RimWorld

RimWorld

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Force Raid Direction
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Mod, 1.6
File Size
Posted
Updated
3.719 MB
22 Aug @ 4:46am
22 Sep @ 7:27am
6 Change Notes ( view )

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Force Raid Direction

In 1 collection by LikewiseHH
Likewise Rimworld Mods
24 items
Description


[ko-fi.com]

Description
  • This mod allows you to configure from which sides raids may enter the map
  • Using the basic configuration you can define weights per side via sliders
  • There is quite some cleverness in the script to check whether it is even possible to enter the map from a certain side (or whether there are mountains or deep water). In such cases, a recalculation happens on the fly based on the possible sides
  • You may configure what shall happen with multi angle and drop raids (move to the allowed edges too?)
  • There is also a toggle to convert "stage, then attack" to "attack immediately" because I found those to be very annoying
  • All raid types are affected - now also with support for manhunter attacks (scaria)
  • Allies and caravans are currently excluded

Advanced settings
  • Quite proud of this: You can apply settings per faction (option only available in game, not in the main menu)
  • Available factions are automatically looked up
  • And here is the magic: You can auto generate the allowed side by looking at the closest village of that faction (if for instance it is to the left top, them weights will be assigned to the left side and the right side automatically)

Dependencies
Harmony

How to validate the mod behavior
  • Apply some settings either globally or per faction
  • See the raid arriving from the allowed sides only
  • Check the quite verbose logging to further understand the decisioning of the mod
  • Make use of the "debugging" option as it tells you exactly which weights the algorithm calculated (e.g. if one side is not accessible due to water or mountains) and which side was eventually chosen

A collection of all my rimworld mods
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554618789
23 Comments
LikewiseHH  [author] 20 Sep @ 10:20pm 
I think so, yes.
Veritters 20 Sep @ 1:32pm 
Can I add or remove this mod mid game?
LikewiseHH  [author] 19 Sep @ 5:27am 
My primary goal right now is to also hook into manhunter pack attacks with the mod but this has proven to be surprisingly challenging :-S.
Crazed Ninja Hillbilly 18 Sep @ 3:01pm 
Hmm, i may attempt that.

I hope this mod gets more popular so you might look into adding more features. Its honestly one of the best mods for allowing the freedom of colonies to be built in diffierent and more specific ways insted of always relying on centralized bases, chokepoints, and killbox trickery due to how the raid would just randomly come from any direction the game would roll.

Great for storytelling!
LikewiseHH  [author] 18 Sep @ 4:40am 
@Crazed Ninja Hillbilly, makes perfect sense but would be a lot of work to implement. The mod as is was already quite a heavy lift. The source code is part of the mod if you wanna give it a try with ChatGPT or so
Crazed Ninja Hillbilly 17 Sep @ 12:33pm 
I see, thanks for responce!

I have the situation of having 2 colonies, so using this mod is difficult since it applies the same raid direction preferences to both colonies, at the same time.

I can manage adjusting the preferances for situations like you mentioned, with gravship travel, but im more referring to using this mod while having multiple colonies.
LikewiseHH  [author] 16 Sep @ 10:58pm 
I assume it's applying to every single map with the same values. But would have to double check the code.

So if you play Odyssey and land your grav ship somewhere then right now you'd have to manually click the button in the menu to recalculate the attack angles.

Storing multi map options would like work. Auto updates on destroying a settlement too. But I feel like this is rather a niche requirement.

If I see more demand for that then I might consider weaving that in.
Crazed Ninja Hillbilly 16 Sep @ 1:21pm 
does this only effect the colony tile in a world, or every single generated map?

And if so is there a way to have the mod only function on the home colony tile and/or an ability to set forced raid direction per occupied map tile?
LikewiseHH  [author] 12 Sep @ 7:08am 
Should be fixed now @ShiaP
LikewiseHH  [author] 12 Sep @ 4:30am 
Good catch. Will look into that. The expectation then is to just leave the vanilla logic untouched in space, right?