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What I could do is make a very simple mod to be improved or use as base by other modders for better quality mods, but it would take some time.
However, it will not make it in my permanent mods list as it is right now. But I'm perfectly aware that the things I want are quite hard and potentially impossible to do:
- Do not hide the items when they leave the field of view. They should leave a "memory" image, that would disappear when the field of view come back.
- Prevent the IA from having knowledge of everything on the map. They should know about revealed items and "memory" items only. Right now, when my pawns went straight to undiscovered steel to haul it back, that pretty muck killed the mod for me.
- Add an "explore" behavior to the IA, for certain jobs like hunting, and for raids
- Add "exploring" and "sentry" jobs
I can try to patch vanilla code to fix the resource acquiring, in order to limit it only to seen resources (the mod already tracks what has been seen by the player and what not).
Other suggestion would be really nice, but are really hard to accomplish, as I need to scavenge the RimWorld code to find where and how to patch it, and probably they would require a complete rewrite of standard game logics (rewriting them for every newer version of the game :( ).
The "memory image" would be great, and it was in my original plannings, but I wasn't able to find a way to accomplish it.
I bloody love this mod. The fact that I can no longer see what I'm fighting when it arrives is a massive plus. I haven't been hit with a seige yet, but by golly I can't wait.
Suggestion: don't let turrets extend field of view, but allow them to shoot into the fog. That way your colonists are releying on whatever sketchy programming they have in the turret to kill only bad guys.
I could make that intense and extreme difficulties disable the FoV extension on turrets.
That would actually be really cool, yah. I'm trying to mod the game until everything is actual suspense, and this mod is a huge leap in the right direction :)
Also, I think sight level should affect FoV. Don't see someone with no eyes seeing very far, while bionic eyes increase it by how much they increase sight... (Unless that's already in)
For accessories that affect FoV range, it could be done, but I need help with graphics stuff.
One can use the environment display (or beauty display) to see terrain beyond the fog.
http://images.akamai.steamusercontent.com/ugc/91597306695137953/5D2D2E32784F25888FF179EB9C6C8437BC9D57D1/
I alt tabbed.
That's it.
No idea if that was just a one time bug, but now you know.
Sorry, currently it is not possible to apply any sort of FoW on the globe screen.
I noticed it too, but really can't figure out what is causing it: it seems that the game simply remove the mod FoW overlay on the currently visible map portion when it needs to re-initialize the graphic (like when alt-tabbing, but also when changing the resolution and so on).