RimWorld

RimWorld

Real Fog of War
383 Comments
Monk 23 Mar @ 6:16am 
Just curious, what drives a pawn to use the Central Camera console? How can I set this in terms of priority? I'd like some level of security, but I don't need them on it casually unless it has a benefit like tiny amt of recreation...
Hcup 29 Jul, 2021 @ 11:29pm 
Mlie 27 Jul, 2021 @ 3:03pm 
Made an update of yayos continued version here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2559045153
Hope it helps anyone!
Antolin_Æverflow 27 Jul, 2021 @ 12:42pm 
very cool mod, sad there's no 1.3 :lunar2020ratinablanket:
Viscount Chipmunk 23 Jul, 2021 @ 11:40am 
Shame, doesn't look like anybody's been working on this in over a year. We need a fork for 1.3.
Azerbaijan_Technology 23 Jul, 2021 @ 5:58am 
Pls update, this is the most important mod for rw!!
Paul 22 Jul, 2021 @ 4:29am 
Not working in 1.3, colonists won't land.
Azerbaijan_Technology 18 Jul, 2021 @ 4:54am 
Does this mod still work in 1.3?
sex is scary 7 Apr, 2021 @ 11:45am 
nice mod, is it possible to have an option to set the average range of view? or even define what block view and what doesn't, thx ^^
brightsideguy 20 Feb, 2021 @ 12:38pm 
Anyone here happen to know where in the assemblies one would change the rate of range expansion when using a gun?

I'm trying to get around the issue of pawns shooting past where we can see, by just having it immediately move onto where we can see.
Farbott 4 Feb, 2021 @ 12:10pm 
Would be cool if there was an option so places already seen, aka not completely fogged didnt get blocked again if colonists looked away, kind of makes exploring more needed instead of unlocking a huge area like vanilla, but you dont need someone there 24/7
YAYO 25 Oct, 2020 @ 1:30am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2267281712

I uploaded the modified version.
I have tried to comply with the license attached to your resource to the fullest.
Please let me know if you have any problems.
Mrcalzon02 17 Oct, 2020 @ 4:46pm 
NOTE: issues when combining with (Save our ship 2), the enemy vessel is on another map, which means as long as this mod works as intended, you cannot see the enemy vessel to shot at it!! a temp workaround is to just first thing send a shuttle to go look at the other map at the start of combat so you can figure out where to fire!
Sir_Wun 18 Sep, 2020 @ 9:35am 
Just read about the range that apparantly extends to weapon range when standing still. Didn't notice that when trying the mod.
But i'd still like adjustable range, irl we can see pretty far if the landscape is open.. maybe make long range blurry?
Sir_Wun 18 Sep, 2020 @ 9:27am 
+1 for adjustable range. I'd like the range to be like the weapon with highest range. So my snipers can actually snipe...
Metastasiz 16 Sep, 2020 @ 4:20pm 
It needs adjustable range of fog of war; it doesn't make sense and it is annoying when my colonists shoot at something I cant see. I'm using it with combat extended, fyi. Not sure if it's a bug cause 1.2 :steamsalty:
JessieFeathers 12 Sep, 2020 @ 11:36am 
1.2?
Defective_Andriod 11 Sep, 2020 @ 3:06am 
Does this affect an enemies within my colony just like it affects my colonists?
Adorablorp 2 Sep, 2020 @ 6:55am 
Playing around with this in 1.2, other than "wrong version" I haven't gotten any errors with this mod or any crashes neither, so should be safe to use.
smitty_the_smith 29 Aug, 2020 @ 6:13pm 
A number of mods like Zombieland by pardeike have an uninstall option. It would make a nice feature. Thank you for your time.
s0m0ya 23 Aug, 2020 @ 7:48am 
age of empires be like
branch? 15 Aug, 2020 @ 5:37am 
Has anyone tried this mod with 1.2?
I blame Earthshaker 5 Aug, 2020 @ 5:01pm 
need some cameras in yo prison!
binchito 19 Jul, 2020 @ 9:56am 
had this up still, i was so deranged at 1 in the morning playing too long cuz i added this.

i meant to say: the snipers will scan and their sight will extend to full range.

works great so far, kinda freaky that you cant see inside some parts of your base.. with guests and prisoners, they will disappear in their rooms, with windows and glass you have some range of sight when pawns walk by.. very trippy.
binchito 18 Jul, 2020 @ 11:19pm 
they do see past their range!! ITS THE BEST EVER!!
Farbott 14 Jul, 2020 @ 8:28pm 
How do i make them use the watchtower?
I blame Earthshaker 13 Jul, 2020 @ 5:08pm 
Prolly easiest way to make SOS2 compatible is to make a spacer tech level "radar" version of a tower that just makes whole map visible (regardless of whether space or not). Can even recycle mineral scanner graphics or something...

