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The one by mile drops your fps to single digits while the other one adds a lot of broken stuff that ruined compatibility
Thanks Mlie
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2559045153
Hope it helps anyone!
Could you look into please? https://gist.github.com/d913e23dde78fa288100b598e5344258
Also another with Snowy Trees and Vanilla Plants Expanded with only 32 errors.
I just wish to have camera put on wall, not on ground and a kind of Mark II camera seeing further!
You can sorta do a workaround for CE. I changed the <baseViewRange>126</baseViewRange> from the original to 126 (its an XML file the original author made so we could adjust things). Did it that far so I could see at gun range at night as well.
It means you will see much farther out. But, it won't have pawns shooting without you seeing what their target is. And it still has the FoW effect of not seeing past walls etc
Both only throw up yellow errors
Rimthreaded shows this at game launch: Potential RimThreaded mod conflicts :
---Patch method: RimThreaded.ReservationUtility_Patch Boolean CanReserve(Boolean ByRef, Verse.Pawn, Verse.LocalTargetInfo, Int32, Int32, Verse.ReservationLayerDef, Boolean)---
RimThreaded priority: 400
owner: com.github.lukakama.rimworldmodrealfow - priority: 400
And then when I try to play a world with both I get:
Trying to get valid region at (34, 0, 15) but RegionAndRoomUpdater is disabled. The result may be incorrect.
Pawns then refuse to move, as if the region and room update affected their pathfinding.
Also seems Rimthreaded from looking at their Github may be incompatible with More Faction Control (continued), so I guess I'll have to drop RimThreaded for my fog of war :|
I'll readd this mod tonight when I get off work and post the error.
I'll probably join the Discord as well.
Rimworld discord has a troubleshooting channel that'll have pins telling you how to reorder your mods too.
....do you not get error codes when this conflict happens?
Does anyone know how I could try fixing this or what and where I should post this?
Just figured out a workaround. Changed the <baseViewRange>126</baseViewRange> from the original to 126 (its an XML file the original author made so we could adjust things). Did it that far so I could see at gun range at night as well.
It means you will see much farther out. But, it won't have pawns shooting without you seeing what their target is. And it still has the FoW effect of not seeing past walls etc
Pawns can shoot beyond the fog when using sniper rifles etc, making it hard to know what I'm attacking. And it does feel like they should be able to immediately see at a distance when using a scope anyways. I just don't know what to alter.
I guess it's trying to divide by zero?
https://gist.github.com/33a442d2e854c597383cd99ea359ceff
"Only things revealed by a Field of View can be attacked by ranged weapons;"
"When attacking and not moving, the sight range is adjusted to weapon range over time (time based on weapon warm-up time and range)."
This means that it is possible to attack things out of visible range, which makes the mod fairly unusable.
I dont even notice when an enemy destroys one of my surveillance cameras.
Patrolling - patroling is a worktype in which pawns walk from watch tower to watch tower (also i think shouldnt they be written together: watchtower).
Seems to work badly with RimThreaded - the visible area probably does not updated properly.
If you make a map with less height and more length, certain parts of the map are forever "non-visible".