RimWorld

RimWorld

Visible Raid Points
118 Comments
1trickPwnyta  [author] Sep 11 @ 6:55am 
@Protok Threat scale is based on your difficulty settings. For Losing is Fun it's 2.2.
Protok Sep 11 @ 12:00am 
I excluded PFC and got full points breakdown. And the question is: what is Threat Scale (it's 2.2 now)?
Thanks for the mod, will wait the integration with PFC.
Protok Sep 10 @ 11:06pm 
Screenshot Screenshot

Ok, 0 is by changing calculation method. So my 0 is from Prepare For Combat

But does anyone know why it ends with such an absrudly large amount of 14447 points?
It's more then 350+ pawns and animals. Why so? I have 22 pawns colony
elĐeve Sep 2 @ 3:39pm 
i supected it :isaac: :SG0_Sorry:
1trickPwnyta  [author] Sep 2 @ 6:36am 
@elĐeve The threat points breakdown will not work correctly with mods that alter the threat points calculation, such as combat readiness check.
elĐeve Sep 2 @ 2:49am 
so it starting at 0 is ok even if i'm using combat readiness check?
1trickPwnyta  [author] Aug 5 @ 11:59am 
@watty farkle Yes. It starts at 0 and then adds up all the points from various sources.
watty farkle Aug 5 @ 11:38am 
hey, every time that a raid spawns the initial value is always zero, is that normal?
1trickPwnyta  [author] Jun 25 @ 4:09am 
@stups Hmmm that seems unlikely since that letter isn't used for caravan ambushes and therefore we don't interact with it. I'll keep it in mind though. Thanks!
stups Jun 25 @ 3:59am 
From the last patch - maybe it was this:

Fix: Attack begun letters firing erroneously at some quest sites
stups Jun 24 @ 12:14pm 
Sadly no savefile. If it happens again I try to get you the save file.
1trickPwnyta  [author] Jun 24 @ 11:48am 
@stups Oof, that makes it a lot harder to troubleshoot! Do you have a save file saved immediately after it happened? And if not, if you see it happen again, would you be able to send the save file? Thanks!
stups Jun 24 @ 11:37am 
Funny thing. After playing a bit more I noticed it doesn't happen all the time. No idea what the pattern is.
1trickPwnyta  [author] Jun 24 @ 9:10am 
@stups Thanks for letting me know! Any chance there is a mod conflict? It's working correctly for me. Does it still do that if you have no other mods besides harmony enabled?
stups Jun 24 @ 6:40am 
With 1.6 a caravan ambush shows as used raid points those of the main colony instead of the caravan
WildStargazer Jun 12 @ 7:07am 
Thank you for quick update!
1trickPwnyta  [author] Apr 13 @ 4:41pm 
@NaNoDa! I just published a new version that should fix your problem. Thanks again for reporting!
1trickPwnyta  [author] Apr 13 @ 5:52am 
@NaNoDa! Thanks for the info! Looks like a conflict with the quality recasting table mod. I'll see if I can patch that tonight.
NaNoDa! Apr 13 @ 5:06am 
at Quality_Recasting_Table.JobDriver_DoRecasting.Letter6 () [0x0006d] in <bac5e5decbeb45f783c5026f56b485a1>:0
at Quality_Recasting_Table.JobDriver_DoRecasting.Letter (RimWorld.QualityCategory T) [0x0007a] in <bac5e5decbeb45f783c5026f56b485a1>:0
at Quality_Recasting_Table.JobDriver_DoRecasting.DoRecasting () [0x0006b] in <bac5e5decbeb45f783c5026f56b485a1>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00208] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
NaNoDa! Apr 13 @ 5:06am 
Exception in Verse.AI.JobDriver.TryActuallyStartNextToil: System.NullReferenceException: Object reference not set to an instance of an object
[Ref DF05F8BE]
at VisibleRaidPoints.LetterUtility.AssociateWithBreakdown (Verse.ChoiceLetter letter, RimWorld.IncidentDef def, RimWorld.IncidentParms parms) [0x00001] in <98ee966648f447c3bc2e05e1673373be>:0
at RimWorld.IncidentWorker.SendIncidentLetter (Verse.TaggedString baseLetterLabel, Verse.TaggedString baseLetterText, Verse.LetterDef baseLetterDef, RimWorld.IncidentParms parms, Verse.LookTargets lookTargets, RimWorld.IncidentDef def, Verse.NamedArgument[] textArgs) [0x001a7] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER visibleraidpoints.1trickPonyta: IEnumerable`1 VisibleRaidPoints.Patch_IncidentWorker_SendIncidentLetter:Transpiler(IEnumerable`1 instructions)
1trickPwnyta  [author] Apr 11 @ 10:34am 
@NaNoDa! If you need to revert to the previous version you can get it here:

https://github.com/1trickPwnyta/VisibleRaidPoints/releases/tag/v1.6.1
1trickPwnyta  [author] Apr 11 @ 6:59am 
@NaNoDa! Thanks for letting me know! Do you have the error message that was generated?
NaNoDa! Apr 11 @ 6:35am 
The author greatly, after this mod update seems to change the letter generation logic, resulting in some mod information pop-up window will report errors and pop-up events can not be triggered, can you fix it or return to the previous version?
Uncle Grandfather Apr 10 @ 8:18am 
It just popped up in Windows Defender as a threat. I did a targeted scan with Windows Defender and then a separate scan with Malwarebytes afterwards and nothing came up (but the original alert from Windows Defender says it deleted it, though the .dll was still in the mod folder, the file date was updated to the exact minute Defender said it found the threat)

I assumed it was a false positive, but figured it was worth mentioning here. It must have been due to yesterday's update, as I'd been using it for a week or two without it lighting up before.
Existor Apr 10 @ 8:13am 
it detects it as Trojan:Win32/Wacatac.B!lm
Proxyer Apr 10 @ 7:31am 
Kaspersky did not detect it.
1trickPwnyta  [author] Apr 10 @ 5:36am 
@? @Uncle Grandfather Apparently this happens sometimes with updates. My Defender on Windows 11 isn't flagging the file, nor is my Windows 10 PC, nor is it being flagged by online virus scanners, so I think it must only be affecting a subset of users.

I'm trying to submit the file to Microsoft to clear the false positive. If you don't mind, can you please let me know the exact Defender product that is flagging the file? And which Windows OS? And if you know the virus definition version being used, that would also be helpful. Thank you!

Sorry about the inconvenience!
Gerewoatle Apr 10 @ 4:50am 
"Trojan:Script/Wacatac.B!ml" is a very common false positive by Windows Defender.
Uncle Grandfather Apr 10 @ 1:47am 
Detected: Trojan:Win32/Wacatac.B!ml

Affected items:
file: D:\Steam\steamapps\workshop\downloads\294100\2562730174\1.5\Assemblies\VisibleRaidPoints.dll




Please tell me this is a false positive? I've been running the mod for a while and it only just popped up today.
Apr 10 @ 1:45am 
my windows defender error virus [\294100\2562730174\1.5\Assemblies\VisibleRaidPoints.dll]

it's said: This program is dangerous and executes commands from an attacker.

Why is this happening.....
losivart Dec 4, 2024 @ 11:53pm 
Just wanted to thank you for this mod. Little UI edits like this that give a bit of insight are so handy!
1trickPwnyta  [author] Jul 10, 2024 @ 2:14pm 
@celest7k This mod just hooks into the normal threat points calculations that are performed naturally by the game. It doesn't make any additional calls to calculate threat points. Not sure if that answers your question?
celest7k Jul 10, 2024 @ 1:15pm 
@1trickPwnyta Yes, that how my mod it works, it displays the TP of the current map. But how is your mod influenced by a simple value call?
1trickPwnyta  [author] Jul 10, 2024 @ 1:08pm 
@celest7k Find.CurrentMap gets the map currently displayed on screen, I believe. So if you're looking at the home map it will always be that one.
celest7k Jul 10, 2024 @ 12:51pm 
@1trickPwnyta I found the culprint. My mod uses this line to display the ThreadPoints:
" TP: " + (int)StorytellerUtility.DefaultThreatPointsNow(Find.CurrentMap)

If I comment that out, the letter displays the correct caravan points. But here I'am lost ...
Is somthing wrong with that line?
celest7k Jul 9, 2024 @ 1:26pm 
ok, I resume the tests tomorrow, gn
1trickPwnyta  [author] Jul 9, 2024 @ 1:04pm 
@celest7k I tried the same thing using 9000%, loadee the game without viewing the world map, let the caravan get ambushed, it still shows me the correct pawns in the breakdown. Any chance you can try this without any other mods?
celest7k Jul 9, 2024 @ 12:30pm 
@1trickPwnyta No problem, thanks for the tipp. I have patched the CaravanVisibilityCalculator to 9000% and can now reproduce the problem.

