RimWorld

RimWorld

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[B18] Expanded Incidents
   
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2 Dec, 2017 @ 3:36pm
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[B18] Expanded Incidents

Description
This mod increases the variety of incidents your colony faces. The new incidents are designed to be balanced, generally long-term events that you can mitigate or eliminate with proper planning or response, so long as they have any significant impact on your colony.

Expanded Incidents does not require a new save game. It's compatible with everything, but mostly redundant with Rumours and Deception. Load it after Psychology if you want it to use Psychology's systems.

New Incidents
- Quarrel: Two pawns friendly towards each other have their relationship damaged by an argument until they make up.
- Homesick: One of your pawns is feeling homesick. They may spread it to other pawns through conversation, until they've made your whole colony unhappy!
- Cliques: Two pawns who dislike each other separate the colony into cliques of their friends. Members of each clique may come to blows.
- Sabotage: Keep a close eye on your colonists if you notice things malfunctioning in your base. Someone has to be to blame. But who?
- Thief: Colonists and pets may spot thieves attempting to sneak into your base and steal valuables, who won't leave without a fight!
Popular Discussions View All (1)
1
21 Dec, 2017 @ 8:23am
RaidEnemyPatch
Orion
41 Comments
Chalchiutlicue 1 Aug, 2018 @ 12:38pm 
Get a memory access error with this mod.
The Word-Mule  [author] 29 May, 2018 @ 4:45am 
Thieves are not supposed to be visible to you. They also are revealed when pawns spot them, not when they're adjacent to a pawn.
Pillow Lizard 29 May, 2018 @ 2:38am 
So when I get a thief they are visible to me but unannounced and unselectable. Pawns can target them manually but they'll only be counted as "revealed" if they suffer lethal damage or if they're adjacent to someone. Is this working as intended and if so is a larger detection radius possible? A one tile detection radius makes finding them more about luck or careful observation by the player than careful base layout or well positioned guard dogs.
The Word-Mule  [author] 3 May, 2018 @ 11:23am 
👍
UnemployedFruitFly 3 May, 2018 @ 10:31am 
"One of your pawns is feeling homesick!"
"Arthur?"
"Yes Nigel?"
"Andrey is homesick again. He wants to be home already. He's rather impatient about us building a ship..."
"QUIET! I NEED TO GET SERGEI!"
"No, Arthur!"
"QUIET, NIGEL! ANDREY SHALL GO TO PRISON!"
"Why exactly?"
"BECAUSE HE. IS. IMPATIENT!"
"*sigh*"
"SERGEI? SERGEI!"
"Yes?"
"STOP BINGING ON PSYCHITE, WE NEED TO GET ANDREY!"
"Fine. But the pekoe is so good, ja?"
"Yes, I know...! BUT ANDREY MUST GO!"
"Ja, ja, I'm coming..."
A couple of seconds later...
"Hey guys! wouldn't you like to be back home, with all the food we don't have to hunt, and..."
"FIRE!"
"Excuse m... OH! ARGH! EHH! URGH!"
"THAT'S WHAT YOU GET FOR BEING HOMESICK FOR 1 SECOND OF YOUR LIFE! HAHAHAR!"
"Now that I think about it, Arthur, I want to be back home too..."
"NO, SERGEI, YOU'VE BEEN INFECTED! I MUST KILL YOU!"
"ARTHUR!"
"FIRE!"
The Word-Mule  [author] 28 Apr, 2018 @ 1:59am 
I've had thieves die to traps and they destealthed upon death.
Sleppy 28 Apr, 2018 @ 12:41am 
Also- just a little fyi- when thieves are taken down *before* they are caught (mine was normally caught with traps) they stay invisible even in death. That's pretty annoying unless you're paying attention and you catch it right when it happens. If you're not paying attention you'll just have a dead body laying around stacking up "saw a dead body" stats on your colonists :I
TOTALLY NOT A SKELETON 19 Feb, 2018 @ 5:37pm 
After enabling the developer mode, I can see the console outputting this constantly:
"Exception drawing Streufert: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00156>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00060>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()"
It may be a mod incompatibility but I'd still just prefer to disable the event since it's the only one I've seen causing this problem.
TOTALLY NOT A SKELETON 19 Feb, 2018 @ 5:34pm 
I have an issue where the thief is invincible. Once I hit them enough, they turn invisible and can't die yet can still hurt my pawns. Is there a way to disable the thief event? It's really causing problems.