RimWorld

RimWorld

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Preemptive Strike 1.6
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.847 MB
10 Sep @ 8:16pm
24 Sep @ 9:18pm
8 Change Notes ( view )

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Preemptive Strike 1.6

Description
What mod does
This mod allows you to intercept incoming incidents before the action begins. It is done by either simulating a caravan coming to your colony or by simulating the detection of flying objects.
GitHub[github.com]

Caution!
This is the work-in-progress update of previous version.
Rimworld has changed since last evaluation of the mod.
Please report any issues:
- errors
- warnings
- strange behavior (e.g. raids have changed / some specific pawns stopped to be generated for raids).

How mod works
This mod trace the moment at which the Storyteller decides to fire an incident.
It then allows the incident to be executed almost til the end (which is spawning pawns/pods/etc.).
It saves the generated data, but doesn't allow incident to run. Instead it delays the execution with mod's content: it allows to reveal the incoming entities, size, locations if detection is good enough.
When the time will come, the incident will be fired for real using already stored data from the first pre-run.

Known issues / Working on
  1. New spawn locations
    • EdgeWalkInHateChanters (Anomaly) - if it happens to you, please check console and copy the report.
    • EmergeFromWater
  2. Method SpawnThreats
  3. Nutrient upgrade: several reports about inability to use it properly.

Feedback
Please, provide feedback about any issues or unclear situations.
Even if you think it is not that important.
Currently there are a lot of things to be changed to work properly with RW1.6 (which I'm aware of), but having a list of problems, which occurs often is a key.

Btw, if you like block-schemes Schemes[github.com]

I need your opinion
Before it was straightforward - incident generates pawns and we execute it.
Now it is a bit more interesting: raid can be dependent of time or luminosity of expected raid area. If we postpone raid execution (this mod does this exactly), then it can be, that for this particular raid the entering point will be changed. What would be a strategy to check it? What's your ideas?

Previous version:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2884952468
Popular Discussions View All (5)
11
26 Sep @ 1:30pm
Error spam each tick
Heat ≧▽^
2
28 Sep @ 2:42am
Raids broken on linux
disarmer
2
25 Sep @ 5:57am
Just a small idea
V.O.I.D. Advisor L22B
52 Comments
Derrick da Fox 4 Oct @ 6:24pm 
In 1.5 I had the same issue, food getting delivered despite told not to. With other mods such as Hygiene and Vanilla Expanded that adds sugar and other condiments, pawns would repeatedly put water or sugar into the tower repeatedly in place, stuck in a loop.
Qjuwert 3 Oct @ 8:13am 
Possible bug: I've observed that my modern watchtower with the nutrient dispenser upgrade installed still gets all sorts off foods delivered to it despite the fact that I have disallowed all sources of nutrient in the tower's options. And it appears to not benefit from being connected to my Nutrient Paste network.

Just posting it here in case others observe the behavior, I'm not going to start validating if it is behavior that stems from some conflicting mod.
Ascythian 2 Oct @ 8:08pm 
Wonder if you could move Fort's watchtowers retexture - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2636854396 into the main mod, with the authors permission of course?
Kelven 28 Sep @ 3:10am 
Started to get a fairly constant red error popping up every few ticks. I've had Pre-Emptive Strike installed for about a week now with 0 issues. No new mods were installed recently.

Error: https://pastebin.com/L2ZkbBre
Hugslib: https://gist.github.com/HugsLibRecordKeeper/adef8fe50dd38b5a49332d4d76bb3562
Modlist: https://rentry.co/i9mbokip
Vril 27 Sep @ 2:38pm 
Awesome mod!
C4sp3R 26 Sep @ 1:04am 
I might have encountered a bug. I created an issue for it on github
Just  [author] 24 Sep @ 9:32pm 
@dominicawb and here is where your help will be crucial =) If you encounter an event, which you think should be intercepted by this mod (but it haven't), then please, write about it.
I want and will try to cover other mods. Just write :)
Just  [author] 24 Sep @ 8:44pm 
@dominicawb, my first target was to target events introduced by newer RW version. Hehe, I have already found couple bugs, will fix.

I'm playing now in deep debug mode with VEE, More Faction Interaction and some other to gather more info if there is anything I need to address.
What I traced so far is that most of modded events go through the same vanilla system, so I don't see any big issue to handle them (if required at all. Some events don't need to be intercepted at all).
dominicawb 23 Sep @ 11:49am 
So far it does work, but have you done any work on the new possible events, or modded events/factions to ensure it catches them?
Just  [author] 21 Sep @ 9:12am 
@Benjamin Proverb Test, ah, you mean "I'm Currently Working on..." from the 1.0 version? Well, nope, it hasn't been implemented by any of following mods. I created an "idea' for this https://github.com/mitasamodel/RW-PreemptiveStrike/discussions/3 . But this is very complex task.