RimWorld

RimWorld

Preemptive Strike 1.6
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.
Benjamin Proverb Test 21 Sep @ 9:02am 
@Just I was asking if the Preemptive Strike option mentioned as in the works in the 1.0 version was implemented or not. And that intercept was jets being sent to meet jets... it wasn't a preemptive strike
Just  [author] 21 Sep @ 8:18am 
@M1911A1 Oversize®, as an idea it is very interesting one. This is however will be a huge addition. Not sure if I alone will be able to accomplish it. But will a track for it, mb one day.
Just  [author] 21 Sep @ 7:48am 
@Mike Knawmorr, normally the guard will work in towers based on "Recon" job.
I have currently a report about issues with stored nutrients, so I will investigate it. Currently I haven't touched this part of the original mod. But, it seems, I have to.
Just  [author] 21 Sep @ 7:46am 
@Benjamin Proverb Test, @alonlystalker, "intercepting" doesn't mean destroy incoming raids ;) A couple days ago Russian fighter jets have been intercepted without destroying them.

This mod shows the notification about incoming crowds/pods/etc., then it shows what is it (enemy or not), it shows the quantities and the position.

Then it provides the most precious thing - time to react. To order your Pawn to change worker outfits to full combat armors, grab combat weapons, close doors, re-install traps, set up mortal firing positions.

It is extremely precious if you play with CE, Better Pawn Control and a lot of apparel mods (+ Outfitted).
alonlystalker 18 Sep @ 1:47pm 
Actually pretty useless mod, i understand if you can intercept them, but you can't, you just delay raids for nothing.
Mike Knawmorr 18 Sep @ 2:37am 
a question, i've installed all the improvement on the watchtower, but the guarding pawn just come to the tower to eat the stored nutrients without guarding. is this normal? is there a toggle to stop refueling?
Benjamin Proverb Test 17 Sep @ 4:58pm 
so how do you "intercept incoming incidents"? Best I can tell the preemptive strike feature of the mod was never released, and its only the early warning and comms
Vril 17 Sep @ 2:11pm 
@Mustafao01 rim war already have raids visible on map.
Mustafao01 17 Sep @ 4:25am 
can anyone tell me if this mod plays nice with rimwar on 1.5?
M1911A1 Oversize® 17 Sep @ 3:06am 
can you make it so rimatomics weapons can fire on detected raids
Just  [author] 16 Sep @ 4:50pm 
Well, from this description it looks like very similar behavior. And if the implementation is also similar (run vanilla code as much as possible and stop it at last moment, save data and re-run again when "ready"), then I would expect double notifications and double time for raids.

Kind of what I see with pods - first mod runs, if it is stops vanilla before second mod executes, then second mod will know about it, when first will allow; then the second mod runs its logic and finally vanilla will be allowed to do its thing :D

What I read from posts is that Rimatomics does not intercept raids every time, but with some probability. I will try to catch this moment and then will analyze it deeply with both mods enabled.
Spinecone 16 Sep @ 4:42pm 
Hiya - Not an expert on this and I'm running from memory, but my understanding is that the TACS from Rimatomics has an ATOM module, and if that's plugged in, it has a chance to give forewarning of a raid, usually a few hours or so I seem to recall. Since this runs on vanilla raid logic and doesn't actually spawn a raid object on the overmap that marches its merry way towards the colony like PES does, I'm not certain how this would interact with Preemptive Strike, which spawns a object on the world map and then generates the raid once that world object reaches you.

They both deal with deferring or delaying raids and make heavy changes to the vanilla raid logic, which is what has me wondering what happens if Preemptive Strike sends a raid and then the Rimatomics TACS "Catches" it and then tries to delay its arrival by giving its own warning?
Just  [author] 16 Sep @ 3:46pm 
@Spinecone, interesting note about pods. If PES (this mod) is loaded after Rimatomics, then Rimatomics runs first and this mod then displays the correct location of the future land on the edge of the map. If the order is different, then PES mod runs first, it will then display the original center location, but then, when the pods will finally arrive, the Rimatomics executes its part and change the location.

