RimWorld

RimWorld

(YY)Real Fog of War 1.2
66 Comments
JessieFeathers 21 Oct, 2022 @ 6:22pm 
1.4?
Azerbaijan_Technology 27 Aug, 2021 @ 8:54am 
Please consider updating it for 1.3!
The one by mile drops your fps to single digits while the other one adds a lot of broken stuff that ruined compatibility :steamsad:
YAYO  [author] 27 Jul, 2021 @ 3:17pm 
@Mlie
Thanks Mlie
Mlie 27 Jul, 2021 @ 3:02pm 
Antolin_Æverflow 27 Jul, 2021 @ 12:41pm 
is the file on github ruined? thats a real shame. whoever isnt broke gotta commision a 1.3 version :lunar2020ratinablanket::lunar2019piginablanket:
Toby 26 Jul, 2021 @ 11:50pm 
Ruined how exactly?
bobbybrown15 26 Jul, 2021 @ 4:25pm 
oooph, well crap there goes the mod :(
steadfast 26 Jul, 2021 @ 10:17am 
OK. TY for 1.2 mod anyway. That was awesome :steamthumbsup:
YAYO  [author] 26 Jul, 2021 @ 10:04am 
nope. the source file is ruined. can not update
steadfast 26 Jul, 2021 @ 9:58am 
1.3?
Bucketz 25 Jul, 2021 @ 6:34am 
is there a way to make an improvised use of the mod in 1.3?
derek 24 Jul, 2021 @ 10:41pm 
Don't mean to trouble you, friend but Rimworld just isn't the same without fog of war
Lurmey 22 Jul, 2021 @ 12:24pm 
Looks like there may be a conflict of some kind with Snowy Trees causing the game to spam thousands of errors (91802 after just a few seconds) when in-game which drops the framerate to less than 1 fps.

Could you look into please? https://gist.github.com/d913e23dde78fa288100b598e5344258

Also another with Snowy Trees and Vanilla Plants Expanded with only 32 errors.
BLACK LIVES MATTER 21 Jul, 2021 @ 12:18am 
Hoping for 1.3 update. No pressure however.
Dizzy Ioeuy 7 Jul, 2021 @ 10:55pm 
Yes, I agree. This mod is a basic must!
Azerbaijan_Technology 7 Jul, 2021 @ 3:21am 
Pls update for 1.3!!
BladeofSharpness 30 Jun, 2021 @ 1:20am 
And I shall add that my playthrough is with 200 mods, no issue at all.
BladeofSharpness 30 Jun, 2021 @ 1:19am 
This mod works brilliantly and flawlessly. I'm using in my playthrough and it plays smoothly.

I just wish to have camera put on wall, not on ground and a kind of Mark II camera seeing further!
brightsideguy 22 May, 2021 @ 10:44am 
@Suff

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
Suff 22 May, 2021 @ 8:08am 
Additionally ran into bug where FOV stopped updating for 1 of pawns
Suff 22 May, 2021 @ 4:07am 
I tried this with CE: here's warning to others. While it's playable, the fact that pawns are shooting beyond visual range constantly is pretty annoying. Any kind of sniper or MG are suffering from this, therefor you don't make conscious decisions anymore and stay in lack of knowledge of what you are fighting exactly.
s'lurpings. 9 May, 2021 @ 10:10am 
Gief fog of war mod without these buildings
William Westmoreland 14 Mar, 2021 @ 10:25am 
what about adding cameras in research tree?
🙟Terror Panda🙝 12 Mar, 2021 @ 1:25pm 
Yeah I'm thinking I'm going to have to cut out both completely sadly.
McLenwe 12 Mar, 2021 @ 11:36am 
Rimthreaded is incompatible with most mods that include code / many mods in general. If a mod isn´t supported or patched for Rimthreaded, chances are high you will run into problems. That said Real Fog of War has it own share of problems and incompatibilitys. The original was ported to 1.1, but wasn´t really worked on for close to 2 years now. I don´t thing Yayo did big changes to the code. I personally like the mod and the idea, but stopped using it, because it can be a hassle and especially cause it is incompatible with SoS2.
🙟Terror Panda🙝 12 Mar, 2021 @ 6:02am 
It's conflicting with Rimthreaded.
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 :|
🙟Terror Panda🙝 11 Mar, 2021 @ 5:57am 
I do but I was already removing mods to try to figure it out myself and didn't save it.
I'll readd this mod tonight when I get off work and post the error.
I'll probably join the Discord as well.
brightsideguy 11 Mar, 2021 @ 2:52am 
@terrorPanda You're going to have to go through your mod list (e.g. take out chunks at a time and to narrow down what breaks it), most likely.

