RimWorld

RimWorld

Real Fog of War
Luka Kama  [developer] 8 Jan, 2017 @ 2:23pm
Bugs
Report here bug or glitches found (check main description for already know ones).
Last edited by Luka Kama; 15 Jan, 2017 @ 7:25am
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Showing 1-15 of 17 comments
kat 30 Aug, 2017 @ 4:52pm 
The security cams aren't in my game. Were they removed?
Mrwaxy 17 Oct, 2017 @ 10:56am 
I am getting the all-grey screen bug from your mod. I have tried restarting, validating, reinstalling, everything really. At some point of every colony (around a year in) I get the grey-screen from your mod. When i load in dev mode i get a continually counting error (around 50/sec) of:

Object reference not set to an instance of an object
at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0
at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0
at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0
at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0
at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

Any ideas? I love playing with this mod on.
Gab 24 Nov, 2017 @ 7:38am 
Everytime i go visit another faction's base or just an event map, all pawns and constructions (in that place) become invisible. This doesn't happen when i disable this mod.

Let me know if you need the output log or something.
Luka Kama  [developer] 24 Nov, 2017 @ 11:15am 
Originally posted by GentlemanDoge:
Everytime i go visit another faction's base or just an event map, all pawns and constructions (in that place) become invisible. This doesn't happen when i disable this mod.

Let me know if you need the output log or something.

if you have a savefile just before the map event, one after and the log, they could be useful.
Luka Kama  [developer] 25 Nov, 2017 @ 4:42am 
Just fixed the caravan bug in the new mod version. Let me know if you still have issues.
Index Array out of Range. Map is straight brown/grey. Isolated by disabling mods until found out that was the one. Works on initial load. But when loading a save with it installed, the mod bugs out and errors. A/B18 as of NOV 22 2017.

NO Caravan mods installed.
Icarus 30 Nov, 2017 @ 3:18am 
It seems some animals just starve to death with this mod on, I don't know if it's fixable (sans from not affecting animals with FoW, which would be ♥♥♥♥♥♥♥♥).
Popo Bigles 3 Dec, 2017 @ 9:15am 
Originally posted by Mrwaxy:
I am getting the all-grey screen bug from your mod. I have tried restarting, validating, reinstalling, everything really. At some point of every colony (around a year in) I get the grey-screen from your mod. When i load in dev mode i get a continually counting error (around 50/sec) of:

Object reference not set to an instance of an object
at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0
at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0
at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0
at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0
at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0
at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0
at Verse.Game.UpdatePlay () [0x00000] in <filename unknown>:0
at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0

Any ideas? I love playing with this mod on.


The exact same thing is happening to me, but it's when my colonists immediatly land it goes blank. Any idea's?
Lurmey 17 Dec, 2017 @ 4:50pm 
Same grey screen bug is happening for me, unplayable, lemme get the logs for you. https://gist.github.com/9f2047baad33378eda2de2d2d6d83521

pls fix
Luka Kama  [developer] 19 Dec, 2017 @ 12:15pm 
Originally posted by HMS-Captain Lurmey:
Same grey screen bug is happening for me, unplayable, lemme get the logs for you. https://gist.github.com/9f2047baad33378eda2de2d2d6d83521

pls fix

Fixed.
mvtemp 12 Mar, 2018 @ 5:30am 
I ran into an interesting problem, but its clearly a mod conflict. I can't build watchtowers. Any attempt I have made gets me the error "the terrain cannot support this". I've even tried building on smooth stone floors and get that error. It seems I can't build watchtowers.
Asiltic 1 Oct, 2018 @ 3:38am 
I can see the outline of undiscovered caves when it is rainy
str4t0s 24 Feb, 2019 @ 8:33am 
i THINK the items in fog of war sometimes go randomly missing, i dont know how to reproduce this issue, but i bought wood from a trader and their pack animal was in fog of war, the wood never appeared
Tislav 21 Apr, 2019 @ 8:38am 
Hi, your mod seem to conflict with the Desynchronized mod when it comes to raiders kidnapping colonist. They would drop the colonist at the edge of the map and then leave without them. I've already posted on their page about it and it seems likely that there is a bug on Fog of War's end. They've stated already that the error was due to the colonist kidnapped letter being produced and expecting the pointer for the letter to point to a valid target.

Here is the error

JobDriver threw exception in initAction for pawn Atkinson driver=JobDriver_Kidnap (toilIndex=4) driver.job=(Kidnap (Job_2029) A=Thing_Human642 B=(145, 0, 0)) lastJobGiver=RimWorld.JobGiver_Kidnap
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldRealFoW.Detours._LetterStack.ReceiveLetter_Prefix (Verse.LookTargets&) <0x0004b>
at (wrapper dynamic-method) Verse.LetterStack.ReceiveLetter_Patch1 (object,string,string,Verse.LetterDef,Verse.LookTargets,RimWorld.Faction,string) <0x0002c>
at Desynchronized.Handlers.Handler_PawnKidnapped.SendOutNotificationLetter (Verse.Pawn,Verse.Pawn) <0x00240>
at Desynchronized.Handlers.Handler_PawnKidnapped.HandlePawnKidnapped (Verse.Pawn,Verse.Pawn) <0x0001c>
at Desynchronized.Patches.PostFix_Pawn_PreKidnapped.PostFix (Verse.Pawn,Verse.Pawn) <0x00024>
at (wrapper dynamic-method) Verse.Pawn.PreKidnapped_Patch1 (object,Verse.Pawn) <0x00247>
at RimWorld.KidnappedPawnsTracker.Kidnap (Verse.Pawn,Verse.Pawn) <0x000e1>
at Verse.Pawn.ExitMap (bool,Verse.Rot4) <0x00285>
at RimWorld.JobDriver_TakeAndExitMap/<MakeNewToils>c__Iterator0.<>m__1 () <0x001d9>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()

Thanks!
i2ID 2 Jun, 2019 @ 8:29am 
When attacking outposts and other similar world events, the map starts off fully revealed.
It does fog over again when you resume time but it spoils the surpise : P
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