142 ratings
Spotted (Continued)
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
585.389 KB
Apr 1, 2020 @ 12:29pm
Apr 2 @ 10:26am
9 Change Notes ( view )

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Spotted (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
844 items

Update of TGPArchers mod

- Lowered the Alert-level on events that has no raid-points if they are identified
- Ally help and Royal Aid should no longer be delayed
- Any quest-related incident will be ignored


Have you ever wondered how do raiders/caravans/animals manage to reach your colony unnoticed?
Well this mod fixes that by adding a chance for your colonists to spot them valuable time before they reach your colony.
But sometimes they are more sneaky, to counter this new buildings have been added to the game which increase the chance to spot any movement outside your colonies.
Make sure your colonist know everything which moves around, don't get caught unprepared.

More details:
* Buildings are unlocked by researching the Spotted Research Tree
* With every research every movement spotted has more details.
* Every colonist increases discovery chance with 0.5%
* Spotting capabilities of buildings can be seen on their stats
* Discovery power and range is cumulative so building more structures will increase your chance.
* Discovery chance is adjusted with difficulty, higher difficulties requiring more spotting buildings or colonists

This mod requires HugsLib in orderd to run.
Install HugsLib and place it higher on the listitem

Do what you want, but give the author credit.

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

Popular Discussions View All (1)
Aug 5, 2020 @ 2:40pm
[BUG] Raid not triggering
Mlie  [author] Oct 8, 2023 @ 12:38am 
@Silvermink Dont know about dubs, havent really played with this mod.
Silvermink Oct 7, 2023 @ 11:51pm 
Does this conflict with the ATOM upgrade or Rimatomics?

This delays caravans and raids from Vanilla Achievements. This may be intentional or indistinguishable.
Garek56 Mar 3, 2023 @ 6:01am 
I recently had a raid with this mod installed, that spawned waaaaaaaaaaaaaay over my wealth, and actually kept over spawning, i even went into dev mode to "destroy all hostile pawns" and 200 more kept popping in... unsure if it's something conflicting with this mod, but all i know is, this raid happened with an "unusual movement" message
Jigain Nov 9, 2022 @ 1:23am 
Very important bug to report: The research project "Basic scouting tehniques" is misspelled. :)
brucethemoose Oct 23, 2022 @ 9:23am 
@loklan Rimwar declares war on your TPS, unfortunately.

@Mlie Submitted a PR to improve some of the... questionable notification text.
loklan Aug 17, 2022 @ 10:38pm 
Why would you need this with Rimwar? Just look on the map for raiding parties as they approach.
The Opposing Force Jun 22, 2022 @ 9:18am 
Is this compatible with Rim War?
Mattheus Wigbald May 22, 2022 @ 11:54pm 
i mean that would be nice and more fair if we could do the same thing.
arrive at an enemy's village and sneaky kill some one by one until we get spotted
Lurmey Nov 18, 2021 @ 4:36am 
@RagnarLi Pre-emptive strike allows caravans to intercept incoming raids I'm pretty sure, and VFE - Security adds an artillery piece that can target other map tiles. I haven't tested them together but it might work!

Throw on a helicopter mod also for even more tacti-cool! :D
Nianor Oct 5, 2021 @ 1:41pm 
Having some sort of issue that seems to be related to this mod where raids will spawn, fail to trigger the raid event, and continue attempting to spawn the same raid once per tick until the game inevitably crashes. I suspect it's a mod compatibility issue of some sort, but my modlist is stupidly long, so I'm not sure how much help logs/modlists will be. I don't really expect a fix, mostly just leaving this comment so people are aware of it. If someone wants the error/log, I can provide, though once again, I don't have high hopes for a fix.