RimWorld

RimWorld

[SR]Raid Extension (fork)
53 Comments
VitaKaninen 7 Sep @ 10:09pm 
Maybe I was just unlucky, then.
llunak  [author] 7 Sep @ 10:04pm 
@VitaKaninen I don't see why this wouldn't work on gravship maps, I have not played the gravship scenario, but it works fine in debug mode.

And I'm pretty sure there is a mod that allows configuring how often specific game events happen.
VitaKaninen 7 Sep @ 12:18pm 
Does this mod work on non-settled maps? I did not see any content from this mod at all in my last playthrough, but I only used maps generated by my grav-ship and shuttle. I never had a permanent settlement. Also, is there a way to increase the frequency of events from this mod?
Nameless 5 Aug @ 9:53am 
Got it, thanks anyways!
llunak  [author] 4 Aug @ 11:14am 
@Nameless If there wasn't a problem with reaching the animal, then I don't know what else could be the problem. I would need a way to reproduce the problem. You have a large number of mods and several other errors in the log file, it could be anything.
Nameless 4 Aug @ 11:08am 
My apologies @llunak! I think I missed the thread of the dialogue. Are you asking if the hunter could not reach the game in my case when the error emerged? Actually, I believe there were a few available animals. However the hunter was a single highmate (but capable of violence). This highmate had a gun but did not proceed to hunting
llunak  [author] 4 Aug @ 7:44am 
@Nameless And could that be your case? I was just guessing.
Nameless 4 Aug @ 7:40am 
Hello @llunak! Many thanks for your kind reply! Is there a chance you could patch that with the next update?
llunak  [author] 3 Aug @ 11:25am 
@Nameless: The only reason I can possibly think of is that you have a weird map layout where the poachers cannot reach the animal chosen to be hunted.
Nameless 3 Aug @ 7:52am 
Hello @llunak! Thank you for maintaining the mod and all your work! This is very much appreciated by so many people :) can you please help me with the following error? https://gist.github.com/HugsLibRecordKeeper/991d75d8c7251da9cdb08d7dad3c7042
Vanasonic 29 Jul @ 2:15am 
Aah, in that case it was definitely a regular group that got mad and not a surprise one.
llunak  [author] 28 Jul @ 10:24pm 
@Vanasonic You get a red alert "Surprise attack: <faction>" and it's the same group.
Vanasonic 28 Jul @ 8:12pm 
In that case it was probably just regular poachers that got triggered accidentally. Are surprise raiders a different “group” that arrive after the poaching group?
llunak  [author] 28 Jul @ 9:11am 
@Vanasonic Surprise raids are weaker, they should have only 80% of raid points of immediate attack from a map edge.
Vanasonic 28 Jul @ 7:58am 
Oof had a run end from a surprise attack. Slightly too many poachers to handle compared to the regular raids I was used to.
Protok 14 Jul @ 8:14am 
Love it
llunak  [author] 14 Jul @ 12:33am 
In case you want to be notified about important changes in the mod but don't want to subscribe to this discussion and be notified about every random comment, I have created a pinned "Announcements" conversation above, where posting is not allowed. Sadly Steam doesn't show locked conversions on the mod's main page, but just click "Discussions" or the link at the end of the mod's description.
Vanasonic 13 Jul @ 5:56pm 
That's cheeky. :)
Leozingameplays 9 Jul @ 11:54am 
Works with RimWar?
llunak  [author] 6 Jul @ 12:18pm 
New feature (1.6 only): Surprise attacks. Any of the incidents added by the mod may actually be a ruse, and raiders will attack the colony after a delay. Watch out for those muffalos :).
sasurai1674 5 Jul @ 8:03am 
This is not the fault of this mod; it's more like the effect of pineapple accidentally landing on pizza. There are customers who may not be expecting to encounter special factions from the "Aya" series or The Crimson Blood Sect from the MoeLotl Faction Expand in the early stages. Occasionally, this can bring about damage similar to that of Nochio-sphere to the settlements, giving you a chance to start over. Conversely, if you can handle it, it can reduce the hassle of summoning items, and enjoying that challenge is one way to play. However, well, if you don't want to end up burying a cold Giver like me, you should understand the risks involved.I apologize for the lengthy text.
llunak  [author] 19 Jun @ 11:26am 
@Kaden Ha: Fixed for 1.6.
Kaden Ha 19 Jun @ 3:51am 
When used along with Mechs and Animals for NPC Factions the mechs and animals will also proceed logging, which is hilarious, but there should be a check that only humans can log.
Head 1 May @ 8:54am 
Awesome mod, ty!
Yefreitor 17 Apr @ 1:00am 
This is a really great mod! Thank you for all your hard work. :steamhappy:
El Cartas 13 Feb @ 2:00pm 
This mod is compatible with VE factions except the mechanoids because i do not use it, if something rare pops up while i play a new colony in the relation with the mod i will comment it
fabio.pinhao.mello 11 Feb @ 10:01am 
It is CE compatible. No bugs so far.
@Trivia Vanille, how is your test with VE so far?
Itsuji Hayashi 9 Feb @ 1:13am 
@Trivia Vanille
very true.
Trivia Vanille 8 Feb @ 1:38pm 
lol yeah good luck with that, the VE team generally refuses to implement patches for anything except their own mods. Their mods are great, but the team behind them tend to be incredibly hostile to the rest of the community. but yeah, if this just adds new raids, i see no reason it wouldnt be compatible. i guess i'll just have to test it and see
llunak  [author] 8 Feb @ 3:38am 
@Trivia Vanille: It just adds new raid-like incidents. If those mods would not work with them, then I'd say it's a responsibility of those mods to adapt.
Trivia Vanille 8 Feb @ 3:13am 
very few of them are that simple, unfortunately... most of them are a complete overhaul of various systems, like VFE: Empires, which completely changes the way the Royalty DLC works. However, i dont see any reason why this wouldnt be compatible, since this seems to just add new events to the base game, not change any existing events or other systems, as far as i'm aware?
llunak  [author] 7 Feb @ 11:48pm 
@Trivia Vanille: I don't use VE mods, so I don't know. If a mod merely adds factions, I don't see why it should not be compatible.
Trivia Vanille 7 Feb @ 8:00pm 
is this compatible with the various Vanilla Expanded mods, specifically the faction ones?
恐怖粉色暴食恶魔 25 Jan @ 8:45pm 
thanks
:steamthumbsup:
BladeofSharpness 13 Jan @ 8:19am 
I do and it is, I'm using CE and this mod.
llunak  [author] 13 Jan @ 7:24am 
I don't know.
Trivia Vanille 13 Jan @ 7:13am 
is this compatible with CE?
BladeofSharpness 5 Dec, 2024 @ 5:02am 
I have been using a variant (Continued) with AI 5000 no kitting edition without issue, several times
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3220647134
Rollardinho 2 Dec, 2024 @ 11:40pm 
@Ilunak, alright i will ask there.
llunak  [author] 2 Dec, 2024 @ 7:07am 
@Rollardinho: I do not know what that is supposed to mean in practice. I also presume that it should be up the AI mod to do such changes.
Rollardinho 2 Dec, 2024 @ 2:39am 
Can you try make it compatible with [1.5-1.4] CAI 5000 - Advanced AI + Fog Of War?
Pong 21 Oct, 2024 @ 1:31pm 
@llunak: Yes, Cherry Picker can disable the IncidentDef for Poaching, Logging, or Lost Raider; but there's nothing to disable for Hostile Caravan.

