RimWorld

RimWorld

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True Random Raids
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Mod, 1.6
File Size
Posted
Updated
460.493 KB
24 Feb @ 10:56am
21 Aug @ 8:29am
9 Change Notes ( view )

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True Random Raids

Description
Support me
If this mod helped enhance your Rimworld gameplay, consider supporting me and I will make more stuff and faster.

[ko-fi.com]

General
With True Random Raids you can randomize or fine-tune incidents' strengths (threat points), and raids' strategies and arrival methods.

Random Raids - Drag the slider for each strategy or arrival mode to include it as a possibility in the raid incident. How does this work? Let's say you select one strategy with 100%, the second with 50%, and the third with 75%, the mod will add this up and roll from 1 to 225 (100 + 50 + 75), if the number lands on 130, the second strategy will be selected for the raid.

Incidents Random Threat Points - This lets you apply randomly generated threat points to all incidents (which utilize threat points) instead of only raids. Quest rewards are NOT affected, they are still based on game's original threat points calculation.

Vanilla Random Threat Points - Threat points for each raid are randomly generated between the minimum selected value and the game's current threat points (based on the game difficulty, colony's wealth, and colonists count).

True Random Threat Points - Threat points for each raid are randomly generated between the minimum and maximum selected values.

FAQ
What about mech clusters and infestations? - They are separate incidents from raids and only random threat points can be applied to them if you want. The same goes for shamblers, cultist attacks, manhunter packs, and similar.

Why is the selected strategy/arrival never included in the raid? - It probably depends on other factors and was rerolled or skipped. You can check the debug log for detailed information.

Compatibility
The mod should be compatible with nearly everything, even with mods that control threat points should work with it, as this mod doesn't modify threat points, it modifies incidents.
If other mods add new incidents, I am not sure how it will play out as this mod pulls incidents from the default Rimworld assembly, most likely TRR will apply threat points to those as well if enabled, or the game will call a random incident or skip it altogether.
If other mods add custom raid strategies or arrival modes, the game will skip them, however, I can add support for them if requested. You can also keep default settings for strategies and arrival modes while preserving random threat points generation if you disable the true random raid check. Please report any incompatible mods in the comments, thank you.

Performance
It should have minimal impact if any and only when incidents are called. You can comment below if you have any issues (with the mod), also, any ideas and feedback you have are always welcome and appreciated!

You can also find mod files on my github: https://github.com/ChemicalHorror/True-Random-Raids
44 Comments
ISee  [author] 3 Sep @ 6:47pm 
Yes
Renix 3 Sep @ 5:51pm 
will this allow me to make raids not related to my wealth?
ISee  [author] 31 Aug @ 3:33pm 
Eyy, the github version is 1.5 so you can download it there
plz, I still need 1.5 version!
Refly 22 Aug @ 4:30am 
Thank you Thank you so much
Trefoil 21 Aug @ 11:57pm 
Saw you on Reddit and thanks for the cool mods!
Would be great if you add support to Raid Extension and Factional Wars. (Or maybe they are already compatible. Idk)
renegade_sock 21 Aug @ 9:43am 
Fantastic mod, honestly I'm so grateful for people like you! I really don't think I'd even play rimworld if it weren't for all the great mods out there
SoulOfCinder 21 Aug @ 9:30am 
based mod author
ISee  [author] 21 Aug @ 8:32am 
Updated to 1.6, everything should work as before but with extra details in logs, if there are any bugs you can post them in comments.
ISee  [author] 20 Aug @ 9:59am 
Thanks, guess I will update then