RimWorld

RimWorld

Rebecca Realistic
109 Comments
Matthew05 26 Jul @ 4:17am 
I've published an updated version (RimWorld 1.4 up to 1.6) here . I'm ready to take it down if either the author wants me to, or releases an update :).
Church.exe 25 Jul @ 11:00am 
an idea for "Considered Wealth"; instead of just being on a delay, what if it was based on trading and stuff raiders have stolen?

E.g. if you're a dwarf army who keeps to themselves and have mountains of gold you mined yourself stashed in a deep mountain keep, you're fine because no-one actually KNOWS you have that gold.

But, if you trade frequently or raiders break in and steal some of your stuff, then word starts getting around that you have a lot of loot.
Matthew05 16 Jul @ 11:16am 
Hello! I've created a pull request for Rebecca Realistic on Github, recompiling it for 1.4, updating & recompiling for 1.5 and doing a few other small changes.

I've done my best to document them in the PR and I'm open for feedback. Thanks a ton for your mods, I love playing with them! :)
JackofSpades 8 Apr @ 1:27am 
I'm nearing my second week in a 1.5 game with no random events, not even the very first one-man raid every game seems to have. Problem is since Rebecca is Randy's sister, I genuinely can't tell if she's broken in 1.5 or if it's just normal Randy shenanigans.
Nang 26 Nov, 2024 @ 4:58pm 
Did anyone try this mod with hospitality?
Matthew05 30 Oct, 2024 @ 6:18am 
[1/2]
I figured out this mod conflicts with Climate Cycle Extended++ without throwing errors - just stops bad incidents from happening (except for diseases & solar flares apparently).

But now it throws an error when I would a bad event to happen. Current modlist is:
Harmony
RimWorld
RimWorld - Royalty
RimWorld - Ideology
RimWorld - Biotech
RimWorld - Anomaly
Dubs Performance Analyzer
Rebecca Realistic
RocketMan

System.TypeLoadException: Failure has occurred while loading a type.
at RR.StorytellerComp_Realistic.MakeIntervalIncidents (RimWorld.IIncidentTarget target) [0x000de] in <77b106eabc444d078a654d6ccf94357b>:0
at RimWorld.Storyteller+<MakeIncidentsForInterval>d__40.MoveNext () [0x00104] in <2a40c3593b334f29ac3cb3d32d652351>:0
at RimWorld.Storyteller+<MakeIncidentsForInterval>d__39.MoveNext () [0x000a1] in <2a40c3593b334f29ac3cb3d32d652351>:0
Matthew05 30 Oct, 2024 @ 6:18am 
[2/2]
(continuation of the message above)

at RimWorld.Storyteller.StorytellerTick () [0x00043] in <2a40c3593b334f29ac3cb3d32d652351>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.DoSingleTick_Patch1(Verse.TickManager)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Zaljerem 24 Oct, 2024 @ 6:08pm 
Just a note, this should need just one change made to work fully on 1.5 ... IncidentWorker_Manhunter is now IncidentWorker_AggressiveAnimals ... other than that I got no errors when I pulled it into Visual Studio against the 1.5 version. Cheers!
Jackledead 16 Jul, 2024 @ 3:50pm 
Loved this mod, hoping it works on 1.5 with my mods. Rooting for you!
Wodan 14 Jul, 2024 @ 2:03pm 
im excited.
UdderlyEvelyn  [author] 26 Jun, 2024 @ 1:31pm 
Should still work on modern ones, I will be updating things in the next month or so, however. Thank you all for your support, and I am glad many of you are enjoying this - I worked hard on it! <3
Tam 16 Jun, 2024 @ 2:13pm 
Sir this mod does not work for 1.5
Matthew05 15 Jun, 2024 @ 10:59am 
Caused me to not have any raids & bad events (animal disease, solar flares) being spaced apart a lot, is there some "minimal wealth" it conciders? I'm on 1.5, strive to survive with $77k wealth
Mash💀 4 May, 2024 @ 8:54pm 
Should've named her R. N. Genie
pear 18 Aug, 2023 @ 12:49pm 
This still works with 1.4, think of it like modifying randy so it is still compatible. I've been using it for months and no issues.
Tam 28 Jul, 2023 @ 9:17am 
Lets hope this awesome mod will be adopted by some kind modder.
Vagineer1 12 Jul, 2023 @ 6:35am 
Any plans to update this to 1.4?
CTH2004 20 May, 2023 @ 10:04am 
thanks @Cosmosyn!
Cosmosyn 10 May, 2023 @ 4:05pm 
@CTH2004
From reading the description, many events and statistics that would otherwise be taken into account for vanilla storytellers (including randy) are not taken into account for Rebecca. And just some guesswork, I’d imagine Rebecca does not have a population cap like Randy or other vanilla storytellers would.
CTH2004 29 Mar, 2023 @ 9:03am 
@CEM, I do hope he changes the tag, so it stops warning/ complaining at me... more "cosmetic" than anything