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?
🙟Terror Panda🙝 10 Mar, 2021 @ 8:57pm 
The original FOW and this one seem to be conflicting with another one of the mods I'm running now (this is my first time playing since 1.2 released). This conflict is game breaking and causes all pawns including animals to stop pathfinding completely, and the fog of war to not generate properly (entire rectangle chunks of the map will be visible when they shouldn't be)
Does anyone know how I could try fixing this or what and where I should post this?
skycrossercat 10 Mar, 2021 @ 7:51am 
Is there a specific patch method (like 'equippedStatOffsets') to let some equipment give extra vision range when pawns equip them?
brightsideguy 20 Feb, 2021 @ 8:55pm 
@phenotype
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
brightsideguy 17 Feb, 2021 @ 7:04pm 
How would I increase the speed of the range-over-time feature? Would I have to go into the assemblies?

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.

Fendryk 8 Feb, 2021 @ 5:06pm 
Heyyo, I love the mod.

I guess it's trying to divide by zero?
https://gist.github.com/33a442d2e854c597383cd99ea359ceff
mage. 6 Feb, 2021 @ 3:27am 
wall surveillance camera please!
Phenotype 5 Feb, 2021 @ 6:55am 
There is a critical issue with both this and the original FOW. It seems these features on the original FOW no longer work:

"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.
branch? 30 Jan, 2021 @ 4:40am 
Is there a way to make this work in ship battles in save our ships 2? the enemy ship is completely fogged
NexionSE of the Cm.G. 19 Jan, 2021 @ 2:30pm 
@Tirith Amar have you tryed the "Guards for me" mod?
Tirith Amar 15 Jan, 2021 @ 6:46am 
Could you create a letter or slow the game down once an enemy is spotted?
I dont even notice when an enemy destroys one of my surveillance cameras.
Tirith Amar 13 Jan, 2021 @ 11:09pm 
Worktype idea:
Patrolling - patroling is a worktype in which pawns walk from watch tower to watch tower (also i think shouldnt they be written together: watchtower).


UwU 9 Jan, 2021 @ 4:07am 
My favourite mod (with silent raids of course!)
Seems to work badly with RimThreaded - the visible area probably does not updated properly.
I blame Earthshaker 27 Dec, 2020 @ 3:03am 
Is the default view made variable by pawn's vision (ie, 100% vision equals whatever field of view is set at, default at 65). Curious if adding/replacing/swapping for bionic eyes increases vision range, as opposed to just increasing accuracy. I know I already set a discussion for whether vision distance is light dependent. kinda same vein as that. If not, can this be made toggeable?
NilchEi 22 Dec, 2020 @ 8:37am 
Great rework! Would like to see parrot consume food instead of wood as fuel, but it's a minor nitpick. :steamthumbsup:
Tyrannical_Elmo 17 Dec, 2020 @ 10:10pm 
does yayo make sexy weapons too?
PraetorNZ 17 Dec, 2020 @ 9:35pm 
can we get a radius on line of sight buildings please
Dizzy Ioeuy 27 Nov, 2020 @ 7:14pm 
Mine get fed fine. Even when not seen.
smitty_the_smith 26 Nov, 2020 @ 12:05pm 
I like this mod a lot. One issue tho. When I have prisoners they don't get fed unless I have a security device watching them. If this is intended behavior you might want to warn people.
Tase 19 Nov, 2020 @ 12:06pm 
Perfect mod, the only thing missing is a radius indicator on the Surveillance Cameras, really hard to make sure all the angles are covered. Anyone know if this is something that can be added via the XML defs?
MDiddy 12 Nov, 2020 @ 3:38am 
Conflicts with custom map sizes mod.

If you make a map with less height and more length, certain parts of the map are forever "non-visible".
Fuyuno 8 Nov, 2020 @ 6:41pm 
any chances of incorporating Extended into this? or to make a patch for both? (even though Extended isn't updated to 1.2)
I blame Earthshaker 6 Nov, 2020 @ 1:42pm 
Nevermind, this mod doesn't have an issue, unrelated problem.