RimWorld

RimWorld

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(NWN) Real Fog of War (Continued)
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.163 MB
24 Dec, 2024 @ 11:33am
31 Jul @ 7:45am
5 Change Notes ( view )

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(NWN) Real Fog of War (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
954 items
Description

Update of Luca De Petrillos mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2560931731

- Reported to be compatible with CAI 5000 - Advanced AI + Fog Of War as long as the fog of war in that mod is turned off
- Wall and ceiling cameras can now be placed over other items, using the same mechanic as wall-mounted lights. Thanks to ODevil who made the original patch!



[discord.gg]
[github.com]


Original feature
  • The map is initially unrevealed and must be explored.
  • Both players and AI's humans, animals, mechanoids, and some objects have and are affected by a Field of View, shared among faction components.
  • Animals participate in Faction Fog of War only if trained for release and with a master set.
  • Only things revealed by a Field of View can be attacked by ranged weapons; Mortars and similar weapons can attack unrevealed and unseen places.
  • Field of View of humans, animals, and mechanoids is adjusted to sight attribute and are affected by darkness (mechanoids are immune) and weather.
  • Bionic eyes reduce the darkness debuff (one by half, two completely).
  • Standing and attacking humans, animals and mechanoids have a slightly increased Field of View as they "peek" in nearby spaces.
  • When attacking and not moving, the sight range is adjusted to weapon range over time (time-based on weapon warm-up time and range).
  • Sleeping humans and animals have a base Field of View reduced to 20%
  • At rough and lower difficulties, player's automatic turrets extend the Field of View in their target area.
  • Added surveillance cameras, to monitor an area (research required), and watchtowers, to increase view range when colonists stand on them.
  • Works with existing saves, but the map will be unrevealed.

New stuff






New feature
  • New settings for you to tweak with. Finally, adjustable vision range. (I recommend setting it 55 to vanilla and 65 to CE.
  • Blind people can provide vision by hearing too.
  • Integrated changes from Yayo versions
  • A few bugfix and performance improvements.
  • Night vision integration from other mod-like nocturnal animals sees further at night. Vanilla expanded apparel night vision goggles allow better vision at night.
  • Animal body size matters at providing vision
  • Colonists can hear people moving in FoW.
  • Built-in raid letter suppressor
  • Toggle for prisoner providing vision
Recommended mods
Mods that add non-view obstructing building:
Vanilla fence
Tent

For the RTS experience:
Dubs mint minimap (for minimap durr)
Guard for me (patrolling colonists have an actual purpose now)
Know and possible issues
This version might makes the game lag if used with any mod that makes pawn calculate target to shoot constantly.
Also the hiding Interaction bubble in FoW function cause lot of lag and might even break the UI. It's recommended to disable it.
Credit and license
The original mod belongs to Luca De Petrillo under Apache License 2.0.
https://github.com/lukakama/rimworld-mod-real-fow/

SaberVS7 for the 1.4 update
YAYO for the forked version new building.
inbae for korean translation (though newer update to this mod led to some missing translation) I'll appreciate any updated translation.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: tactics, vision
82 Comments
Rabbitshoes 21 hours ago 
does this affect merchants or pawns raiding the map?
F4b!4n™ 23 Aug @ 5:45pm 
How do I make the dubs minimap blips only show when the pawns/animals are within my visible zone?
toetruckthetrain 21 Aug @ 5:50pm 
being able to rotate the camera console would be nice
kingrevolucion12 17 Aug @ 9:57am 
This doesn't seem to be compatible ancient Urban ruins , the fog is giving me problems.
Mlie  [author] 15 Aug @ 4:31am 
@Redsnow I dont think the biome matters
Redsnow 15 Aug @ 4:24am 
how does the fog of war mod work in space?
тетеря, блин 13 Aug @ 12:20pm 
Exception while rebuilding dirty regions: System.NullReferenceException: Object reference not set to an instance of an object
[Ref AB4AE0B1]
at RimWorldRealFoW.CompFieldOfViewWatcher.UpdateFoV (System.Boolean forceUpdate) …
at RimWorldRealFoW.CompFieldOfViewWatcher.ReceiveCompSignal (System.String signal) …
at RimWorldRealFoW.CompMainComponent.ReceiveCompSignal (System.String signal) …
at Verse.ThingWithComps.BroadcastCompSignal (System.String signal) [0x0002b] in …
at Verse.Room.set_Vacuum (System.Single value) [0x00034] in …
at Verse.RegionAndRoomUpdater.NotifyAffectedDistrictsAndRoomsAndUpdateTemperatureVacuum () [0x000c7] in <cb53cd4422904947932d33f561ad8d15>:0

RealRuins.BlueprintTransferUtility:Transfer (RealRuins.CoverageMap)
RealRuins.RuinsScatterer:Scatter


just started a new game. maybe something with RealRuins.
Mandrin32 12 Aug @ 8:39am 
Hello, thank you for updating to 1.6
I don't know if it was like that before but, when your pawn is a hunter, he knows where are animals in fog.
Is it a bug or is it by design.
Thank you
Vlad Draculea 12 Aug @ 4:54am 
also is this compatible with combat extended?