also, what's the main differnce between Rebecca Relistic and Randy Random?
CEM 26 Jan, 2023 @ 4:25pm 
As of one week ago, Rebecca works just fine in 1.4. Relax, it's just a number.
🅾🅼🅸🅲🆁🅾🅽 26 Jan, 2023 @ 1:21pm 
RIP Rebecca, I hope we may meet again someday in 1.4
Mid Favila 31 Dec, 2022 @ 2:40pm 
Sending energy your way for a Rebecca update -- fantastic AI, sweeps the floor with the base game ones.
HIVEMIND 20 Nov, 2022 @ 7:32am 
wake up samurai
fallenscion 10 Nov, 2022 @ 6:52am 
Fingers crossed for 1.4 - but things take time and effort, so no pressure!
kenlon 24 Oct, 2022 @ 9:15pm 
This looks pretty cool - are you planning on updating to 1.4?
♡ Lilith ♡ 17 Oct, 2022 @ 4:01am 
Oh wow that art. And the scarf! And the subtle face shape. I love this
blackow1cz 26 Sep, 2022 @ 7:12pm 
the portrait, it almost feels like if the rimworld developers did it
Katieclysm 24 Sep, 2022 @ 2:40pm 
Sounds really interesting. I'll be honest though, I'm giving it a shot almost entirely because if the awesome portrait.
Stoated 30 Aug, 2022 @ 1:34pm 
Probably the best modded storyteller I came across
soshp 16 Jul, 2022 @ 6:54am 
Dumb question: Does End times: Renn Organisms work with this mod? Description says "anything" modding points will be ignored, but is it really anything?
UdderlyEvelyn  [author] 11 Jul, 2022 @ 10:22pm 
@AerosolNinja It should work fine, still processes the conditions of the incidents.
Inquisition 9 Jul, 2022 @ 10:07pm 
Is this compatible with Save our Ship 2? Like will it cause manhunting animals in space?
UdderlyEvelyn  [author] 5 Jul, 2022 @ 9:44pm 
@moo So you'd need MultipleRaids to disable itself if Rebecca is the storyteller, then, ideally.. it's possible I can do it from Rebecca's end but I'd have to read their code and do stuff which sounds harder than from their end as they could just check the storyteller name and turn something off. I'd maybe ask them about that.
moo 5 Jul, 2022 @ 4:37pm 
Hotseat mod as well, so =) random!
UdderlyEvelyn  [author] 5 Jul, 2022 @ 12:50am 
@moo Kinda just sounds like you wouldn't wanna run that with Rebecca because it's redundant..? Rebecca is configurable, though, you can turn off the chances for extra ThreatBig in her settings, if you want her other features and to let MultipleRaids take over that bit. That or you could turn MultipleRaids's number of extra raids to zero and let Rebecca handle that bit.
moo 4 Jul, 2022 @ 1:14pm 
Why hello friendly neighbour cow friend! It would be the multiple firings of Rebecca hitting the same raidtype given from MultipleRaids at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2043857349 , which happens to also have it's own internal duplication math. Basically, both mods compound to brutal levels and I'm not sure if it is because the rand() function isn't giving a truly random number (reusing the seed)... or because we need to kind of sensibly patch it.
UdderlyEvelyn  [author] 4 Jul, 2022 @ 10:25am 
@moo Hello fellow cow-related person. What exactly needs to be patched there? I've never heard of that mod and not sure what the undesirable activity is nor what it should be.
UdderlyEvelyn  [author] 4 Jul, 2022 @ 10:24am 
@azairvine I am on hiatus, those values are fed into the storyteller from CE's end - if you can get me details on what kind of value ranges to expect I can modify the way Rebecca handles them if CE is present by multiplying the values into a range Rebecca can handle. I will do this when I am not on hiatus anymore but if you want it to happen faster you can save me a step.
