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Spotted (Continued)

Update of TGPArchers mod
https://github.com/TGPArcher/Spotted

- Lowered the Alert-level on events that has no raid-points if they are identified
- Ally help and Royal Aid should no longer be delayed
- Any quest-related incident will be ignored

[discord.gg]

[github.com]

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.

More details:

  • Buildings are unlocked by researching the Spotted Research Tree
  • With every research every movement spotted has more details.
  • Every colonist increases discovery chance with 0.5%
  • Spotting capabilities of buildings can be seen on their stats
  • Discovery power and range is cumulative so building more structures will increase your chance.
  • Discovery chance is adjusted with difficulty, higher difficulties requiring more spotting buildings or colonists

Requirements:
This mod requires HugsLib in orderd to run.
Install HugsLib and place it higher on the listitem

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

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: surveillance, security