边缘世界 RimWorld

边缘世界 RimWorld

Spotted (Continued)
61 条留言
Seseel Lybon 9 月 19 日 上午 8:46 
I'm currently trying to figure out a conflict between this, Rimatomics' ATOM and Factional War.

At the very least I can say with Spotted that Factional War bugs out and will endlessly try to spawn pawns until the game crashes. So far it's the only incident that I see bugged this way. Maybe due to using its own mechanics as it lets two factions fight each other on the player's tile without attacking the player
Tinda 7 月 4 日 下午 6:41 
@Garek56
Oh shit I had the same thing happen now in 1.6 unstable version.
Animal migrations to me, but also "unusual movement"
Did you ever figure out what it was?
Mlie  [作者] 2023 年 10 月 8 日 上午 12:38 
@Silvermink Dont know about dubs, havent really played with this mod.
Silvermink 2023 年 10 月 7 日 下午 11:51 
Does this conflict with the ATOM upgrade or Rimatomics?

This delays caravans and raids from Vanilla Achievements. This may be intentional or indistinguishable.
Garek56 2023 年 3 月 3 日 上午 6:01 
I recently had a raid with this mod installed, that spawned waaaaaaaaaaaaaay over my wealth, and actually kept over spawning, i even went into dev mode to "destroy all hostile pawns" and 200 more kept popping in... unsure if it's something conflicting with this mod, but all i know is, this raid happened with an "unusual movement" message
Jigain 2022 年 11 月 9 日 上午 1:23 
Very important bug to report: The research project "Basic scouting tehniques" is misspelled. :)
brucethemoose 2022 年 10 月 23 日 上午 9:23 
@loklan Rimwar declares war on your TPS, unfortunately.


@Mlie Submitted a PR to improve some of the... questionable notification text.
loklan 2022 年 8 月 17 日 下午 10:38 
Why would you need this with Rimwar? Just look on the map for raiding parties as they approach.
The Opposing Force 2022 年 6 月 22 日 上午 9:18 
Is this compatible with Rim War?
Mattheus Wigbald 2022 年 5 月 22 日 下午 11:54 
i mean that would be nice and more fair if we could do the same thing.
arrive at an enemy's village and sneaky kill some one by one until we get spotted
Lurmey 2021 年 11 月 18 日 上午 4:36 
@RagnarLi Pre-emptive strike allows caravans to intercept incoming raids I'm pretty sure, and VFE - Security adds an artillery piece that can target other map tiles. I haven't tested them together but it might work!

Throw on a helicopter mod also for even more tacti-cool! :D
Nianor 2021 年 10 月 5 日 下午 1:41 
Having some sort of issue that seems to be related to this mod where raids will spawn, fail to trigger the raid event, and continue attempting to spawn the same raid once per tick until the game inevitably crashes. I suspect it's a mod compatibility issue of some sort, but my modlist is stupidly long, so I'm not sure how much help logs/modlists will be. I don't really expect a fix, mostly just leaving this comment so people are aware of it. If someone wants the error/log, I can provide, though once again, I don't have high hopes for a fix.
Robo 2021 年 8 月 13 日 下午 11:33 
Does hearing, sight and consciousness affects a colonist's chances of spotting a non-colonist pawn?
PetLoverSpy 2021 年 5 月 8 日 上午 2:47 
Has anyone tried this with Silent Raids? As in, if you fail to spot them, you receive no notification of the attack? I'll be testing the two together myself in the future but was wondering if anyone already knew whether they work fine together or not
RagnarLi 2021 年 3 月 18 日 上午 9:29 
Alright, thanks anyway
Mlie  [作者] 2021 年 3 月 17 日 上午 10:26 
@RagnarLi Sorry, that is a bit out of the scope of this mod. There is a mod called Preemptive Strike that does something along those lines I think
RagnarLi 2021 年 3 月 17 日 上午 9:33 
Hey just an idea, could you maybe make it so that it's possible to attack enemy raiding parties before they reach your base? I just feel that sending a guy in a drop pod to attack their group and then raining down artillery fire would be really cool.
Mlie  [作者] 2021 年 3 月 2 日 下午 10:10 
@Raskaren Sure, drop by the discord and ill have a look
Raskaran 2021 年 3 月 2 日 下午 4:39 
@Mlie i can provide you with a copy of a broken save if you want to debug it. Removing mod, killing guests, removing quest does not work. Bug is saved in game save.
Moonshrooms 2021 年 2 月 15 日 下午 3:00 
Well for the most part anyways, there's still a small chance your colony will spot the raid incoming, but it's significantly smaller than with all your equipment
Moonshrooms 2021 年 2 月 15 日 下午 2:50 
Hey, so for anyone else getting that raid bug I found the simplest way to deal with raid quests is to temporarily turn off your electric raid detectors and deconstruct/use debug mode to delete any watchtowers you may have placed until the raid quest is complete. It's not a perfect solution, but I've found it lets the raid arrive normally and on-time and it's easy to add everything back in!
Moonshrooms 2021 年 2 月 6 日 上午 10:53 
For my save we'd get the "motion spotted" warning about twice, both times without the manhunter pack appearing (or any other unexpected visitors). I would post a debug but I never got any actual error popup after accepting the quest, and the quest debug itself seems like it's too long to post
Moonshrooms 2021 年 2 月 6 日 上午 10:43 
Hey there! I've also just gotten the bug squidd mentioned, where a quest for a manhunter pack got a "warning" but never showed up, though luckily I like to save before accepting quests so I'm not worried about it breaking my save for now
Dizzy Ioeuy 2020 年 11 月 5 日 下午 10:40 
Oh, anyone ever added this to a game successfully? It hasn't harmed my game when added, but I'm getting no warnings... Buildings and everything seem alright.
Dizzy Ioeuy 2020 年 11 月 5 日 下午 12:53 
was squidd's bug legit to all of us, or just him? Anyone know...?
Taprav Kerlc 2020 年 10 月 17 日 下午 12:19 
This manhunter quest caused me to play whole afternoon, a bit scared, why is Randy ignoring me:
<firingInc>
<def>ManhunterPack</def>
<parms>
<target>null</target>
<threatPoints>156.5744</threatPoints>
<faction>null</faction>
<forced>True</forced>
<customLetterLabel>{BASELABEL}: Chasing &lt;color=#D09B61FF&gt;Alex&lt;/color&gt;</customLetterLabel>
<customLetterText>{BASETEXT}