moo 2 Jul, 2022 @ 8:45pm 
Can you patch for MultipleRaids? I think I just had this storyteller slay my last colony with a total of 8 raids at once. Easy 100 people.
azairvine 28 Jun, 2022 @ 2:17am 
Any update on the CE compatibility? I was really excited to find this mod - until I read that line!
UdderlyEvelyn  [author] 21 Apr, 2022 @ 9:45pm 
@Vintage Misery I can introduce a setting for that when I next work on it - I assume it would just literally take whatever output the threatpoint generating method spits out and cap it at whatever you tell it to in the settings? I'm currently taking a break from modding, so it will be a while, though.
Vintage Misery 21 Apr, 2022 @ 7:40pm 
Thank you for the clarification. Its a shame, this is my favourite storyteller, but I'm doing a run with a lot of role-playing restrictions on myself and without capping the threat points I can't balance it very well. Thanks for the mod nonetheless.
UdderlyEvelyn  [author] 21 Apr, 2022 @ 3:21pm 
@Vintage Misery It definitely would not respect those, correct.
Vintage Misery 21 Apr, 2022 @ 2:25pm 
Can anyone confirm if this mod conflict with mods that cap the threat points of raids? I have been getting raids ignoring threat point cap from both Threat Point Cap mod and Raid Limiter
Necro 23 Mar, 2022 @ 8:35pm 
The considered wealth has been flat and completely non-changing for over a year (in game) even as my actual wealth increases to nearly 1.3x considered wealth. I'll try to check a raid to verify when I can. I think a cap to the bonus change per wealth (or a non-linear scale that diminishes as wealth increases) would be appropriate since 2-4 raids per day is super annoying.
UdderlyEvelyn  [author] 23 Mar, 2022 @ 8:32am 
@Necro Considered wealth has no cap, but it increases by 10% of the gap per day so that may be small enough to not show up if the numbers are rounded to that extent. If you want to be sure that it's not increasing you could try turning on the logging and check out what it says the wealth is when it rolls a raid (it spams the log a bit so make sure you clear it periodically or you won't get to see - though you could look in the log file if you miss it). The 2 raids a day part makes sense, at that point in wealth. I didn't have much playtesting at high wealth, perhaps I could add a configurable cap to the bonus ThreatBig system so that it's not so consistent?
Necro 22 Mar, 2022 @ 9:28pm 
Somewhat similar issue with CE: Raids are relatively small; however, I'm getting at least 2 raids a day with 1.17M considered wealth/ 1.45M actual. It also seems that the considered wealth has maxed out there. Is this working as designed?
UdderlyEvelyn  [author] 19 Mar, 2022 @ 6:57pm 
@Tabris If you can get some idea of how much smaller the values are I can multiply them before using them and that should sort that out. I've asked Karim about it (he was a CE dev and now works on a fork of it).
Tabris 19 Mar, 2022 @ 5:42pm 
I did play with it some time back. I noticed some weird behavior with raids. They felt too small compared to the considered wealth. It has been several weeks since I was using it so I don't remember all the details but when i talked about it on the CE Discord people pointed out that it was probably related to the storyteller. I could try test more later or asking if anyone else on the CE Discord tried it.