RimWorld

RimWorld

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Rebecca Realistic (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
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10.431 MB
26 Jul @ 3:58am
1 Change Note ( view )

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Rebecca Realistic (Continued)

Description
Update of Evelyns mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2754769044

This is an update of a mod, I don't claim to be the author nor do I claim I own the mod.

Changes made by me:
- Modified structure of the mod (moved files around)
- Recompiled for RimWorld 1.4
- Updated & recompiled for RimWorld 1.5
- Recompiled for RimWorld 1.6
- Minor code cleanup (only coding style, no behaviour changed)

Source code is available at Github[github.com], together with detailed changelogs (see Closed Pull Requests[github.com])



Original description
===========================================================================
A storyteller that doesn't hold your hand. She doesn't care what's been happening to you, she will send what she will.

The real world doesn't go easy on you when you've been through hell, nor does it prevent you from being fortunate even though you've got little going for you. With Rebecca Realistic, Randy's twin sister, you will get that same sort of uncaring universe that we know from the real world - but softened just the right amount to maintain fun.

Features
  • The first storyteller written from the ground up, not built on existing ones.
  • Entirely new way to calculate threat points for events: different categories have different calculations:
    • Raids only consider wealth, nothing else (though this includes value of colonists, slaves, etc).
    • Visitors work like raids, but are capped at 3K to avoid excessively large visitor parties.
    • Infestations go by "heartbeats", number of animals and humans in your colony.
    • Manhunter packs go by the number of humans in the colony.
    • A "catch-all", mostly meant for misc events, that uses a curved RNG (the higher the point roll the less common it is).
  • "Considered Wealth" system tracks your wealth with a delay, the world is no longer psychic and it takes time for them to hear about that pile of gold you mined.
    • Graph and statistics displays for this on the History tab where you'd normally view your wealth.
  • Separate "pipeline" for visitors, so that they don't detract from other events happening.
  • Raids are not on a schedule, yet will reliably occur.
    • A chance for an extra ThreatBig (raids, mostly) every time an event is sent, scaled by your wealth.
    • These are spaced out so they will feel like they are occurring between events most of the time.
    • Under the hood, the chance is 6% + 1%/10k wealth.
    • To avoid being particularly mean, if the main event roll was also a ThreatBig it must *also* pass a 30% chance check first.
  • Colonist count is entirely ignored, events that give population are rebalanced dynamically to fit in with regular events.
  • Recent injuries and death don't factor into when threats are sent (they do in normal storytellers).
  • No cap on threat points per event, uses an equation for wealth-to-threat instead of thresholds so it scales smoothly.
    • If you have performance issues at very high wealth, try Compressed Raids (or soon Vehicle Framework) to help use the points differently rather than the game throwing tons of raiders at you at once.
  • Tons of configuration options, tweak the numbers to your heart's content!

Compatibility
  • Incompatible with Combat Readiness Check and CE at this time - feeds tiny wealth values to Rebecca and Rebecca is set up to handle normal wealth values. Technically runs, just not as intended.
  • Will ignore anything patching the threat point calculation methods, because it has its own (e.g. threat point limiting mods).
  • Should work with Hotseat mod, but please report if it does not.
  • This was tested with lots of mods that add lots of events, but if you find one that seems to not calculate threatpoints in a sensible way please report it.

Thanks to Efi, who provided tons of feedback and testing in the early stages of development, and to everyone else who tested.
Thanks to ZenthWolf for keeping me sane and giving me another set of eyes on my code while working on transpilers.

Like my mods? Help me survive, lol.
Venmo: @UdderlyEvelyn
Paypal: yushatak@gmail.com (I do not check this email, do not contact me through it!)
Ko-Fi: http://ko-fi.com/UdderlyEvelyn
Patreon: https://www.patreon.com/UdderlyEvelyn

storyteller realistic realism rebecca difficult hardcore rng random events incidents challenging challenge
19 Comments
Fungiheart [NGW] 4 Sep @ 4:44pm 
Obsessed leakage below
oinko sploinko 29 Aug @ 11:58pm 
@squidley, That is such a psychopathic thing to say
zakuro 26 Aug @ 1:08pm 
whos trendy
squidley 19 Aug @ 8:19pm 
can't wait for trandy to hang himself when cassandra says he will never be a woman
Matthew05  [author] 13 Aug @ 2:27am 
Thanks a lot daz_ian, I see the problem now. I haven't thought at all about looking at the XML where Rebecca is defined. I currently don't have my computer available, so I don't know when I'll be able to update it.
daz_ian 11 Aug @ 7:18pm 
In round numbers, these are the settings I believe are the best approximation to Randy:

Chance Visitor Is Orbital: 0.31 (default is 0.46), based on Randy's weight ratio of 1.1 OrbitalVisitor to 2.4 FactionArrival.

Visitor Chance: 0.6 (default is 0.15)

MTB Unit: 130,000 (default is 80,000)

Bonus ThreatBig Chance, both base and per wealth: 0 (default is .06 base plus .01 per 10,000 wealth)




IMO, if you're going to make the bonus ThreatBig chance 0, you may as well use Randy at that point. It's hard to calculate without making assumptions about your wealth, but by some rough calculations, I think the default settings for the bonus BigThreat gives about the same raid frequency with MTB unit 170,000 at 1,000,000 wealth as with MTB unit 130,000 at 0 wealth.
daz_ian 11 Aug @ 5:54pm 
I took my own look at the code after my 5th raid in 4 days (2 of which fought with each other) and seeing @Senor Smoke's comments. The default settings do seem to make raids more common than with Randy, and I'm going to try to calculate a better match.

What I found is:

Randy and Rebecca choose to make incidents about equally as often (about every 1 and 1/3 days). Randy chooses from a category list of Misc, ThreatBig, OrbitalVisitor, FactionArrival, ThreatSmall, and ShipChunkDrop, where ThreatBig has a weight of 1.4/9.22 (average of 1 per 8.8 days, if my math is right). Rebecca omits OrbitalVisitor and FactionArrival from her list, giving ThreatBig a weight of 1.4/5.72 (1 per 5.5 days). That doesn't count Rebecca's chance of sending two threats at once.

Rebecca does OrbitalVisitor and FactionArrival as additional incidents when it makes one of the incidents actually in her list.

So matching Randy calls for increasing MTBUnit and tweaking the visitor chance and other settintgs.
Matthew05  [author] 10 Aug @ 9:23pm 
I could try to look through the code to try and see what happened if you're willing to give me logs with enabled logging of Rebecca Realistic (in mod options), as that'll likely give me a hint of what went wrong. If you do, could you upload it to pastebin?
Senor Smoke 10 Aug @ 9:12pm 
maybe but when i switch to the regular storyteller the weird raids stop. must be some weird interaction
Matthew05  [author] 10 Aug @ 8:14pm 
I don't know what to say, I think I've never experienced back-to-back raids as these. I've tried it with a colony of 6 tribesmen (on 1.6 with ~200 mods) and all of my raids had only a few people and we're spaced quite apart. Are you running other mods as well? Might be a combination of this mod + some other mod(s) causing an unusual behaviour