RimWorld

RimWorld

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Preemptive Strike (v1.4+ Fork)
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Mod, 1.4, 1.5
File Size
Posted
Updated
6.220 MB
5 Nov, 2022 @ 4:11pm
7 May @ 9:27am
6 Change Notes ( view )

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Preemptive Strike (v1.4+ Fork)

In 1 collection by Ogliss
Og's Caretakership
17 items
Description
This a fan updated continuation of Lt. Bob's continuation of Dr.Carl's original mod, with all credit for the idea and original implementation going to him. I have only taken over development of the mod since the RimWorld update to v1.4.

Original mod can be found here:
- https://steamproxy.net/sharedfiles/filedetails/?id=1890377807
1.3 mod can be found here:
- https://steamproxy.net/sharedfiles/filedetails/?id=2056230561

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Credits (from Dr.Carl's original):
1. Many many thanks to @Iron Chaos for the fantastic tower graphics!
2. Some features in this mod are inspired by the mod Spotted by TGPArcher
3. Some textures and UI icons are from some online sources. Their credits are noted in the file “ThirdPartyAttributions”. You can find it in the root folder of this mod.
4. Some textures are modified from the vanilla Rimworld art source by Ludeon Studios.
License: You can browse, modify and reuse my code as you wish (source code is in GitHub repository), but please give me credit.
5. Additional translations by: Proxyer
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Changelog:
05/Nov/2022: Updated to 1.4
01/22/2022: Improved performance of WorkGiver for watchtower job
03/06/2021: Cleaned up leftover food code in towers, should now be fully removed
11/12/2020: Added Scaria to manhunter packs; improved performance; quest bug fixes
10/09/2020: DifficultDetect setting saves correctly between games
08/18/2020: Replaced two error warnings with messages
08/14/2020: Fixed issue with reward pawns from quests; Flagged as v1.2 supported
05/29/2020: Removed refuel job from towers to improve performance
04/27/2020: Balance tweak to go with detection changes: All tower ranges increased by +1
04/26/2020: Added Japanese translations
04/25/2020: Added forbid ability to all towers
04/25/2020: Added "Difficult Detection" option, on by default. Limits what can be detected outside of visual range.
04/19/2020: Fixed null handling for friendly drop pod assists when in debug mode
04/16/2020: Added description tags to Hediff xmls
04/13/2020: More quest bug handling
04/12/2020: Added additional debug code; Created and tested handlers for most quest incidents (Couldn't test infestation on a new map)
04/11/2020: Corrected no-spawning issue with pawn-rewarding manhunter quests
04/11/2020: Changed packageID, restructured to allow multiversion, merged old v1.0 mod into package file (untouched), uploaded to Steam
04/10/2020: Changed Royalty Collector alert to standard message
04/01/2020: Created bypass for Royalty Tribute Collector
03/21/2020: Initial v1.1 fork created on GitHub

Source:
New fork:
https://github.com/Ogliss/RimworldMod_RaidAlarm-PreemptiveStrike/tree/RimworldV1.4
Fork:
https://github.com/Lt-Bob/RimworldMod_RaidAlarm-PreemptiveStrike
Original:
https://github.com/DrCarlLuo/RimworldMod_RaidAlarm-PreemptiveStrike
Popular Discussions View All (1)
25
12 May @ 1:08pm
PINNED: Bug Reports & Known Issues
Ogliss
157 Comments
tchnko 8 Jul @ 9:00am 
LostDragon7 what mods do you use to mitigate the problem?
Malekith 13 Jun @ 11:21pm 
Every Anomaly incident (chimera assault - after void provocation ritual for instance) is causing huge lags since theres constantly error's poppin up. seems like the mod can't handle those new type of events
LostDragon7 🐲🐉 5 Jun @ 12:51am 
Love this mod, adds some cool stuff to my game! The whole concept seems like something that should be part of vanilla, so thank you for getting this fork together so I can keep using it. :D

I have recently noticed a rather weird problem with watch towers. Nutrition going to watch towers completely ignores settings. For example, currently I have a tower set to only accept packaged meals, but pawns will still shove things like hemogen packs into it, constantly depleting my supplies of those in fact. Even disabling all (as if to say the watch tower can have no food at all), pawns don't care and shove whatever they want into it.

Since I have other mods and tools to help counter that problem, it's not major, but worth mentioning as I have not found an obvious conflict or explanation yet. Might not have anything to do with this mod, might be a config hiccup or goofy quirk. Don't know, lol.
Ogliss  [author] 7 May @ 9:30am 
Hopefully fixed the issue with the needs sustain errors

@kustino90
as i dont own the anomaly DLC, theres very little i can do im afraid
Pyra 7 May @ 8:03am 
I had an issue with the vision range on the drone array (I had it on the tower as well, but didn't troubleshoot it at the time) the log said something about "need sustain". The only thing I could think of regarding the array was sustaining comfort so I rebuilt it with no upgrades and I got vision range back with no errors in the log. I installed the radio and I lost vision immediately and the errors reappeared in the log.
Spider_Psycho 6 May @ 5:31am 
Echoing what hardy said earlier, I can't install anything into my watchtower and my vision range is always zero. Also seems like the radar isn't working either.
Jia 3 May @ 10:38am 
This is quite a good mod, though It seems like having a problem with golden cube event of anomaly DLC. I can see error log popping up
Rex 2 May @ 11:17am 
I have a question: It works very good and i like it, just can you send out own caravans to fight enemy caravans before they arrive at my colony or not?
hardy 27 Apr @ 11:44pm 
hardy 27 Apr @ 11:41pm 
Looks like detection range is always 16 from my radar, and vision range is always 0, no matter if someone using tower or not.