would also be nice to get some compatibility with Preemptive strike mod, my first attempt to do that on my own failed and haven't bothered to try again.
Bolod 21 Jun, 2020 @ 9:19pm 
does he work with multiplayer?
Mr.Nutritious 11 Jun, 2020 @ 5:17pm 
I'd also like some compatibility with Save our Ship 2. Battlefleet_Covfefe's suggestion down below is a good one!
Silent Service 3 Jun, 2020 @ 4:29pm 
please add spacebattle compability, i need this mod
Azerbaijan_Technology 16 May, 2020 @ 11:43am 
Please consider adding an option that allows the disabling of fog of war mid game:steamsad:, or an option to disable fog of war in a biome such as space from save our ship 2. If it can be done I’ll be very grateful
Azerbaijan_Technology 16 May, 2020 @ 10:05am 
Does anyone know of a way of removing the initial 'Unrevealed' fog?:steamsad: that masks the terrain? I'm playing with SOS2, when I encounter an enemy ship it spawns in a new map and as a result, it's completely hidden by the initial fog of war!
Vlad_1492 6 May, 2020 @ 10:02pm 
This has made playing so much better. Add 'NightVision' and 'Pre-emptive Strike' and things get fun. Sometimes 'FUN!'.
Retrogazer 3 May, 2020 @ 3:11pm 
@Dorito DeVito Could you please share how you've done it?
IF I DONT WIN IM GUNNA CRY 3 May, 2020 @ 2:26pm 
I'm in love with how rimworld plays with this mod besides one thing. If it was possible to adjust the sight/object/target acquisition distance, it breaks my immersion that my pawn carries around large range weapons and only seeing about half of the range of the weapon. again amazing mod just cant use it for how i like to play.
Dorito DeVito 2 May, 2020 @ 1:11pm 
@Battlefleet_Covfefe I had to change the source code. Currently there's 1 array that handles whether something is visible or not. I added a check that handles whether something is invisible even when on a tower (roofgrid and foggrid). Then, if the pawn is on a tower, their shadow casting script will ignore the original array and only be blocked both those.

There's probably a way this can be improved but it's working pretty well for me right now.
Azerbaijan_Technology 29 Apr, 2020 @ 2:19pm 
So how did you allow towers to see over wall?
Dorito DeVito 20 Apr, 2020 @ 11:59pm 
I was able to find a way to allow towers to see over walls as well as shoot over walls from towers. No clue how inefficient the approach is, though.
Viper 20 Apr, 2020 @ 4:30pm 
@Dorito DeVito Awesome, works for me, loading this in. Thanks!
Dorito DeVito 20 Apr, 2020 @ 2:48pm 
@Viper Not knowing everything about how the code works, my understanding is that the aiming changes this mod makes is in relation to line of sight and little more. Avoid friendly fire, from my assumptions, is about logic after line of sight is attained. I can't say for sure, but I think they would be compatible.

Also, I've been bombarded plenty with this mod activated, so I think you're clear there.
Viper 20 Apr, 2020 @ 9:31am 
Also, I'm willing to bet it's incompatible with Avoid Friendly Fire (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1134165362) ... I don't know anything about the code, but I'm betting they affect the same code... Can anyone confirm that also?
Viper 20 Apr, 2020 @ 9:26am 
I think i wanna try out this mod, but I need to know if it negatively affects AI mortars (making them unable to bombard). From what I'm reading here, it seems like it *would* nerf them. Can anyone confirm?
Kyrox 15 Apr, 2020 @ 10:59am 
Does this mod increase performance at all? Or there actually a negative impact to performance since there is a large amount of code hiding everything from fov?
Paladin 3 Apr, 2020 @ 6:02am 
@Darius Wolfe, use Numbers mod. It can replace Wildlife tab and show all animals on the map.
Psychobob 15 Mar, 2020 @ 5:35pm 
Is it possible for me to manually remove the restriction for building/blueprints in undiscovered territory? If so if could direct me on how to do so that would be appreciated.

Either that or maybe a variant or patch mod that allows it while keeping all the other features.

Being able to do so makes building rooms in mountain bases less cumbersome. I'm able to throw down blueprints and my pawns will just go to work. With this mod I have to do it more manually. It's bearable just not ideal. Lol.
Darius Wolfe 15 Mar, 2020 @ 1:30pm 
@i2ID wouldn't work super well with my layout. Lots of mountains and such block visibility, and the animals don't seem to wander into the nice, wide areas north and south of my colony very often. Still, I'll give it a shot with my next colony, as it may be more efficient than drafting a pawn and running them around the map.

@Luka Kama No worries, man. It was just a thought, and an (to me) unexpected consequence of adding the mod, especially mid-game. I at least knew what to expect with my new colony (the old one died an ignominous death to a mid-sized tribal raid...) but it definitely adds a nasty 'spice' to my naked brutality start. The mod also hid the fire until it was pretty close to my base, so that was a fun thing to react to.
Luka Kama  [author] 15 Mar, 2020 @ 8:42am 
@Darius Wolfe: it seems a nice idea, maybe I can enable it at rough and lower difficulties. I will keep it in mind for the next update (but without an ETA...)
i2ID 14 Mar, 2020 @ 9:37pm 
you can also use drafted hunt with 4 rifle colonists stood on a watchtower once every few days :P
Darius Wolfe 14 Mar, 2020 @ 5:34pm 
One thing worth noting that this mod does, that isn't readily apparent, is that this mod makes the Wildlife tab functionally inoperable. The only animals that appear on the tab are animals your colonists can actively see. While this is certainly more realistic in general, it makes the game notably harder; not only from a combat point of view, but from a "keeping your colony fed" point of view. You'll need to draft a colonist and move them around the map to discover animals for hunting.

I'm not suggesting changing this functionality, as it is, as previously mentioned, more realistic. But if you WERE open to changing it, I'd love to see something like... animals fading from the tab over the course of an in-game hour or something, so you could send out a recon patrol and then select from whatever animals they saw to go hunt. Not sure if that's even doable, but it wouldn't make it considerably easier, just a bit more convenient.
Luka Kama  [author] 14 Mar, 2020 @ 11:43am 
@MucMash: Real Fog of War is quite a complex mod, and Multiplayer is even more complex... I tried to check if there were some simple ways to achieve some sort of compatibility, but there is none... it seems that I need to write a specific multiplayer mod logic to keep in sync all the players in a game, and, I'm sorry, it would require too much time for learning, coding and testing, which I don't have...
If someone feel so brave to code the integration providing then a pull request on GitHub, I will be happy to provide as much support as I can in order to understand the mod code and organization.