边缘世界 RimWorld

边缘世界 RimWorld

Preemptive Strike 1.6
57 条留言
Knight 12 月 2 日 下午 6:42 
The Security report button is slap bang in the middle of my Colonist Bar, is there any way I can move it?
𝓔𝓶𝓲𝓵𝔂 12 月 2 日 下午 2:48 
Hi there! I have two quick questions.

Why should this mod be loaded after RimAtomics?
RimAtomics includes a patch for older versions of this mod, so I wanted to clarify.

Do you happen to have any lists or notes about mod incompatibilities?

P.s. Thanks a lot for all the work you’ve put into the mod!
Kelven 12 月 2 日 上午 9:35 
2 months later and I'm still getting random error spam. It happens randomly, spams the error log for a bit, then stops randomly, only to start happening again after a few hours of playing.

Error, Hugslib Log, and Modlist already posted like 6 comments down
Just  [作者] 11 月 10 日 下午 6:26 
@C4sp3R , sorry, I had IRL problems. I`'ll check it our
ProfileName 10 月 17 日 下午 3:32 
I have no idea if this is exactly the cause, but I am getting a specific error - something about trying to convert System.Int32 to a type "Verse.Map", and I believe it's because I am trying to use Draw Animals with this mod. I don't really know if that's the exact cause though...
Derrick da Fox 10 月 4 日 下午 6:24 
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 10 月 3 日 上午 8:13 
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 10 月 2 日 下午 8:08 
Wonder if you could move Fort's watchtowers retexture - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2636854396 into the main mod, with the authors permission of course?
Kelven 9 月 28 日 上午 3:10 
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 9 月 27 日 下午 2:38 
Awesome mod!
C4sp3R 9 月 26 日 上午 1:04 
I might have encountered a bug. I created an issue for it on github
Just  [作者] 9 月 24 日 下午 9:32 
@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  [作者] 9 月 24 日 下午 8:44 
@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 9 月 23 日 上午 11:49 
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  [作者] 9 月 21 日 上午 9:12 
@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 9 月 21 日 上午 9:02 
@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  [作者] 9 月 21 日 上午 8:18 
@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  [作者] 9 月 21 日 上午 7:48 
@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  [作者] 9 月 21 日 上午 7:46 
@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 9 月 18 日 下午 1:47 
Actually pretty useless mod, i understand if you can intercept them, but you can't, you just delay raids for nothing.
Mike Knawmorr 9 月 18 日 上午 2:37 
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 9 月 17 日 下午 4:58 
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 9 月 17 日 下午 2:11 
@Mustafao01 rim war already have raids visible on map.
Mustafao01 9 月 17 日 上午 4:25 
can anyone tell me if this mod plays nice with rimwar on 1.5?
M1911A1 Oversize® 9 月 17 日 上午 3:06 
can you make it so rimatomics weapons can fire on detected raids
Just  [作者] 9 月 16 日 下午 4:50 
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 9 月 16 日 下午 4:42 
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  [作者] 9 月 16 日 下午 3:46 
@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  [作者] 9 月 16 日 下午 3:27 
@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  [作者] 9 月 16 日 下午 3:06 
@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 9 月 16 日 下午 2:29 
How does this interact with Dubs Rimatomics, which adds a console that also gives forewarning of incoming Raids?
alonlystalker 9 月 16 日 上午 3:10 
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.
BLOB 9 月 15 日 下午 6:07 
Cant wait to try it
Just  [作者] 9 月 15 日 下午 5:26 
@Cross Dimensional Joke, it wasn't before :) At the beginning I was concentrated on fixing
Cross Dimensional Joke 9 月 15 日 下午 3:50 
Seems like an awesome mod! Also, the mod seems to be explained in the images, not sure why people aren't seeing that.
Echo 9 月 15 日 下午 12:12 
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 9 月 15 日 上午 3:55 
Cool mod, i hope it won't make events bugged to me this time
On the Golden Shitter RN 9 月 14 日 下午 5:46 
This is a cool concept. The mod page could use work to make it more appealling. Thanks for the mod!
blackendpizza 9 月 14 日 下午 2:22 
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 9 月 14 日 上午 6:55 
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  [作者] 9 月 13 日 下午 6:52 
@Nokinama, mb as temporary solution I should disable it. Then will try to check after bigger issues.
Just  [作者] 9 月 13 日 下午 6:50 
@Darian Stephens, hmmm, kind of "build your perfect tower yourself"? :) Interesting
Just  [作者] 9 月 13 日 下午 6:48 
@DuckGoosebear PrairieDogLover, you are welcome! I just have finished investigating internals of this mod, so, let's the work really begin.
Nokinama 9 月 13 日 下午 5:42 
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 9 月 13 日 下午 5:41 
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 9 月 13 日 下午 3:27 
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 9 月 13 日 上午 9:50 
🙏
DuckGoosebear PrairieDogLover 9 月 11 日 下午 4:57 
Hey I just wanna say thanks, really grateful you share your mods with us!:slimetabby:
Proxyer 9 月 11 日 下午 12:15 
Thank you for merged! :lunar2019grinningpig: