RimWorld

RimWorld

[B18] Expanded Incidents
41 Comments
Chalchiutlicue 1 Aug, 2018 @ 12:38pm 
Get a memory access error with this mod.
The Word-Mule  [author] 29 May, 2018 @ 4:45am 
Thieves are not supposed to be visible to you. They also are revealed when pawns spot them, not when they're adjacent to a pawn.
Pillow Lizard 29 May, 2018 @ 2:38am 
So when I get a thief they are visible to me but unannounced and unselectable. Pawns can target them manually but they'll only be counted as "revealed" if they suffer lethal damage or if they're adjacent to someone. Is this working as intended and if so is a larger detection radius possible? A one tile detection radius makes finding them more about luck or careful observation by the player than careful base layout or well positioned guard dogs.
The Word-Mule  [author] 3 May, 2018 @ 11:23am 
👍
UnemployedFruitFly 3 May, 2018 @ 10:31am 
"One of your pawns is feeling homesick!"
"Arthur?"
"Yes Nigel?"
"Andrey is homesick again. He wants to be home already. He's rather impatient about us building a ship..."
"QUIET! I NEED TO GET SERGEI!"
"No, Arthur!"
"QUIET, NIGEL! ANDREY SHALL GO TO PRISON!"
"Why exactly?"
"BECAUSE HE. IS. IMPATIENT!"
"*sigh*"
"SERGEI? SERGEI!"
"Yes?"
"STOP BINGING ON PSYCHITE, WE NEED TO GET ANDREY!"
"Fine. But the pekoe is so good, ja?"
"Yes, I know...! BUT ANDREY MUST GO!"
"Ja, ja, I'm coming..."
A couple of seconds later...
"Hey guys! wouldn't you like to be back home, with all the food we don't have to hunt, and..."
"FIRE!"
"Excuse m... OH! ARGH! EHH! URGH!"
"THAT'S WHAT YOU GET FOR BEING HOMESICK FOR 1 SECOND OF YOUR LIFE! HAHAHAR!"
"Now that I think about it, Arthur, I want to be back home too..."
"NO, SERGEI, YOU'VE BEEN INFECTED! I MUST KILL YOU!"
"ARTHUR!"
"FIRE!"
The Word-Mule  [author] 28 Apr, 2018 @ 1:59am 
I've had thieves die to traps and they destealthed upon death.
Sleppy 28 Apr, 2018 @ 12:41am 
Also- just a little fyi- when thieves are taken down *before* they are caught (mine was normally caught with traps) they stay invisible even in death. That's pretty annoying unless you're paying attention and you catch it right when it happens. If you're not paying attention you'll just have a dead body laying around stacking up "saw a dead body" stats on your colonists :I
TOTALLY NOT A SKELETON 19 Feb, 2018 @ 5:37pm 
After enabling the developer mode, I can see the console outputting this constantly:
"Exception drawing Streufert: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00156>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00060>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()"
It may be a mod incompatibility but I'd still just prefer to disable the event since it's the only one I've seen causing this problem.
TOTALLY NOT A SKELETON 19 Feb, 2018 @ 5:34pm 
I have an issue where the thief is invincible. Once I hit them enough, they turn invisible and can't die yet can still hurt my pawns. Is there a way to disable the thief event? It's really causing problems.
Ozuf 6 Jan, 2018 @ 10:25pm 
Oh; that's so odd. I know there can be issues with mp3s on linux but there are none in this mod. I'm also not sure that I encountered any problems when running the mod on its own.

Could you put a note about it in the description so that others do not have to track down the issue?

Thanks for the responses.
The Word-Mule  [author] 6 Jan, 2018 @ 6:32pm 
Yes, the mod causes errors on Linux and OSX that I cannot pin down because they don't provide helpful error logs.
Ozuf 6 Jan, 2018 @ 5:24pm 
That's linux
The Word-Mule  [author] 5 Jan, 2018 @ 4:13pm 
Are you running on Linux or OSX?
Ozuf 5 Jan, 2018 @ 12:37pm 
Hi. This is a great mod and this might be beyond expectations, but in a mega list of 154 mods, I tracked down the camel's back that finally crashed games to this one. Which seems odd to me though that of all the included mods, this one which adds events would be the one to finally generate CTDs in conjunction. It is run together with psychology and loaded last. Not sure if it can be fixed, and doesn't say anything about smaller lists, but thought I would let you know.

