release guards cover incomplete packing, changed payload hashes and wrong identity/visibility. Publication status must be checked in the release Actions run. This is not additional gameplay/JIP/CDF or performance certification; existing limits remain in docs/HANDOVER.md.

  2. v0.1.14 238 KB 11 Sep 2026
  3. v0.1.13 238 KB 11 Sep 2026
  4. v0.1.12 238 KB 11 Sep 2026
  5. v0.1.11 234 KB 11 Sep 2026
  6. v0.1.10 222 KB 10 Sep 2026
Description from the Workshop

# EXPBG GM Optimizer Authors: M.Pac and K.Edgar · Version 0.1.14 0.1.14 fixes active groups remaining blocked after a tracked AI disappears without a recorded death. Stable native roster checks retire the absent member without respawning it; retained cache snapshots and protected ownership remain guarded. The fix passed 62 targeted native assertions and adds no per-frame checks or timers. Known issue: an AI fire-mode operation paused at automatic far LOD can keep its group awake. A proposed guard relaxation is not included because safe wake-up was not fully verified. Place EXPBG AI Cache Zone from Systems in live Game Master to manage distant AI. New modules start Off: configure the module, enable caching, then Save and close. Each placement has independent mode, activation, distance and cleanup settings. - Simulation hides and suspends the original AI, retaining their equipment, ammunition and stable wounds. - Full removes living AI and recreates only the survivors from their individual original prefabs at the recorded positions. Default equipment, ammunition and health are restored; custom loadouts are not preserved. - The existing group and its waypoints remain. If five of eight soldiers die, only the three survivors return. Caching never refills casualties. - Whole Zone protects the module's managed groups together. Per Group evaluates each group separately. Wake and sleep radii follow the chosen strategy, with height protection measured from the units, including rooftop units. Living player characters activate AI; free GM cameras do not. Players must clear the relevant protection areas and safety delays before recaching. Stable nonbleeding wounds alone do not permanently block caching; actual combat, new damage and bleeding restart the combat safety cooldown. Eligible existing AI, new placements and supported civilians can enroll, including eligible existing AI after a compatible native load. Current and previously player-controlled units remain excluded....