RimWorld

RimWorld

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[SR]Raid Extension (fork)
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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712.139 KB
29 Sep, 2024 @ 11:47pm
22 Sep @ 9:26am
16 Change Notes ( view )

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[SR]Raid Extension (fork)

In 1 collection by llunak
llunak's RimWorld mods
17 items
Description
This mod provides 4 new hostile map incidents. These events expand the ways in which hostile factions interact with colonists, making them not limited to the form of raids.

Description

This is a fork of [SR]Raid Extension, with changes from [SR]Raid Extension Continued incorporated.

See the original mod for the full description.

The continued (now discontinued) version added SOS2 support and some fixes.

This fork includes additional fixes and improvements, such as:
  • Any of the incidents may be a disguised raid, and raiders will stage a surprise attack after a delay.
  • Make loggers and poachers defend themselves better.
  • Loggers and poachers try to avoid trees/animals close to or belonging to the colony, and are less threatening if they attack the colony.
  • Improve/fix pathing and behaviour of loggers and poachers in corner cases, such as when resources are scarce or not reachable.
  • Hostile caravans and hostile travellers try to select a path that avoids the colony if possible.
  • Minor fixes, such as poachers having their weapons visible, hostile caravan being a minor threat event rather than a negative event, hostile travellers using a letter for alerting instead of only a notification.
  • Spelling fixes for English texts.
  • Support for Hide Raid Strategy mod.

Notes

You may want to subscribe to the low-traffic announcements pinned conversation. If you want to report a bug, please do so in the relevant pinned conversation.

If you use the Cherry Picker mod to disable certain events, note that this mod misspells "hostile" as "hositle" in its internal names.

Related mods:

GitHub: https://github.com/llunak/rimworld-RaidExtension
Popular Discussions View All (2)
1
5 Aug @ 12:16am
PINNED: Bugreports
llunak
53 Comments
VitaKaninen 7 Sep @ 10:09pm 
Maybe I was just unlucky, then.
llunak  [author] 7 Sep @ 10:04pm 
@VitaKaninen I don't see why this wouldn't work on gravship maps, I have not played the gravship scenario, but it works fine in debug mode.

And I'm pretty sure there is a mod that allows configuring how often specific game events happen.
VitaKaninen 7 Sep @ 12:18pm 
Does this mod work on non-settled maps? I did not see any content from this mod at all in my last playthrough, but I only used maps generated by my grav-ship and shuttle. I never had a permanent settlement. Also, is there a way to increase the frequency of events from this mod?
Nameless 5 Aug @ 9:53am 
Got it, thanks anyways!
llunak  [author] 4 Aug @ 11:14am 
@Nameless If there wasn't a problem with reaching the animal, then I don't know what else could be the problem. I would need a way to reproduce the problem. You have a large number of mods and several other errors in the log file, it could be anything.
Nameless 4 Aug @ 11:08am 
My apologies @llunak! I think I missed the thread of the dialogue. Are you asking if the hunter could not reach the game in my case when the error emerged? Actually, I believe there were a few available animals. However the hunter was a single highmate (but capable of violence). This highmate had a gun but did not proceed to hunting
llunak  [author] 4 Aug @ 7:44am 
@Nameless And could that be your case? I was just guessing.
Nameless 4 Aug @ 7:40am 
Hello @llunak! Many thanks for your kind reply! Is there a chance you could patch that with the next update?
llunak  [author] 3 Aug @ 11:25am 
@Nameless: The only reason I can possibly think of is that you have a weird map layout where the poachers cannot reach the animal chosen to be hunted.
Nameless 3 Aug @ 7:52am 
Hello @llunak! Thank you for maintaining the mod and all your work! This is very much appreciated by so many people :) can you please help me with the following error? https://gist.github.com/HugsLibRecordKeeper/991d75d8c7251da9cdb08d7dad3c7042