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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.
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
Confirmed working perfectly now! Thank you for the quick update and for always keeping this mod maintained!
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 ()
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!