The gila monsters are chasing &lt;color=#D09B61FF&gt;Alex&lt;/color&gt;.</customLetterText>
<letterHyperlinkThingDefs IsNull="True" />
<letterHyperlinkHediffDefs IsNull="True" />
<spawnCenter>(68, 0, 249)</spawnCenter>
<spawnRotation>2</spawnRotation>
<pawnGroups IsNull="True" />
<pawnKind>AEXP_GilaMonster</pawnKind>
<quest>Quest_4</quest>
</parms>
</firingInc>
<fireTick>1497204</fireTick>

Hope it is of any help.
Mlie  [作者] 2020 年 9 月 24 日 下午 11:09 
@Wrecker013 I havent played with Preemptive strike but a user described it like this:
”[this is] More like a extra lite version Preemptive Strike, it only delays the event coming”
Wrecker013 2020 年 9 月 24 日 下午 8:07 
If I may ask, and I apologise if this has been answered elsewhere or is otherwise an inconvenient question: what is the difference between this and Preemptive Strike if you know?
Mlie  [作者] 2020 年 8 月 4 日 下午 9:06 
@ gEL~ ¯\_(ツ)_/¯ Ive been busy updating all mods to 1.2 but I will look into this error
(≡◉‿‿◉≡) 2020 年 8 月 4 日 下午 7:12 
Sooo.... according to the guy below me, is it fixed now?
squidd 2020 年 7 月 29 日 下午 1:48 
i only discovered it and further tested with the royalty intro quest. the incident stuck in the queue was the manhunter pack event
Mlie  [作者] 2020 年 7 月 29 日 下午 1:39 
@squidd Do you have an example of such a quest I can test with?
squidd 2020 年 7 月 29 日 上午 11:38 
after a bit of frustration i discovered a significant problem caused by this mod:
the pre-raid warning can trigger for events caused by quests, but the event will never come and never be satisfied by the incidentworker, causing the console to be spammed and no random events will ever trigger after the fact. this can only be undone by editing the save file to empty the incident queue.
Mlie  [作者] 2020 年 7 月 24 日 下午 11:06 
@Alapma Should be fine, you might miss one or two raids on removal
Alapma 2020 年 7 月 24 日 下午 6:48 
is this mod save friendly? (can i add it or remove it at my will in my save)?
#6 2020 年 6 月 6 日 上午 6:17 
It lives! Thanks a ton, you saved my save :D
#6 2020 年 6 月 6 日 上午 6:05 
Awesome guide friend, I'll try it right now!
Tom 2020 年 6 月 6 日 上午 4:33 
@sixdd This is a different issue. I had it as well when the game tried spawning in a creature that didn't exist. It ended up breaking all of my incidents as well, but I think I figured out how to fix it, at least for me:
https://www.reddit.com/r/RimWorld/comments/gwskxd/how_to_fix_your_broken_storyteller_no_events/
If you want the quest prize still, you'll have to go into debug mode and go to your quests mode to fix it. Plus you could spawn in a manhunter event with high points just to "compensate." Your choice.
#6 2020 年 6 月 4 日 上午 9:46 
Got a problem Mlie, I had a royalty quest that still got delayed and the manhunter pack that it triggered never showed up. Here is a log [gist.github.com]
#6 2020 年 5 月 26 日 下午 4:09 
Thanks for updating and tweaking this Mlie, this was a great mod and now I get to enjoy it again. Thank you!
Mlie  [作者] 2020 年 5 月 20 日 上午 10:59 
@Extramrdo Royal aid and other ally-help events should now no longer be delayed.
Mlie  [作者] 2020 年 5 月 19 日 下午 11:45 
@Extramrdo Ill have to look into that, are there any more events that should not be delayed?
Dodging Rain 2020 年 5 月 19 日 下午 9:07 
Thank you.
Extramrdo 2020 年 5 月 19 日 下午 7:07 
@Mile Will that fix "Call Royal Aid" from taking 6+ hours after calling?
Mlie  [作者] 2020 年 5 月 19 日 下午 1:37 
@Dodging Rain Events that do not have raid-points should now use the neutral event-letter, assuming they are identified. Hope it helps!
Mlie  [作者] 2020 年 5 月 18 日 上午 9:51 
@Leugimimi It should work for all events i think.
@Dodging Rain I dont know, i can look into it
Miguel V-DF 2020 年 5 月 18 日 上午 9:27 
does this work only with predefined events or modded events too?
Dodging Rain 2020 年 5 月 18 日 上午 9:16 
Is there a way to change the urgency of the alert for each individual group? I don't want the major alert threat to appear when a group is just passing by for example.
Mlie  [作者] 2020 年 5 月 16 日 上午 5:59 
@g_BonE I have this in my current playthrough with about 250 other mods with no issues. Please test with only this mod loaded. If that works, there is a conflict with one of your other mods.
g_BonE 2020 年 5 月 16 日 上午 1:47 
just wanted to drop here that this mod somehow breaks all storytellers. as soon as one of its structures is placed there are no more storyteller induced events (raids, etc.) just had top abandon another promising playthrough