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RimWorld => Mods => Releases => Topic started by: TGPArcher on October 12, 2018, 06:57:58 PM

Title: [1.0] Spotted - 26.11.2018
Post by: TGPArcher on October 12, 2018, 06:57:58 PM




[Faction Manager] (https://ludeon.com/forums/index.php?topic=46080.msg438191#msg438191)[Spotted] (https://ludeon.com/forums/index.php?topic=46151.msg438796#msg438796)[Remote Doors] (https://ludeon.com/forums/index.php?topic=47321.msg448238#msg448238)




(https://i.imgur.com/gg6tBWxh.png)

Spotted

Description:
Have you ever wondered how do raiders/caravans/animals manage to reach your colony unnoticed?
Well this mod fixes that by adding a chance for your colonists to spot them valuable time before they reach your colony.
But sometimes they are more sneaky, to counter this new buildings have been added to the game which increase the chance to spot any movement outside your colonies.
Make sure your colonist know everything which moves around, don't get caught unprepared.

Download:
[1.0]
GitHub (https://github.com/TGPArcher/Spotted/releases/download/2.1/Spotted.rar)
[B19]
GitHub (https://github.com/TGPArcher/Spotted/releases/download/1.1/Spotted.B19.rar)

More details:

License:
Do what you want, but give the author credit.

Screenshots:


(https://i.imgur.com/44Z9VE0l.png)(https://i.imgur.com/KU9AGG7l.png)(https://i.imgur.com/4Y1GfKpl.png)
Title: Re: [B19] Motion Scanner
Post by: Jan2607 on October 12, 2018, 07:44:37 PM
That's interesting. Do raids really move over the map to attack your base?
Title: Re: [B19] Motion Scanner
Post by: Madman666 on October 12, 2018, 08:18:01 PM
Very interesting. Can you give us some more information?
- Like if you have 5 scanners, that means each and every raid will be "delayed"?
- Is 4 hours the maximum delay, a random number, or we can fiddle with it in the mod options?
- Do you have any plans for adding something to track other events (like fallouts, storms, eclipses) like forecasting?
Title: Re: [B19] Motion Scanner
Post by: TGPArcher on October 12, 2018, 09:32:14 PM
Quote from: Jan2607 on October 12, 2018, 07:44:37 PM
That's interesting. Do raids really move over the map to attack your base?

Sadly, no. This mod only delays the raid and tells you the location if the discovery chance is high enough, that was the only way I could explain a "spotting" mechanic. Tho I am not sure, but I think there are some caravans on the world map which move across the world like player does, but they do not launch attacks.

Quote from: Madman666 on October 12, 2018, 08:18:01 PM
Very interesting. Can you give us some more information?
- Like if you have 5 scanners, that means each and every raid will be "delayed"?
- Is 4 hours the maximum delay, a random number, or we can fiddle with it in the mod options?
- Do you have any plans for adding something to track other events (like fallouts, storms, eclipses) like forecasting?

Firstly sorry for the lack of information, I am not really good at presenting things.
1) Yeah, with 5 scanners and with difficulty lower and equal to Medium(Rough) every raid should be delayed, with higher difficulties the chance is lower. Also for bigger colonies, like the ones with 100 colonists, there is a high chance there won't be needed too much scanners.
2) For now there are no mod options available, the maximum delay is about 6h, I thought it is enough for now
3) Never thought of tracking other events cause most of them are not an urgent threat, but can be done, it would be nice with enough tech to forecast a fallout and prepare for the worst. Thank you for the suggestion, I will add it to my list.
Title: Re: [B19] Motion Scanner
Post by: Madman666 on October 13, 2018, 01:35:31 AM
Actually 6 hours are not that much. Better than nothing of course, at least you will be able to put on a helmet and gather eveyone, but i was more like a day or two, for more through preparation. Like you get a message that enemies approach from the west for example, so you have the time to gear everyone up, shuffle turrets around, go scatter some traps near map's borders...

So it would be nice to have second tier of scanners eating more power, costing more resources, but spotting raids a day or two away.

Still thats very nice mod you've done :) I assume motion scanner sprite is a placeholder?
Title: Re: [B19] Motion Scanner
Post by: TGPArcher on October 13, 2018, 05:51:59 AM
Quote from: Madman666 on October 13, 2018, 01:35:31 AM
Actually 6 hours are not that much. Better than nothing of course, at least you will be able to put on a helmet and gather eveyone, but i was more like a day or two, for more through preparation. Like you get a message that enemies approach from the west for example, so you have the time to gear everyone up, shuffle turrets around, go scatter some traps near map's borders...

So it would be nice to have second tier of scanners eating more power, costing more resources, but spotting raids a day or two away.

Still thats very nice mod you've done :) I assume motion scanner sprite is a placeholder?

About the sprite, I don't have the patience or the skill to draw an original one so I had to change one of game's sprites and change it a bit :)
I plan to balance the delay, to depend more on the discovery chance you have, maybe increase the chance of discovery for the scanners and when the total chance will pass 100% the delay will increase to more than a day
Title: Re: [B19] Motion Scanner
Post by: Madman666 on October 13, 2018, 05:56:53 AM
You can also make the delay scale with raid's size. Makes sense that a larger force will take longer to reach you and also will be way more visible from afar.
Title: Re: [B19] Motion Scanner
Post by: Canute on October 13, 2018, 06:20:54 AM
And what's about dropbox raids ?
When you get a 6h-1day (like suggested) warning for normal raids, dropbox move alot faster and shouldn't give any warning or at last not more then 1h.

Other mod's like shield or Anti-air turrets allready can prevent them.
Title: Re: [B19] Motion Scanner
Post by: TGPArcher on October 13, 2018, 06:31:26 AM
Quote from: Madman666 on October 13, 2018, 05:56:53 AM
You can also make the delay scale with raid's size. Makes sense that a larger force will take longer to reach you and also will be way more visible from afar.

Noted

Quote from: Canute on October 13, 2018, 06:20:54 AM
And what's about dropbox raids ?
When you get a 6h-1day (like suggested) warning for normal raids, dropbox move alot faster and shouldn't give any warning or at last not more then 1h.

Other mod's like shield or Anti-air turrets allready can prevent them.


Have not thought of that, the best solution I see here is the to add config options as fast as possible. And this mod should not conflict with mods like Anti-air turrets, after the delay passes the raid will start and the turrets will do their job.
Title: Re: [B19] Motion Scanner
Post by: Madman666 on October 13, 2018, 06:32:01 AM
Drop pods are just cheezy as all hell way of Rimworld to keep reking you even if you're a god at playing it. Just guaranteed damage, if not to people - then to furniture.

Since those pods fly high, they actually should be fairly easy to spot with radars from much further away, so they can have same delays really. At least pinpointing their drop zone could make them less cheesy, cause you can prepare surprises and evacuate people\animals\furniture.
Title: Re: [B19] Motion Scanner
Post by: Canute on October 13, 2018, 06:43:10 AM
So you suggest another research project for Radar scanner (update) ? :-)
Title: Re: [B19] Motion Scanner
Post by: Madman666 on October 13, 2018, 06:47:12 AM
Yeah, why not? Though what would be even nicer is a navigation jammer thingy, that d be able to redirect those pods from dropping right on your head to droppin either scattered all over the map or close to the map border. That d be a really amazing late game counter to them.
Title: Re: [B19] Motion Scanner
Post by: TGPArcher on October 13, 2018, 07:37:21 AM
Quote from: Madman666 on October 13, 2018, 06:32:01 AM
Drop pods are just cheezy as all hell way of Rimworld to keep reking you even if you're a god at playing it. Just guaranteed damage, if not to people - then to furniture.

Since those pods fly high, they actually should be fairly easy to spot with radars from much further away, so they can have same delays really. At least pinpointing their drop zone could make them less cheesy, cause you can prepare surprises and evacuate people\animals\furniture.

This mod already pinpoints attack location so no need to worry about that.
Title: Re: [B19] Motion Scanner
Post by: Madman666 on October 13, 2018, 07:40:33 AM
Yeah, you mentioned it. Its really damn awesome.
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 26, 2018, 10:40:10 AM
(https://i.imgur.com/gg6tBWxm.png)

Updated to 1.0

  • Changed mod name from Motion Scanner to Spotted
  • New sprite for Motion Scanner
  • Added new building Watchtower and Satellite Controller
  • Added mod settings
  • Balanced a bit spotting mechanic based on difficulty
Title: Re: [1.0] Spotted
Post by: temple_wing on October 26, 2018, 10:47:51 AM
could you please provide other download?
dropbox is banned by chinese gov.
mediafire or github please.
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 26, 2018, 11:41:06 AM
Quote from: temple_wing on October 26, 2018, 10:47:51 AM
could you please provide other download?
dropbox is banned by chinese gov.
mediafire or github please.

done
Title: Re: [1.0] Spotted
Post by: Rambus200 on October 26, 2018, 02:20:35 PM
I am guessing this will conflict with SafelyHiddenAway mod due to both mod adjusting or delaying raids? Great mod by the way!
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 26, 2018, 02:27:38 PM
Quote from: Rambus200 on October 26, 2018, 02:20:35 PM
I am guessing this will conflict with SafelyHiddenAway mod due to both mod adjusting or delaying raids? Great mod by the way!

Normally it should not conflict with any mod, the base mechanic is just to delay the raid when sufficient details about it are known so it could be reproduced a bit later. The only problem I see is if there are other mods which add different moving tactics to the game that raids won't be spotted(have not heard of such mods by now)
Title: Re: [1.0] Spotted
Post by: Crow_T on October 26, 2018, 05:22:56 PM
Cool mod, I think even 6 hours is a pretty decent head start, you should be able to equip colonists and flick any needed switches in that time.It's sort of like when you get lucky and raids hang out for a while. Any thought to putting this on steam?
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 26, 2018, 05:32:11 PM
Quote from: Crow_T on October 26, 2018, 05:22:56 PM
Cool mod, I think even 6 hours is a pretty decent head start, you should be able to equip colonists and flick any needed switches in that time.It's sort of like when you get lucky and raids hang out for a while. Any thought to putting this on steam?

In settings you can push it to more than 6 hours, and every building increases the spotting range, meaning that with every building the time will increase, so a late game with scanners and a satellite controller will be possible to have 24h warning or more.
About steam, sorry, for now it will be on github and dropbox.
Title: Re: [1.0] Spotted
Post by: Ruisuki on October 26, 2018, 07:46:01 PM
can someone pass along the b19 version?
Title: Re: [1.0] Spotted
Post by: Jdalt40 on October 26, 2018, 08:48:17 PM
Hey TGPArcher, how well does this coincide with Safely Hidden Away (https://steamcommunity.com/sharedfiles/filedetails/?id=1322196379)? As in, will it add the delay on top of the already existing delay caused by SHA?
Title: Re: [1.0] Spotted
Post by: Codexehow on October 26, 2018, 09:05:48 PM
Hey look, another mechanic that should be in the base game :P.

Great work, OP.
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 26, 2018, 09:51:36 PM
Quote from: Ruisuki on October 26, 2018, 07:46:01 PM
can someone pass along the b19 version?

[B19] Dropbox (https://www.dropbox.com/s/kd58k18a23sd34u/Motion%20ScannerB19.rar?dl=0)
The [B19] version is named "Motion Scanner" and is incomplete compared to [1.0] as I got new ideas on how to improve the mod from the feedback given here. (If I'll find enough time I'll try to make the actual state of the mod compatible with [B19])

Quote from: Jdalt40 on October 26, 2018, 08:48:17 PM
Hey TGPArcher, how well does this coincide with Safely Hidden Away (https://steamcommunity.com/sharedfiles/filedetails/?id=1322196379)? As in, will it add the delay on top of the already existing delay caused by SHA?

To be honest I don't know what happens with both mods combined, one thing is for sure that they are compatible. Never used Safely Hidden Away but from its description I think it modifies the storyteller decision to send the raid, but my mod has no control over if an raid will happen or not it just warns the player and delays it with little time(about 24h with max options).
Title: Re: [1.0] Spotted
Post by: Ruisuki on October 26, 2018, 09:57:51 PM
Quote from: TGPArcher on October 26, 2018, 09:51:36 PM
Quote from: Ruisuki on October 26, 2018, 07:46:01 PM
can someone pass along the b19 version?

[B19] Dropbox (https://www.dropbox.com/s/kd58k18a23sd34u/Motion%20ScannerB19.rar?dl=0)
The [B19] version is named "Motion Scanner" and is incomplete compared to [1.0] as I got new ideas on how to improve the mod from the feedback given here. (If I'll find enough time I'll try to make the actual state of the mod compatible with [B19])
Ahhh! Thats so cool of you. Do you recommend I install it now anyway or wait until its compatible? Unless I can deactivate the b19 version with no issues in case a 1.0 backwards compatible version is released? I really wanna try this with Misc Alert speaker and night vision. The trifecta of mods and ambush raids
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 26, 2018, 10:09:10 PM
Quote from: Ruisuki on October 26, 2018, 09:57:51 PM
Ahhh! Thats so cool of you. Do you recommend I install it now anyway or wait until its compatible? Unless I can deactivate the b19 version with no issues in case a 1.0 backwards compatible version is released? I really wanna try this with Misc Alert speaker and night vision. The trifecta of mods and ambush raids

If really want to test it you can install it now, just know that the sprite for Motion Scanner is copied with minor changes from Long Range Mineral Scanner from vanilla, the spotting is no so well balanced but just enough:) and there are no mod settings
There should not be incompatibilities when upgrading, and even if somehow there will be, destroy any building added by this mod and then upgrade, that simple.


I can sleep tonight, here is the complete b19 I was talking about.
GitHub Spotted[B19] (https://github.com/TGPArcher/Spotted/releases/download/1.1/Spotted.B19.rar)
Title: Re: [1.0] Spotted
Post by: Ruisuki on October 26, 2018, 11:25:35 PM
Quote from: TGPArcher on October 26, 2018, 10:09:10 PM
Quote from: Ruisuki on October 26, 2018, 09:57:51 PM
Ahhh! Thats so cool of you. Do you recommend I install it now anyway or wait until its compatible? Unless I can deactivate the b19 version with no issues in case a 1.0 backwards compatible version is released? I really wanna try this with Misc Alert speaker and night vision. The trifecta of mods and ambush raids
If really want to test it you can install it now, just know that the sprite for Motion Scanner is copied with minor changes from Long Range Mineral Scanner from vanilla, the spotting is no so well balanced but just enough:) and there are no mod settings
There should not be incompatibilities when upgrading, and even if somehow there will be, destroy any building added by this mod and then upgrade, that simple.


I can sleep tonight, here is the complete b19 I was talking about.
GitHub Spotted[B19] (https://github.com/TGPArcher/Spotted/releases/download/1.1/Spotted.B19.rar)
Oh snap whats the difference between this and the earlier b19 you linked? Closer to 1.0 balancing? Ill give this a go tomorrow!
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 27, 2018, 12:26:33 PM
Quote from: Ruisuki on October 26, 2018, 11:25:35 PM
Oh snap whats the difference between this and the earlier b19 you linked? Closer to 1.0 balancing? Ill give this a go tomorrow!

The difference is that this version has the same content as the one for [1.0]
Enjoy and if something is not working right please report it here ;)
Title: Re: [1.0] Spotted
Post by: aimxoo0o on October 29, 2018, 12:15:33 PM
Can you maybe add a "random time option"?
So you would just know that a raid will arrive between 6-10 hours or something like this. Just to keep a little suprise.

Also it would be really cool if raids maybe come sooner than expected if you have not the best technology.

Really cool mod. I will try to use it later. :)
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 29, 2018, 05:27:32 PM
Quote from: aimxoo0o on October 29, 2018, 12:15:33 PM
Can you maybe add a "random time option"?
So you would just know that a raid will arrive between 6-10 hours or something like this. Just to keep a little suprise.

Also it would be really cool if raids maybe come sooner than expected if you have not the best technology.

Really cool mod. I will try to use it later. :)

A very good suggestion, noted.
Title: Re: [1.0] Spotted
Post by: kosh401 on October 29, 2018, 06:31:28 PM
Cool, I will add this to my bazillion mods.

I really liked Madman666's idea about "scrambling" the landing/targeting systems of those nasty drop pod raids. I'm not sure if the mod can change the raid coordinates, but even if it's a 100% random scattering of the drop zone to somewhere else on the map I would take it - even if it puts them right into the mounting >:) 
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 29, 2018, 06:41:57 PM
Quote from: kosh401 on October 29, 2018, 06:31:28 PM
Cool, I will add this to my bazillion mods.

I really liked Madman666's idea about "scrambling" the landing/targeting systems of those nasty drop pod raids. I'm not sure if the mod can change the raid coordinates, but even if it's a 100% random scattering of the drop zone to somewhere else on the map I would take it - even if it puts them right into the mounting >:)

Changing the landing zone of drop pods can be done but I feel its out of this mod's scope.
If I'll have time I might try to make this feature into a new mod, or maybe someone else will do it.
Title: Re: [1.0] Spotted
Post by: Ruisuki on October 29, 2018, 09:29:56 PM
Quote from: TGPArcher on October 27, 2018, 12:26:33 PM
Quote from: Ruisuki on October 26, 2018, 11:25:35 PM
Oh snap whats the difference between this and the earlier b19 you linked? Closer to 1.0 balancing? Ill give this a go tomorrow!

The difference is that this version has the same content as the one for [1.0]
Enjoy and if something is not working right please report it here ;)
mod is A1 bro. For my suggestion I would add advanced scouting gives you the direction of the map they are entering from. If thats possible.
Title: Re: [1.0] Spotted
Post by: kosh401 on October 29, 2018, 11:49:50 PM
Quote from: TGPArcher on October 29, 2018, 06:41:57 PM
Quote from: kosh401 on October 29, 2018, 06:31:28 PM
Cool, I will add this to my bazillion mods.

I really liked Madman666's idea about "scrambling" the landing/targeting systems of those nasty drop pod raids. I'm not sure if the mod can change the raid coordinates, but even if it's a 100% random scattering of the drop zone to somewhere else on the map I would take it - even if it puts them right into the mounting >:)

Changing the landing zone of drop pods can be done but I feel its out of this mod's scope.
If I'll have time I might try to make this feature into a new mod, or maybe someone else will do it.

Totally understandable considering this mod is more geared towards "spotting" but colour me subscribed if you do make a drop pod scrambler mod. Goddamn do those things annoy the shit out of me when they drop right drop in through my roof! I have one faction doing it constantly in my current game, to the point where I'm about ready to edit them entirely out of the defs file :/

Maybe a similar method/mod could be applied to infestations? Some sort of scrambler or AOE "sonar" type of structure that would limit those bastards from spawning right into a base?

Anyway great mod as it is, cheers!
Title: Re: [1.0] Spotted
Post by: Jdalt40 on October 31, 2018, 05:43:44 AM
Hey TGPArcher, has it ever crossed your mind for there to be a "Raid Spotted" timer alert on the side? Like the other alerts except telling you exactly when they would arrive, since the letter is good, but it doesn't tell you the time remaining till they arrive, only the time they would arrive when they first were detected.
Title: Re: [1.0] Spotted
Post by: TKabutz on October 31, 2018, 07:26:44 AM
Since the motion scanner scans for motion, how about expanding this mod to other events.

It would add a lot of immersion to the mod, when you are notified of an approaching caravan for example. However, instead of clearly distinguishing what it is, the scanners may only be able to determine the rough shape and amount of approaching pawns. (ability to distinguish between a human, a mechanoid and an animal - how many of each etc. - but not if they are friendly or aggressive)

Basically be able to detect anything that walks, creeps or crawls in the neighboring tiles.
This would include things such as:
- Manhunter packs
- Caravans
- Wild man wanders in
- Visitors
- Herd migration
- Thrumbo passing through
etc.
(Not quite sure how a caravan notification could help the player, but it would make more sense if the scanners wouldn't be able to identify between friend and foe)

By adding this vagueness of what is approaching, the player wouldn't know if they should prepare for a raid or dismiss it as a caravan. Thus, there will still be an element of surprise to the events.

The ability to distinguish what exactly is approaching, could be linked to a similar mechanism as is used for the approaching time. More buildings, scanners, pawns, more advanced scanners etc. could increase the ability to distinguish what is approaching.

The messages could be similar to something like this:
- "Your colonists have detected approaching creatures. The data suggests they will arrive in ?h"
- "Your motion scanners have detected movement (insert time)hrs away. The shapes suggests that a (insert size of group; large, small etc.) group animals is approaching."
- "One of your colonists has spotted a (small) group of humans, which is heading towards the colony (from the south). It seems as if they will arrive within the next 3hrs. You may want to prepare defenses to ensure some safety, just in case the approaching party is hostile."
The more different styles of warning messages there are, the better. Varying the feedback and the accuracy of it could also be beneficial. There are many different parameters that you could use to change things up. (some have already been suggested)

Hope this gives you some ideas for expanding this mod.
Title: Re: [1.0] Spotted
Post by: TGPArcher on October 31, 2018, 09:27:59 AM
Quote from: Jdalt40 on October 31, 2018, 05:43:44 AM
Hey TGPArcher, has it ever crossed your mind for there to be a "Raid Spotted" timer alert on the side? Like the other alerts except telling you exactly when they would arrive, since the letter is good, but it doesn't tell you the time remaining till they arrive, only the time they would arrive when they first were detected.

A great idea, i have to note it for the next update. Thanks ;)

Quote from: TKabutz on October 31, 2018, 07:26:44 AM
Since the motion scanner scans for motion, how about expanding this mod to other events.

It would add a lot of immersion to the mod, when you are notified of an approaching caravan for example. However, instead of clearly distinguishing what it is, the scanners may only be able to determine the rough shape and amount of approaching pawns. (ability to distinguish between a human, a mechanoid and an animal - how many of each etc. - but not if they are friendly or aggressive)

Basically be able to detect anything that walks, creeps or crawls in the neighboring tiles.
This would include things such as:
- Manhunter packs
- Caravans
- Wild man wanders in
- Visitors
- Herd migration
- Thrumbo passing through
etc.
(Not quite sure how a caravan notification could help the player, but it would make more sense if the scanners wouldn't be able to identify between friend and foe)

By adding this vagueness of what is approaching, the player wouldn't know if they should prepare for a raid or dismiss it as a caravan. Thus, there will still be an element of surprise to the events.

The ability to distinguish what exactly is approaching, could be linked to a similar mechanism as is used for the approaching time. More buildings, scanners, pawns, more advanced scanners etc. could increase the ability to distinguish what is approaching.

The messages could be similar to something like this:
- "Your colonists have detected approaching creatures. The data suggests they will arrive in ?h"
- "Your motion scanners have detected movement (insert time)hrs away. The shapes suggests that a (insert size of group; large, small etc.) group animals is approaching."
- "One of your colonists has spotted a (small) group of humans, which is heading towards the colony (from the south). It seems as if they will arrive within the next 3hrs. You may want to prepare defenses to ensure some safety, just in case the approaching party is hostile."
The more different styles of warning messages there are, the better. Varying the feedback and the accuracy of it could also be beneficial. There are many different parameters that you could use to change things up. (some have already been suggested)

Hope this gives you some ideas for expanding this mod.

To be able to identify all moving things was already on my mind, tho great idea with different event messages for immersion and the fact that scanners should not be able to differentiate between friends and foe till later stages. Definitely adding this to my notes, thanks.
Title: Re: [1.0] Spotted
Post by: TGPArcher on November 18, 2018, 05:22:43 PM
(https://i.imgur.com/gg6tBWxm.png)

Updated

  • Added a new research tree for spotting
  • Arrival time now can be displayed as a range(ex: 2h - 5h) or fixed (ex: 3.5h), you can select the desired option from settings (suggested by aimxoo0o)
  • Added alert on the side to show incoming events which were spotted (suggested by Jdalt40)
  • Now everything(almost) which moves can be detected (suggested by TKabutz)
  • Now type of movement can't be discovered till you research Motion Scanner, then it all depends on colony's spotting power (suggested by TKabutz)
  • Added a bigger variety of messages to the spotting letter, some of them will appear in specific conditions (suggested by TKabutz)

If you encounter any issue feel free to report it here, I will do all I can to help.
Also if you have any suggestion I would be glad to hear them.
Thank you all.
Title: Re: [1.0] Spotted (2.0) - 19.11.2018
Post by: AwesomeMcAwesome on November 22, 2018, 10:14:35 AM
After updating the mod, I can't set mounts at the caravan interface screen (the one in the world map) for some reason
Title: Re: [1.0] Spotted (2.0) - 19.11.2018
Post by: TGPArcher on November 22, 2018, 05:46:16 PM
Quote from: AwesomeMcAwesome on November 22, 2018, 10:14:35 AM
After updating the mod, I can't set mounts at the caravan interface screen (the one in the world map) for some reason

Are your referring to mounts from GiddyUp? It is a bit strange to have problems with caravans, this mod is not even close to modifying caravan logic.
Title: Re: [1.0] Spotted (2.0) - 19.11.2018
Post by: AwesomeMcAwesome on November 24, 2018, 01:08:27 AM
Quote from: TGPArcher on November 22, 2018, 05:46:16 PM

Are your referring to mounts from GiddyUp? It is a bit strange to have problems with caravans, this mod is not even close to modifying caravan logic.

I know, it's weird, but disabling this mod allows me to assign mounts again. Maybe the mod order bugs it?
Title: Re: [1.0] Spotted (2.0) - 19.11.2018
Post by: Hjkma on November 24, 2018, 04:52:52 AM
Hi, I also have problems with mods from Giddy up and Spotted. After I added the Spotted mod and restarted the game I saw a red message in the debug log that Hugslib could not patch something of the Giddy up mods. After I removed Spotted from the list, this message disappeared. Unfortunately, I did not copying this message, so I cannot attach it here. What was there with the caravans I did not check, since I just turned off and turned on the mods to find out what the problem was.
Title: Re: [1.0] Spotted (2.0) - 19.11.2018
Post by: Asero on November 24, 2018, 10:06:33 AM
Double checked. Same as above. Running this mod together with GiddyUp causes a Hugslib patching error.

HugsLib ERR Failed to apply Harmony patches for HugsLib.GiddyUpCaravan. Exception was: System.Runtime.Serialization.SerializationException:
Could not find method 'Boolean TryExecuteWorker_Patch[MonoType](System.MonoType, Boolean, RimWorld.IncidentParms ByRef)' in type 'Spotted.IncidentWorker_TryExecuteWorker_Patch'
  at System.Reflection.MemberInfoSerializationHolder.GetRealObject (StreamingContext context) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectRecord.LoadData (System.Runtime.Serialization.ObjectManager manager, ISurrogateSelector selector, StreamingContext context)
Title: Re: [1.0] Spotted (2.0) - 19.11.2018
Post by: XeoNovaDan on November 24, 2018, 10:17:53 AM
Hey, any plans for this to support Fluffy's Mod Manager? It'd be convenient to easily keep up-to-date!
Title: Re: [1.0] Spotted (2.0) - 19.11.2018
Post by: NoCanDo on November 26, 2018, 04:24:05 AM
Spotted interferes with GiddyUp - Caravan, when loading Spottet, riders can't be assigned to animals when forming up caravans.
Title: Re: [1.0] Spotted - 26.11.2018
Post by: TGPArcher on November 26, 2018, 10:49:33 AM
(https://i.imgur.com/gg6tBWxm.png)

Updated
Fixed conflict with GiddyUp Caravans
Added support of Fluffy's Mod Manager
Removed dependency for HugsLib

If you have any suggestion or you think it would be cool to add support for some mod please tell me.
I really appreciate your feedback
Title: Re: [1.0] Spotted - 26.11.2018
Post by: crusader2010 on November 26, 2018, 05:27:10 PM
Can you please include a folder called "Spotted" inside the archive on github, that would contain all of the needed folders and files? (about, defs, textures etc). It's really annoying when you need to extract 50 mods that do this to then track down the 1 mod that doesn't and simply spits out everything with a wrong path.
Title: Re: [1.0] Spotted - 26.11.2018
Post by: AwesomeMcAwesome on November 27, 2018, 12:55:15 AM
Quote from: crusader2010 on November 26, 2018, 05:27:10 PM
Can you please include a folder called "Spotted" inside the archive on github, that would contain all of the needed folders and files? (about, defs, textures etc). It's really annoying when you need to extract 50 mods that do this to then track down the 1 mod that doesn't and simply spits out everything with a wrong path.

Fluffy's Mod Manager helps you with that, it'll notify you if any of your mods has conflict
Title: Re: [1.0] Spotted - 26.11.2018
Post by: togfox on February 14, 2019, 01:10:52 AM
Just checking if colonists have spotting power WITHOUT the new buidings (after research)?

I'd like a small colony to have a small spotting power and a larger colony to have a larger spotting power but I'm hoping I can do that without the introduced structures.

Of course, there will be less spotting power without the structures but just checking if the structures are absolutely necessary to spot a raid? Cheers.
Title: Re: [1.0] Spotted - 26.11.2018
Post by: TGPArcher on February 14, 2019, 06:44:25 AM
Quote from: togfox on February 14, 2019, 01:10:52 AM
Just checking if colonists have spotting power WITHOUT the new buidings (after research)?

I'd like a small colony to have a small spotting power and a larger colony to have a larger spotting power but I'm hoping I can do that without the introduced structures.

Of course, there will be less spotting power without the structures but just checking if the structures are absolutely necessary to spot a raid? Cheers.

The structures are not absolutely necessary to spot a raid. It is necessary to have the first tech from the spotting research tree and then the colonists will be able to spot, of course the chance is much lower.
Title: Re: [1.0] Spotted - 26.11.2018
Post by: togfox on February 14, 2019, 08:52:38 AM
Awesome! Installing shortly! Thanks for your service!
Title: Re: [1.0] Spotted - 26.11.2018
Post by: Ruisuki on April 23, 2019, 07:33:30 PM
Still a dope mod
Title: Re: [1.0] Spotted - 26.11.2018
Post by: aimxoo0o on April 24, 2019, 03:04:04 AM
Do you plan to upload this to the workshop?

Thanks in advance. Great mod. :)
Title: Re: [1.0] Spotted - 26.11.2018
Post by: TGPArcher on April 24, 2019, 09:30:02 AM
Quote from: aimxoo0o on April 24, 2019, 03:04:04 AM
Do you plan to upload this to the workshop?

Thanks in advance. Great mod. :)

The hard truth is that I can't  :-X :-[
But I won't mind if someone did
Title: Re: [1.0] Spotted - 26.11.2018
Post by: forumgod on May 18, 2019, 01:22:07 PM
Does this do anything about infestations? Can you add something like a seismic activity scanner that warns you about them coming?
Title: Re: [1.0] Spotted - 26.11.2018
Post by: TGPArcher on May 18, 2019, 03:03:15 PM
Quote from: nickdos on May 18, 2019, 01:22:07 PM
Does this do anything about infestations? Can you add something like a seismic activity scanner that warns you about them coming?

Yes it does. Here is a list of the incidents supported for now (and you can add more incidents by configuring Defs/ConfigDefs/ConfigDefs.xml, but I am not sure how well this is going to work for other incidents except for the ones listed already):
(https://static.md/6b1c1e023c1c0145a75595b038b72054.png) (https://static.md/6b1c1e023c1c0145a75595b038b72054.png)

The only thing, which is not too imersive is the fact that there is no scanner for seismic activity or anything, but if you have the motion scanner or satellite controller it is alright.
Title: Re: [1.0] Spotted - 26.11.2018
Post by: rawrfisher on May 18, 2019, 03:31:29 PM
On a difficulty like merciless how many towers would be needed for the maximum delay when you have a colony of around 10
Title: Re: [1.0] Spotted - 26.11.2018
Post by: TGPArcher on May 19, 2019, 06:41:35 PM
Quote from: rawrfisher on May 18, 2019, 03:31:29 PM
On a difficulty like merciless how many towers would be needed for the maximum delay when you have a colony of around 10

Here is the formula for calculating the delay (a simple one as I am not bright at all) :)
((SpottedSettings.allowedTimeRange.RandomInRange + watchtowerPower + scannerPower + satellitePower) * modifier) * GenDate.TicksPerHour

So to answer your question, there is no limit for the delay. But this doesn't mean you should spam the map to get the maximum delay
Make it look immersive, this is how I was playing and why I did this mod. But you can do as you wish, that is why this game is brilliant
Title: Re: [1.0] Spotted - 26.11.2018
Post by: rawrfisher on May 19, 2019, 07:04:29 PM
Just having 12 hours to ready is normally more then enough

Oh how about letting players make the watch tower outta different materials.  Kinda tired of havin to use all my wood up on the ice sheet map after the pirates bring a pack of mecha wolves to blow everything up


Root level exception in OnGUI(): System.ArgumentOutOfRangeException: Argument is out of range.
  at System.Text.StringBuilder.Remove (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0
  at Spotted.Alert_Spotted.GetExplanation () [0x00000] in <filename unknown>:0
  at RimWorld.Alert.DrawInfoPane () [0x00000] in <filename unknown>:0
  at RimWorld.AlertsReadout.AlertsReadoutOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


Not sure when this error occured but I found it when checking dev log.  Not sure what caused it but figured I would post it.

If you need an output log let me know. 
Title: Re: [1.0] Spotted - 26.11.2018
Post by: AnotherFireFox on June 06, 2019, 04:20:02 AM
I guess it would be awesome if this mods is combined with Real FoW. Watch Tower in this mod can also be like one in Real FoW, and such.