I'm wondering, what would be the "correct" behavior. Both have pros.
Just  [author] 16 Sep @ 3:27pm 
@Spinecone, what I tested: the drop pod "scramble" works. TACS alter the location (from center to edge), then PES mod intercepts it and uses already altered drop pod target location.
However I don't understand how "Threat detection" works. Can you give me info on how raids should be "detected" by TACS?
Just  [author] 16 Sep @ 3:06pm 
@alonlystalker, Pawn must be at drone array (Recon job). It should give 8 vision range.
Radar and Satellite increase the detection range.
You don't need watchtowers if you have drone array.
https://imgur.com/a/r40BWfY
Spinecone 16 Sep @ 2:29pm 
How does this interact with Dubs Rimatomics, which adds a console that also gives forewarning of incoming Raids?
alonlystalker 16 Sep @ 3:10am 
so, how to work with it? i have some radars, two satelite uplinks, one drone array, did i still need watchtower? my current vision range 0 detection range 25, and looks like it not changed no matter work anybody on drone array or not.
Rozkurwiator 15 Sep @ 6:07pm 
Cant wait to try it
Just  [author] 15 Sep @ 5:26pm 
@Cross Dimensional Joke, it wasn't before :) At the beginning I was concentrated on fixing
Cross Dimensional Joke 15 Sep @ 3:50pm 
Seems like an awesome mod! Also, the mod seems to be explained in the images, not sure why people aren't seeing that.
Echo 15 Sep @ 12:12pm 
Cool mod! But could use more info about what it actually is, as mentioned below. Had to go through 2 links to find some sort of description.
FoxAtreides 15 Sep @ 3:55am 
Cool mod, i hope it won't make events bugged to me this time
This is a cool concept. The mod page could use work to make it more appealling. Thanks for the mod!
blackendpizza 14 Sep @ 2:22pm 
Modders for the love god, PLEASE explain what your mod is and what it does.

"fixed some methods and classes"

bro this is a GAME not a Python code review.
Unorthodox_fox 14 Sep @ 6:55am 
from looking at the picture, and being slighty smarter then i usualy am i figured out what this mod was, but you might want to add a breif discription of the mod for casual visitors
Just  [author] 13 Sep @ 6:52pm 
@Nokinama, mb as temporary solution I should disable it. Then will try to check after bigger issues.
Just  [author] 13 Sep @ 6:50pm 
@Darian Stephens, hmmm, kind of "build your perfect tower yourself"? :) Interesting
Just  [author] 13 Sep @ 6:48pm 
@DuckGoosebear PrairieDogLover, you are welcome! I just have finished investigating internals of this mod, so, let's the work really begin.
Nokinama 13 Sep @ 5:42pm 
My pawns are too lazy an dumb for that.. they'd get bored halfway up an probly try to get down in a gravity assisted fashion. Agreed though. Also for any interested, to remove the Food-fuel mechanic (as least from the Modern Lookout Tower) - Folder 3566031180 > Defs > ThingDefs, XML file Building_Misc (can open in Notepad)- Make a backup of it first.
Delete everything from line 298 to line 373.

Removes any Food-related upgrades as well as the mechanic, but you wont have colonists carrying food every few minutes to the tower only to find out its food that shouldn't be allowed to go there, an realize the allow/disallow settings are non-functional.
Nokinama 13 Sep @ 5:41pm 
To be safe I went into the JobDefs, (3566031180>Defs>JobDefs), opened Jobs_PES.xml- Last definition is <defName>PES_Job_RefuelByNutrition</defName> - Sorry for not having the Line position, my notes just say "the Last line" but its gonna be everything from <JobDef> just above the <defName>... line all the way to </JobDef> that ends it. DONT DELETE </Defs> tag just below it.

Didn't give me any issues doing this mid-game
Darian Stephens 13 Sep @ 3:27pm 
Huh, you know what would be a really neat interaction?
An integration with MultiFloors where you remove the specific watchtower buildings and stuff, and instead utilize the level system. You could have something like a 'looking spot' or other equipment for scouting. The higher up it is, the better your vision range.
Good reason to build watchtowers, even if we can't fight from them!
тетеря, блин 13 Sep @ 9:50am 
🙏
Hey I just wanna say thanks, really grateful you share your mods with us!:slimetabby:
Proxyer 11 Sep @ 12:15pm 
Thank you for merged! :lunar2019grinningpig:
Just  [author] 11 Sep @ 4:55am 
@Proxyer, thanks a lot! Merged.
Just  [author] 11 Sep @ 4:54am 
@Latex Santa, @masa, thanks for warm words :)
Just  [author] 11 Sep @ 4:50am 
@tanyfilina, yep, it is very sad. It is always better if original authors continue updating, because they have better and deeper understanding on how everything work under the hood. New maintainers always need some time to get into depths.

Good point about "More Faction Interaction". My target currently is to check the mod with all original contents, fix issues if any, and then start intense testing with more mods. I am opened to add compatibilities, but yeah, let's see how successful I will be :)
masa 11 Sep @ 1:27am 
I loved this mod, so I'd like to thank the creators for their efforts in updating it!
Proxyer 11 Sep @ 12:38am 
Hello, author Just.
I have provided Japanese translations for the original mod. This time, I have updated the Japanese translations for your fork to match the changes in punctuation rules made by the official Japanese translation team. I have also updated the translations for the parts added to PES_Warning_Flare_Early_Text in PES_Messages.xml.

I update the Japanese translation for 1.6 version. So I sent Pull request from GitHub. Please confirm and merge. Thank you.