RimWorld

RimWorld

Visible Raid Points
110 kommentarer
1trickPwnyta  [ophavsmand] 25. juni kl. 4:09 
@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 25. juni kl. 3:59 
From the last patch - maybe it was this:

Fix: Attack begun letters firing erroneously at some quest sites
stups 24. juni kl. 12:14 
Sadly no savefile. If it happens again I try to get you the save file.
1trickPwnyta  [ophavsmand] 24. juni kl. 11:48 
@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 24. juni kl. 11:37 
Funny thing. After playing a bit more I noticed it doesn't happen all the time. No idea what the pattern is.
1trickPwnyta  [ophavsmand] 24. juni kl. 9:10 
@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 24. juni kl. 6:40 
With 1.6 a caravan ambush shows as used raid points those of the main colony instead of the caravan
WildStargazer 12. juni kl. 7:07 
Thank you for quick update!
1trickPwnyta  [ophavsmand] 13. apr. kl. 16:41 
@NaNoDa! I just published a new version that should fix your problem. Thanks again for reporting!
1trickPwnyta  [ophavsmand] 13. apr. kl. 5:52 
@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! 13. apr. kl. 5:06 
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! 13. apr. kl. 5:06 
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  [ophavsmand] 11. apr. kl. 10:34 
@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  [ophavsmand] 11. apr. kl. 6:59 
@NaNoDa! Thanks for letting me know! Do you have the error message that was generated?
NaNoDa! 11. apr. kl. 6:35 
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 10. apr. kl. 8:18 
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 10. apr. kl. 8:13 
it detects it as Trojan:Win32/Wacatac.B!lm
Proxyer 10. apr. kl. 7:31 
Kaspersky did not detect it.
1trickPwnyta  [ophavsmand] 10. apr. kl. 5:36 
@? @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 10. apr. kl. 4:50 
"Trojan:Script/Wacatac.B!ml" is a very common false positive by Windows Defender.
Uncle Grandfather 10. apr. kl. 1:47 
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.
10. apr. kl. 1:45 
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 4. dec. 2024 kl. 23:53 
Just wanted to thank you for this mod. Little UI edits like this that give a bit of insight are so handy!
1trickPwnyta  [ophavsmand] 10. juli 2024 kl. 14:14 
@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 10. juli 2024 kl. 13:15 
@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  [ophavsmand] 10. juli 2024 kl. 13:08 
@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 10. juli 2024 kl. 12:51 
@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 9. juli 2024 kl. 13:26 
ok, I resume the tests tomorrow, gn
1trickPwnyta  [ophavsmand] 9. juli 2024 kl. 13:04 
@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 9. juli 2024 kl. 12:30 
@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  [ophavsmand] 9. juli 2024 kl. 11:16 
@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 9. juli 2024 kl. 11:10 
@1trickPwnyta Can you point me to that mod?
1trickPwnyta  [ophavsmand] 9. juli 2024 kl. 11:02 
@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 9. juli 2024 kl. 10:14 
@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  [ophavsmand] 11. juni 2024 kl. 21:51 
@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 11. juni 2024 kl. 18:46 
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  [ophavsmand] 2. maj 2024 kl. 21:33 
@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 1. maj 2024 kl. 11:30 
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  [ophavsmand] 20. apr. 2024 kl. 9:49 
@Snues great, I'm glad it's working now!
Snues 20. apr. 2024 kl. 7:23 
It looks fine now. I must have updated at the worst possible time or something
Snues 20. apr. 2024 kl. 7:03 
My pawns rendered invisible. Possibly incompatible with something else I have then.
1trickPwnyta  [ophavsmand] 20. apr. 2024 kl. 6:24 
@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!
Snues 20. apr. 2024 kl. 1:39 
Fixed immediately after removing your mod:(
Snues 20. apr. 2024 kl. 1:36 
Hey I updated only this mod and my game broke. Doesn't have to be you but... https://gist.github.com/HugsLibRecordKeeper/f7a2939236af5954d55da4d2901cd73f
1trickPwnyta  [ophavsmand] 17. apr. 2024 kl. 20:15 
@Protok Major update for this mod coming soon, including anomaly events
Protok 16. apr. 2024 kl. 15:18 
Thats Mad! Can you add raid points number to void raids from provocation ritual?
Lezadozo 1. jan. 2024 kl. 15:41 
can you also add the value of quests?
pgames-food 9. nov. 2023 kl. 22:47 
hi thanks for keeping a version that works with 1.2
(with 500+ mods in my savegame, its always much harder to keep the save and migrate it into the latest versions.. takes about 1 year to go from 1.0 to 1.1 and same for 1.1 to get to 1.2) thanks to modders :)
Reidlos 7. sep. 2023 kl. 21:07 
also dont get the breakdown just the total
kongkim 7. sep. 2023 kl. 4:21 
when it show my Raid Points its always a long negative number. lige -234349696 something?
Have anyone seen that before?