RimWorld

RimWorld

Preemptive Strike
 This topic has been pinned, so it's probably important
Dr.Carl  [developer] 17 Oct, 2019 @ 11:43am
Update Log
Update V1.1.5
Important: You need to rebuild the primitive and modern watchtowers in your colony. (Sorry for the lost materials...) The old towers in your save will disappear.
Also, there will be several errors when you load your save file with the previous version of my mod. Just ignore them.
(because I changed the labels of the towers. I did this in order to make your old towers "disappear" and "force" you to rebuild your towers cuz there are many players who don't read update logs so they don't know they need to rebuild their towers)

- New Tower Graphics! Add a new Tower type: Medieval Watchtower. (offer the same recon ability as the primitive one)

- An overhaul of the food-need sustain system for sentinels:
>> You can now set what kind of food you want your haulers to deliver to the tower. When "refueling" the tower with food, the food will be stored as nutrition values. (So your eggs or meals won't be wasted)
>> Add a new Upgrade component to the primitive and medieval watchtower: Food deliver storage. It can be used to sustain the food need of the sentinel but only accepts cooked meals.
>> Modern watchtower can storage cook meals to sustain the sentinel's food need without any upgrades. The original "Mini Nutrient Paste Dispenser" upgrade component makes the tower to accept raw food.
>> Towers can store up to 3 nutrition value. (Can sustain one sentinel colonist's food need for 2-3 days). Your hauler will now try to deliever food only when the stored nutrition value is less than 1.5
>> Remove the technology "Sentinel Food Supply Solution". Now you can install the "Mini Nutrient Paste Dispenser" upgrade component when you are able to build Nutrient Paste Dispenser. "Food deliver storage" does not require any techs.

- Nerfed the social skill gains from negotiating

- Fixed the bug that sometimes you can contact the crowd without detecting it first

- Solar flare(early stage) now only happens when there is a powered radar or satellite uplink

V1.1.3
- Now Compatible with RimQuest!!! The quest guy in RimQuest can now be correctly spawned in both trade caravans and visitor groups
- Fixed a bug that when a neutral human crowd's faction is revealed but its intention is not, the icon in the security report can indicate their intention.
- Fixed a bug that the hauler in the colony will try to constantly refuel the modern watchtower with raw food if a mini nutrient dispenser has been installed. Now the hauler will only try to do that if the storage is less than 10%
- Fixed some typos
- Now my mod can forestall the detection on those incidents from the mods that are not compatible with mine. An error saying "A raid incident that is not compatible with Preemptive Strike is trying to execute" will be thrown, and then the raid incident will be executed in the vanilla way. So this can help you know that there may be an incompatible mod(but not all of them can be found in this way)

V1.1.2 (Hotfix)
- This hotfix is specially made to solve the incompatibility issue with "Expanded Incidents". Now, there won't be any "No IncidentDef or parms in InterceptedIncident!" errors when the incident caravan arrives when using my mod together with Expanded Incidents

V1.1.1 (Hotfix)
- Changed the code logic about incidents. Now my Mod should be compatible with more incident-adding mods!
(Technical speaking, if a new incident is implemented by inheriting from the vanilla incident classes, my mod should now be able to detect it, unless it changed the pawn-spawning logic)
- Now compatible with Dire raid
- Now compatible with tenants (I'm not 100% sure about this, I will ask the author of that mod to have some extra tests)

V1.1.0
- A small overhaul to the security report window. Now the minified windows look like this:
When there are threats incoming:
[img]https://i.imgur.com/Mc80bJp.png[/img]
When there are unknown crowd/herd:
[img]https://i.imgur.com/oQ83acV.png[/img]
When nothing happens or only neutral event:
[img]https://i.imgur.com/MigIpTe.png[/img]
This tiny window will always pin to the right of your screen, but you can still drag it up and down.
The main window will always be opened right next to this tiny window:
[img]https://i.imgur.com/1Su9q07.png[/img]

- Temporarily solve the incompatibility with the mod "Raid for me". My mod won't try to detect the mod called from a comms console in that mod. I will try to make it detectable in my next big update.

- Refugee chased now works in the vanilla way. Their won't be a big time gap between the refugee's coming and the raid's coming

- Fixed the bug that in some special cases, trade caravan will repeatedly spawn.

- Fixed the bug that when player reload the save while there is a Solar Flare (Early Stage), the incoming solar flare will never happen and will cause errors.

- Fixed some typos
Last edited by Dr.Carl; 27 Oct, 2019 @ 1:35pm