If I view my base map and an ambush triggers: (load game and don't view world)
Caravan ambushed letter uses local map points
Caravan ambushed letter manhunter uses local map points
Caravan ambushed with demand option uses caravan points but breakedown is 0 points in demand window (no letter given)

If I view the world map and an ambush triggers: (load game and view world)
Caravan ambushed letter uses caravan points
Caravan ambushed with demand option uses caravan points but breakedown is 0 points in demand window (letter uses caravan points)


p.s. if your visibility is too high 9999999% you get two ambushes on the same map
1trickPwnyta  [author] Jul 9, 2024 @ 11:16am 
@celest7k Sorry, I should have specified lol. It's not a mod on the workshop. I just temporarily added the code to one of my existing mods to test with.
celest7k Jul 9, 2024 @ 11:10am 
@1trickPwnyta Can you point me to that mod?
1trickPwnyta  [author] Jul 9, 2024 @ 11:02am 
@celest7k I used a mod to increase my caravan visibility to spawn an ambush naturally instead of forcing it with dev mode and it still shows the correct pawns in the breakdown. I'm not sure how else to test it unfortunately. But let me know if you see it happen again!
celest7k Jul 9, 2024 @ 10:14am 
@1trickPwnyta I also can't reptoduce it, at lest the debug tool works correct.
I have a screenshot as proof, but I think thats not very helpfull ....
My mods are:
- brrainz.harmony
- Ludeon.RimWorld
- Ludeon.RimWorld.Royalty
- Ludeon.RimWorld.Ideology
- Ludeon.RimWorld.Biotech
- Ludeon.RimWorld.Anomaly
- me.Things
- Thingies.Collection
- Mlie.IncidentPersonStat
- visibleraidpoints.1trickPwnyta
- denev.SaferPasteDispenser
- arakos.callatrader.acat
- EoralMilk.RemoveGhoulBodyAndHead
- Kocy.SurgeryAllBodyParts
- reiquard.caravancolonistinfo
- GarryFlowers.MoreSlaveryStuff
- Mlie.WeHadATrader
- rimworld.randomcoughdrop.geneassistant
- Hanabishi.InwallCoolersAndVents
- forcedojob.kv.rw
- doug.BotsChargeWhenIdle
- Fuu.UsefulTerror
- zeracronius.dynamictradeinterface
- georodin.deepdrillindicator
1trickPwnyta  [author] Jun 11, 2024 @ 9:51pm 
@celest7k Thanks for letting me know! Are you using any other mods? I can't reproduce this issue. For me, it shows the caravan pawns and not the colony pawns.
celest7k Jun 11, 2024 @ 6:46pm 
For caravan ambush the mod displays the colony raidpoints, In the brakedown it lists the colony pawns and not the caravan pawns.
great mod btw.:steamthumbsup:
1trickPwnyta  [author] May 2, 2024 @ 9:33pm 
@Xavier check the mod settings and make sure everything isn't disabled. There was a bug (should be fixed now) where they were all disabled by default. But if you installed during that time then you'll have to enable it all manually.
Xavier May 1, 2024 @ 11:30am 
Not sure what I am doing wrong here... I am very interested in this mod but I don't see it working. I don't see anywhere on my interface the raid number point system. I do have a lot of mods installed, including some UI mods. Where/when is the raid number point system supposed to be showing?
1trickPwnyta  [author] Apr 20, 2024 @ 9:49am 
@Snues great, I'm glad it's working now!
Snues Apr 20, 2024 @ 7:23am 
It looks fine now. I must have updated at the worst possible time or something
Snues Apr 20, 2024 @ 7:03am 
My pawns rendered invisible. Possibly incompatible with something else I have then.
1trickPwnyta  [author] Apr 20, 2024 @ 6:24am 
@Snues Can you explain the issue you're facing? I can't figure it out from your log. I do see errors but they don't appear to be related to this mod. Thanks!