Anyway, cautious pathing for the caravan is a good improvement.
llunak  [author] 21 Oct, 2024 @ 12:34am 
@Pong: Use the Cherry Picker mod.
Pong 20 Oct, 2024 @ 1:12pm 
Thanks for taking this up. Have you considered adding a mod option to toggle the incidents?
VitaKaninen 7 Oct, 2024 @ 6:13am 
@TheCarrierPrimoris I misunderstood. I though it meant that in addition to what the other mod did, he was adding 4 MORE raid types for a total of 8.
llunak  [author] 6 Oct, 2024 @ 11:07pm 
@Aquiles: I cannot reproduce.
Aquiles 6 Oct, 2024 @ 1:11pm 
Hello, Ilunak. During the Poaching event, the log goes crazy with the same red error. Hope it helps: https://gist.github.com/HugsLibRecordKeeper/42a13462fefa7765b21cec43dd522135
TheCarrierPrimoris 1 Oct, 2024 @ 5:39am 
@VitaKaninen
Poachers, speed loggers, hostile caravan, and lost bandits. Check the original mod link for details.
VitaKaninen 1 Oct, 2024 @ 12:30am 
What are the 4 new hostile events?
llunak  [author] 30 Sep, 2024 @ 11:24pm 
The original includes copies of some game's binaries in the source, I've cleared that.