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second sentence literally mentions "Both players and AI's humans, animals, mechanoids, and some objects have and are affected by a Field of View, shared among faction components."
there's also "Colonists can hear people moving in FoW."
@vexxn0va I think this mod might actually be better than CAI 5000, from what I've read that mod doesn't actually make ai get affected by the fog of war, and has compatibility issues because of its built-in ai 'improvements' (also NWN fog of war has animal watchkeeping awesome for medieval playthroughs)
[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.
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
Exception while rebuilding dirty regions: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5A6A83F9]
at RimWorldRealFoW.CompFieldOfViewWatcher.UpdateFoV (System.Boolean forceUpdate) [0x0018e] in <62da5662e4cb45a38573a7d6ec713eae>:0
...