ModList.xml: https://pastebin.com/MRjNJqVt

Startup debug: https://gist.github.com/bca548bfd48d78a22522ba7ad060026d
(xml errors listed from other mods)
(no additional errors or warnings produced during creation or play)

Unfortunately, the only information from the crash log, after generic loading, is:

Receiving unhandled NULL exception
#0 0x007ffc06315700 in _L_unlock_13
#1 0x007ffc06315c98 in (Unknown)

https://pastebin.com/X10f3sbu
The Word-Mule  [author] 22 Dec, 2017 @ 6:32am 
Should probably go without saying that this mod does nothing to the frequency of short circuits.
Orion 21 Dec, 2017 @ 2:13am 
Hi, I started a discussion for a bug a few days ago. Not sure you noticed / are subscribed to new discussions.
Radium_Bullet 20 Dec, 2017 @ 12:39pm 
Should there be a temporary immunity to homesickness after it passes? My entire colony is permanently homesick at the moment (they get it over and over again).
junio.king 9 Dec, 2017 @ 8:22am 
When a thief steals something, can I see that item transported? or disappear immediately when steal?
kezza596 9 Dec, 2017 @ 2:15am 
Can we change certain incidents on or off? I'd like all except the thief as I would get real mad to find my stuff nicked!
The Word-Mule  [author] 8 Dec, 2017 @ 9:05pm 
Thieves are invisible to the player (except for their footsteps) until caught. They can be caught by colonists, animals, and turrets with the likelihood in that order. Turrets are pretty unlikely to catch a thief. A colonist with bionic eyes in good light is quite likely.
AAAAA 8 Dec, 2017 @ 7:26pm 
are thieves invisible? are they considered neutral until found? do they need to be detected by animals or colonists because my turrets near stockpiles dont fire on anything and stuff gets stolen
Torres 7 Dec, 2017 @ 7:56pm 
I see you're trying to Dwarf Fortress us... https://i.imgur.com/ZgO8Wi7.jpg
ToddNI 7 Dec, 2017 @ 8:19am 
How often do these incidents happen, becuase I have only had one incident in the past 30 days in game.
The Word-Mule  [author] 6 Dec, 2017 @ 12:16pm 
OSX and Linux seem to have weird problems with it that Windows does not, and they give inconsistent and unhelpful error messages. I'd recommend giving it a miss if you're not using Windows.
Baguettedood 6 Dec, 2017 @ 1:44am 
I was looking forward to this but it seems that the mod crashes the game on Linux when pawns have any kind of social interaction. Crashes with "Receiving unhandled NULL exception"
I made a gist but idk if it'll be useful.

https://gist.github.com/Baguettedood/95be6f50497e77116a1a646381edd7c0
Prophet Of Merci 5 Dec, 2017 @ 12:59pm 
Hey ugh...mule buddy...you should probably add something like this:

Thief: Colonists and pets may spot thieves attempting to sneak into your base and steal valuables. Once said thief is spotted, you will get an immediate notification; the thief will fight for a way out if possible. By the chance a thief steals valuables without being detected and slips out of the map, you will be notified...sucker!

Up to you man, but it prevents people from asking ditto questions later on like notifications and what not...
Prophet Of Merci 5 Dec, 2017 @ 12:55pm 
yea...there is...had some adamantium stolen and was notified AFTER they left the premise...fucking dealt with a raid earlier and had people in bed healing up while animals bled out. In other words, no one was on watch.

But i DID find a theif before that though. Luckily, she was unarmed even though she came from an extremely powerful faction and had next to nothing in armor. UNFORTUNETELY, we went a little too hard on "Subduing" the chick...


Shes dead now...
The Word-Mule  [author] 5 Dec, 2017 @ 12:18pm 
There is.
Garlic 5 Dec, 2017 @ 11:48am 
Looks solid. But I think there should be notification if thief stole something and got out successfully.
the shaman 3 Dec, 2017 @ 6:27pm 
Looks awesome! I'll give it a try!
Prophet Of Merci 3 Dec, 2017 @ 3:01pm 
Alrighty, ill rate this one up. Good job fam!
The Word-Mule  [author] 3 Dec, 2017 @ 2:57pm 
It is only when they are caught. If there were a notification when they appeared, it would defeat the purpose of them sneaking.
Prophet Of Merci 3 Dec, 2017 @ 2:55pm 
lol alright smartass. So is there a notification when they appear, or is it ONLY when they are caught?
The Word-Mule  [author] 3 Dec, 2017 @ 2:51pm 
sneaked \ˈsnēkt\ or snuck \ˈsnək\; sneaking
intransitive verb
1 : to go stealthily or furtively : slink snuck out early
Prophet Of Merci 3 Dec, 2017 @ 2:47pm 
Define "sneak". Is there a alarm? Or do they just come in quietly.
The Word-Mule  [author] 3 Dec, 2017 @ 2:42pm 
No, they spawn at the edge of the map and sneak into your base, where they can be caught by colonists/animals/turrets.
Prophet Of Merci 3 Dec, 2017 @ 2:02pm 
Wait wait wait...a thief? So will a thief/pawn spawn in our bases and try stealing shit?
Nyakuza ⚦ (enby cake, she/her) 3 Dec, 2017 @ 11:05am 
hey add pet sick and space drone crash
The Word-Mule  [author] 2 Dec, 2017 @ 6:03pm 
This mod is largely redundant with Rumors and Deception.
Billy 2 Dec, 2017 @ 4:17pm 
Awesome, just gotta wait for rumours and deception now :D thank you.