RimWorld

RimWorld

Compressed Raid Continued
94 Comments
Cthulhu大爷驾到 23 Oct @ 9:17am 
大佬,我用了powerful base 这个mod增强了敌方据点,然后好像mod的加强预设敌人功能就不气起效了,这是bug还是正常的?
SSS-class Warlock 22 Oct @ 2:21am 
This causes trouble with quest raids. When the number of raider or manhunters or whatever you're supposed to kill in the quest exceeds the compression number, the quest never finishes
Reeva! 22 Sep @ 10:37pm 
Small incompatibility with WInston Waves.
When compressing the raid, the only thing that was left to send me were Wargs, and apparently that's impossible, so Winston Waves breaks completely. There needs to be at least 1 human in the wave for it to be sent.
I fixed it by resetting to wave X (100 in my case, was at ~626) and it worked again, but before doing that I broke the game by forcing the wave in, and the timer started counting like -1, -2, -3, etc. and it bricked the entire UI before disappearing forever, had to load and do the first fix.

The way to make sure it doesn't happen is to exclude factions that have animals in the WW mod options, which in my case, were the Rough Outlanders (they bring boars) and the Neanderthal Tribe (they bring wargs), no other faction brings animals in raids.
NothingToSay 20 Sep @ 12:24am 
Got a problem with the mod, so if u have insane threat scaling and what not... the infested ship crash ends up taking up the entire map and then spawning a gagillion insects. its supposed ot compress bugs, but it doesn't for the infested ship parts.
TyGently 18 Sep @ 5:38am 
In my game, it seems like the buff is only applied to when I load a save. This means every time I load a save with raiders on the map, they all get a bunch of buffs they didn't have before the save. It's also applying the buff to all of my prisoners, which doesn't seem right.
Able 14 Sep @ 2:55am 
我好像确定那个空引用是为什么了,米莉拉的拓展瓦莱丽模组加了一种日光果果汁,是药物,但是是加饮食度的,没有添加状态,去掉之后就没有了红字了
elĐeve 14 Sep @ 1:59am 
yeah i was thiking about that, since i don't *really* use those bionics lol
Ionfrigate12345  [author] 13 Sep @ 8:50am 
@elĐeve Bionic is from original author, I didn't touch anything, and I currently have no plan to do so, because it's abit overcomplicated. If you really want to ban some bionics, you can think of Cherry Pick mod, but it will ban yourself from using it as well.
elĐeve 13 Sep @ 12:38am 
so... i've been trying it withouth the hediff buffer, only with bionics and quality, is there some way to forbid the mod from using certain bionics?
and i mean those that rjw use, like bionic and archotech... parts lol, also happens with weird bionics from genetics expanded like the egg layer
i mean they don't offer any tactical advantage but inflate the raider pawn's value
Six Feet Under 9 Sep @ 11:11pm 
Thank you! Are there any features I might need to look out for in other mods that would be incompatible with this mod?
Ionfrigate12345  [author] 8 Sep @ 10:59am 
@Six Feet Under From what I read in original page, the original author added VPE incompatibility notice just based on hearsay of some players in the comment, but not personally confirmed. In the comment previously before reviving this mod, I myself (as an ordinary mod player at that time) confirmed the contradictory - I did see VPE psycastor raiders compressed by this mod, although not that often, only once. This incompatibility is still contested.

As for Combat Readiness Check, if it alters the way of calculation of threat points, it may be incompatible with alot of mods using vanilla threat calculation API functions, not just this one. I personally never used Combat Readiness Check, I prefer safer mods like Unlimited Threat Scale + storyteller percentage (which can also be uncapped by some mods if necessary) to adjust threat points. At most, you can use some mods to adjust the base threat value of some enemies, it's also safer than altering the way of threat point calculation.
Six Feet Under 7 Sep @ 5:44pm 
@Ionfrigate12345 It was just that in the original mod, the author had an incompatibiity with VPE where enemy pawns don't spawn with psycasts.

As for my other question, this is the link to Combat Readiness Check, https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2314304057&searchtext=COMBAT+READINESS , it's a mod that changes the calculation for threat points, which I think might be incompatible with this mod, just wanted to seek clarification if this would be the case or not.
Ionfrigate12345  [author] 7 Sep @ 10:15am 
@Able 不知道你说的“恢复”是什么意思?我自己从未遇到过这类问题,你是否用了什么和药品相关的其它模组?

@Six Feet Under I never touched or added any compatibility code with VPE, and I personally never encountered problem after playing both mods for so long.
Six Feet Under 7 Sep @ 8:17am 
Is this still incompatible with Vanilla Psycasts Expanded?

Does this work with Combat Readiness Check?
Able 2 Sep @ 7:20pm 
作者,我发现一个错误,让ai分析说是 模组初始化的时候(静态构造函数中),具体是在尝试恢复与毒品(Drug)和状态(Hediff)相关的数据时,某个本应存在的对象是 null(空的)。
Error in static constructor of CompressedRaid.HarmonyPatches: System.TypeInitializationException: The type initializer for 'CompressedRaid.HarmonyPatches' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref F2856231]
CompressedRaid.DrugHediffDataStore+AllowDrugHediffsHolder..ctor(Single weight, ThingDef drug, HediffDef[] hediffDefs)
at CompressedRaid.DrugHediffDataStore.DataRestore () [0x002a5] in <9e543ef01990453a8833694222da7d11>:0
Ionfrigate12345  [author] 6 Aug @ 4:15pm 
@lenx 不太清楚power psycast ai,我没用过。
Ionfrigate12345  [author] 6 Aug @ 4:15pm 
@tasmanaut it's supposed to enhance hostile enemies exclusively on temporary non player settlement maps.

