RimWorld

RimWorld

194 ratings
(NWN) Real Fog of War (Continued)
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
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3.230 MB
Dec 24, 2024 @ 11:33am
Oct 3 @ 12:08pm
21 Change Notes ( view )

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(NWN) Real Fog of War (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 items
Description

Update of Luca De Petrillos mod https://steamcommunity.com/sharedfiles/filedetails/?id=2560931731

- Reported to be compatible with CAI 5000 - Advanced AI + Fog Of War as long as the fog of war in that mod is turned off
- Wall and ceiling cameras can now be placed over other items, using the same mechanic as wall-mounted lights. Thanks to ODevil who made the original patch!
- Added option to show threat letters when enemies are spotted instead of just hiding them.
- Added option to not show fog of war during gravship takeoff and landing
- Added option to let trees block vision as well. Only trees with 50%+ growth affects vision. NOTE: this will require even more of the CPU
- Added support for Dubs Mint Minimap



[discord.gg]
[github.com]


Original feature
  • The map is initially unrevealed and must be explored.
  • Both players and AI's humans, animals, mechanoids, and some objects have and are affected by a Field of View, shared among faction components.
  • Animals participate in Faction Fog of War only if trained for release and with a master set.
  • Only things revealed by a Field of View can be attacked by ranged weapons; Mortars and similar weapons can attack unrevealed and unseen places.
  • Field of View of humans, animals, and mechanoids is adjusted to sight attribute and are affected by darkness (mechanoids are immune) and weather.
  • Bionic eyes reduce the darkness debuff (one by half, two completely).
  • Standing and attacking humans, animals and mechanoids have a slightly increased Field of View as they "peek" in nearby spaces.
  • When attacking and not moving, the sight range is adjusted to weapon range over time (time-based on weapon warm-up time and range).
  • Sleeping humans and animals have a base Field of View reduced to 20%
  • At rough and lower difficulties, player's automatic turrets extend the Field of View in their target area.
  • Added surveillance cameras, to monitor an area (research required), and watchtowers, to increase view range when colonists stand on them.
  • Works with existing saves, but the map will be unrevealed.

New stuff






New feature
  • New settings for you to tweak with. Finally, adjustable vision range. (I recommend setting it 55 to vanilla and 65 to CE.
  • Blind people can provide vision by hearing too.
  • Integrated changes from Yayo versions
  • A few bugfix and performance improvements.
  • Night vision integration from other mod-like nocturnal animals sees further at night. Vanilla expanded apparel night vision goggles allow better vision at night.
  • Animal body size matters at providing vision
  • Colonists can hear people moving in FoW.
  • Built-in raid letter suppressor
  • Toggle for prisoner providing vision
Recommended mods
Mods that add non-view obstructing building:
Vanilla fence
Tent

For the RTS experience:
Dubs mint minimap (for minimap durr)
Guard for me (patrolling colonists have an actual purpose now)
Know and possible issues
This version might makes the game lag if used with any mod that makes pawn calculate target to shoot constantly.
Also the hiding Interaction bubble in FoW function cause lot of lag and might even break the UI. It's recommended to disable it.
Credit and license
The original mod belongs to Luca De Petrillo under Apache License 2.0.
https://github.com/lukakama/rimworld-mod-real-fow/

SaberVS7 for the 1.4 update
YAYO for the forked version new building.
inbae for korean translation (though newer update to this mod led to some missing translation) I'll appreciate any updated translation.


  • 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.
  • Always post your log using the Log Uploader
  • 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

| vision, tactics
251 Comments
As you can see in my screenshots in the 1st image on the right side of my base most of the area behind the mountains are hidden because I only have 1 "weapon station" turret which I modded to give it 90 view radius, but with your mod's setting multiplier I use "2" for view radius so it practically has 180 view radius. There is only that 1 weapon station on the right side of that geothermal generator since the other one got destroyed by mechanoids.

Meanwhile on the 2nd image the area behind the mountain on the top left is see through presumably because I have so many mini-turrets on the left side of my base.

But in my modded game I have patched turrets to have
"<li Class="RimWorldRealFoW.CompProperties_ProvideVision">" like the cameras so I can use turrets as cameras.
@Mlie well it is only possible in my specific modded game because I have snipers, turrets and mechanoids with up to 185 range for shooting and viewing.

So this bug seems to only occur under the specific condition of there being a high number of turrets with overlapping vision area so then they start seeing through walls. And I'm assuming since I've modded my game to have high range then that makes it even more exaggerated.
https://i.imgur.com/UobaCzs.jpeg
https://i.imgur.com/cXofMvO.jpeg
Mlie  [author]
10 hours ago 
@Richard Ramirez Not something that has been reported. Please provide a detailed description on how this can be tested
10 hours ago 
@Mlie I'm wondering, with this mod have you ever noticed a little bug where if you have many cameras with overlapping vision area then they can see through walls?
Oct 3 @ 3:06pm 
@Mlie
Confirmed working perfectly now! Thank you for the quick update and for always keeping this mod maintained!
Mlie  [author]
Oct 3 @ 12:10pm 
@neachi Should be fixed now
Oct 1 @ 3:19am 
I think I found a small NullReferenceException issue related to the recent `ReceiveLetterPrefix` changes in `HarmonyPatches.cs`.

When "Hide big/small threats" or "Delay alerts until discovered" is enabled, receiving letters that lack direct map targets—such as sub-quest availability notices (`QuestPart_SubquestGenerator`) or Gravship arrival (`GravshipUtility.ArriveNewMap`)—throws an NRE.
In quests, this causes an infinite tick-retry loop (massive stuttering/lag), and for Gravship it fails map generation. Disabling those three alert/hide options completely bypasses the error and lets letters arrive normally.

It likely just needs a null-check for target/lookTargets:
Exception ticking QuestPart: System.NullReferenceException at RimWorldRealFoW.HarmonyPatches.ReceiveLetterPrefix (Verse.Letter& let) at Verse.LetterStack.ReceiveLetter (Verse.Letter let, ...) at RimWorld.QuestUtility.SendLetterQuestAvailable (...) at RimWorld.QuestPart_SubquestGenerator.TryGenerateSubquest ()
Oct 1 @ 3:19am 
you so much for maintaining this incredible mod!
Real Fog of War makes RimWorld so much more thrilling and atmospheric—having to scout and genuinely not knowing when or where a raid hits has made this an absolute must-have core mod in my playthroughs.
I really can't imagine playing the game without it. Thank you for your continued dedication and quick updates!
Sep 30 @ 3:08am 
Something you might consider to change: messages in top left still being displayed. For example when preparing raiders is starting assault.
Sep 30 @ 1:40am 
@Mlie Thank you again! With previous branching it also wasn't possible to delay small events, so much better now