RimWorld

RimWorld

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Raider Swarm Compression
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Mod, 1.6
File Size
Posted
Updated
132.547 KB
3 Jul @ 8:59am
23 Sep @ 12:34pm
19 Change Notes ( view )

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Raider Swarm Compression

Description
Features

Large raids are fun, but quickly reach a point where the game crawls to a halt. This mod aims to make VERY large raids possible through some visual trickery and smart balancing. In theory, with this mod, raids can have many hundreds of enemies. All without melting your computer.

Instead of fully simulating every pawn, each pawn represents a "squad" of many raiders instead, meaning the game only has to simulate a fraction of the pawns involved in a raid. For each member of its squad, this pawn attacks faster (up to 5x). Every time this pawn would be killed or downed, a member of its squad is killed instead, and the pawn's combat bonuses reduce accordingly.

Long story short:
Hordes of enemies LOOK and FEEL like hordes of enemies without the game crawling to a halt!

Compatibility

The mod patches vanilla incident generation, meaning any mod that either changes vanilla incidents or adds custom ones may not be compatible. In the latter case, the mod won't break, but it will also just not take effect.
Mods that simply introduce new factions that then use "normal" raid generation should work just fine.

Known Incompatibility: Cinders of the Embergarden (unconfirmed, may work, but it has some wacky enemies)

FAQ

CE?

Heard reports that it works with Combat Extended, but also heard there may be bugs. I have not looked into explicit compatibility yet, so use at your own risk.

I installed the mod and it does nothing?

The mod's default settings are such that only the largest vanilla raids would be affected. The main target audience is people with other mods that cause (potentially) enormous raids OR people who struggle with already decent-sized vanilla raids. For the latter, reduce the maximum number of allowed raiders in the mod's settings for it to take affect there.

Is this just like the mod Compressed Raiders?

Yes, but no. Compressed Raiders aims to address the same issue, but:
Since it reduces the number of enemies, hordes feel less like hordes.
The bonuses it gives quickly turn even tribal pawns into plasteel-skinned, lightning-speed supersoldiers. This mod does not affect armor or raider movement speed at all!

Why only 5x strength per "real" pawn when one pawn can be a swarm of dozens?

I figure that space does matter. In melee, you can't be attacked by dozens of pawns at once, 4-8 is a more reasonable expectation, depending on the terrain. And even in ranged combat, positioning matters and huge numbers of raiders are likely going to struggle to find spots to shoot from. The max of 5x seems like a reasonable compromise to simulate a lack of space.

It should be rare to have swarms of 5 or more though. With default settings, that'd mean a raid size of 600+ individuals!
Popular Discussions View All (1)
1
5 Jul @ 11:42am
Incompatibility list?
Most Definitely a Mimic
97 Comments
s_m_w  [author] 23 Oct @ 11:47am 
Ordo Redactus: Unfortunately it's not very easy at all and the short answer is "it depends". As said, almost every mod should work fine with it out of the box, with the exception of any that add new raids, custom locations with custom spawn behavior, that sort of thing.
A patch for it must effectively implement custom logic for applying the heDiff that controls the effect. I'd of course be up for providing help to any mod authors who want to add compatibility, but I will likely only create patch mods for some of the more popular mods out there. Eventually, at some point, no promises.
Ordo Redactus 22 Oct @ 3:54am 
What are the exact steps for patching other mods into working with this one? This is sooooo cool!
s_m_w  [author] 10 Oct @ 3:19pm 
If it has custom spawning behavior, it sounds sadly unlikely to be compatible out of the box. Would need a compatibility patch
Squidward 10 Oct @ 2:11pm 
Is zombieland compatible with this? The zombies each spawn in individually instead of coming in from map edge like raiders
s_m_w  [author] 23 Sep @ 11:45pm 
Never feel bad about delivering feedback! It has been a great help
Skeleton Man 23 Sep @ 11:12pm 
I genuinely appreciate you circling back and updating this as you have time. I hate to constantly point out perceived issues, but despite them I still play with this installed. I'll see what I can find in the coming days.
s_m_w  [author] 23 Sep @ 12:35pm 
Just pushed an update that should fix fake pawns being rendered onto incorrect maps. Also added something that may fix the issue of pawns exiting maps too early. Let me know if you see more odd behavior
Skeleton Man 5 Sep @ 9:44pm 
I also seem to be having a consistent issue where fake squad members are being rendered on the world map and on other maps they're not actually present on.
s_m_w  [author] 3 Sep @ 5:15am 
Odd. Thanks for the report again, I'll look into it in more detail.
Skeleton Man 31 Aug @ 11:35am 
I can confirm at least with sapper tribals that sometimes the squad tries to leave the map after its leader dies even if the map is well within their safe temperature. I think somewhere they end up losing what their job is supposed to be and they end up leaving.