It applies X ticks after map generation.
lenx 6 Aug @ 1:03pm 
power psycast ai描述写了与Compressed Raid兼容,但我实测Compressed Raid怎么不起作用?
tasmanaut 6 Aug @ 2:56am 
just a question, is CR_EnableMapGeneratedEnemyEnhanced the thing you added? How does it work exactly? I noticed it buffs raids when you load up a save mid-raid, so I turned it off.
Salvoxio 1 Aug @ 2:20am 
Hey, does Compressed Raids support or work with shamblers? I’m getting raids with well alot of shamblers at once, and it's a lot to handle. Not sure if this has been asked before, but just wondering if there’s a way to make them compress too.
Dango Dango Dango 30 Jul @ 5:05pm 
I am running this mod alongside MIM (warhammer mod) and Rimdark.
I've had raids where female primarchs spawned (Primarch impossible to spawn, let alone having female primarchs according to mod/genes) and one where I had like 3 living saints (very very rare gene to have according to mod settings)
Could this mod be the one toying with genes that pawns get at raids?
Ionfrigate12345  [author] 17 Jul @ 1:34pm 
@Khorne Flakes Plz check the legacy mod page, the original author explained how the settings work
elĐeve 16 Jul @ 8:23pm 
thanks bruv!
Khorne Flakes 14 Jul @ 2:09pm 
So if I just wanted to use this mod to set a hard cap on raid pawns, would I just need to disable Main Enhance Function: Enhancement by "Compressed Raider" Hediff ?
6r4ch_443 14 Jul @ 3:27am 
谢谢大佬
Ionfrigate12345  [author] 13 Jul @ 9:37am 
@Gárulf I made a small fix, check again now
Gárulf 9 Jul @ 10:51pm 
@Ionfrigate12345 the issue I descibred happens on my one and settlement. No other maps or pocket maps active.
Ionfrigate12345  [author] 9 Jul @ 5:37am 
@Gárulf is your map temporary non-settlement map?
Ionfrigate12345  [author] 9 Jul @ 5:37am 
@鱼不爱吃酱 你的地图可能是临时地图?
鱼不爱吃酱 9 Jul @ 2:19am 
成囚犯后还是有压缩加成@Ionfrigate12345
Gárulf 8 Jul @ 1:19pm 
The new feature adds a buff to already existing enemies in a raid, even if the original raid is below the max number of enemies. And the buff numbers for some reason is pretty huge.

It happens when you load a saved game with enemies already in the map.

It is a nice feature but this bug makes the feature kind of broken.
NOT SUGAR 1 Jul @ 6:47am 
作者是国人,mod设置有救了,可以看懂含义了
Ionfrigate12345  [author] 28 Jun @ 7:52pm 
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雾梦 27 Jun @ 6:42pm 
我想问下这个mod可以锁蹒跚怪上限吗
Ionfrigate12345  [author] 23 Jun @ 12:12pm 
@mz 我不玩米利安不清楚。
mz 22 Jun @ 9:46pm 
不是 就是据点的米利安集群 都带着buff
Ionfrigate12345  [author] 22 Jun @ 9:51am 
@mz 你是不是在你自己的据点外的临时地图?临时地图生成时出现的敌人有另外的算法和设置
mz 22 Jun @ 7:39am 
三十万财富 的米利安集群怎么也会有buff 我明明设置的压缩到500人 他50人不到都有加成啊
Ionfrigate12345  [author] 21 Jun @ 1:58pm 
@れPURE い.億KiotheCloud四 No idea, I dont use that mod
億KiotheCloud四 21 Jun @ 1:28pm 
How does this mod work with combat readiness?
Ionfrigate12345  [author] 17 Jun @ 7:08pm 
UPDATED to 1.6
Plz check if it has any problem
ZebraRabbit 5 Jun @ 4:32am 
I just realized by default this does not affect allies, they dropped hundreds of pawns and my PC is exploding.
白金trigger 2 Jun @ 11:23pm 
@Mhdss 异常怪物压缩逻辑就是拿蹒跚怪测的,你这个情况应该不存在,可能你开了阿尔法基因这种会改变攀山怪生成逻辑的mod,因为两个代码都是Patch的同一个方法,导致他们的修改覆盖掉了我写的。
Mhdss 1 Jun @ 2:39am 
我这边蹒跚怪没有压缩成功,一样直接冒200个出来,不知道为什么,其他异常怪物正常压缩,比如设置只出10个确实只出了10只血肉兽之类
SpaceLatency 28 May @ 2:34pm 
cherry picker works as a band-aid but is there a way to make it check that the bionics body part efficiency is at least 100%?
Ionfrigate12345  [author] 28 May @ 8:17am 
@SpaceLatency Not sure, it'a large revamp. Maybe use CherryPicker?
Ionfrigate12345  [author] 28 May @ 8:15am 
@白金trigger 已更新你的pull request。谢谢。
SpaceLatency 27 May @ 11:05pm 
can you add bionic and drug effect blacklists, i keep getting raids entirely using bionics that are negative
白金trigger 27 May @ 10:09pm 
我看了一整圈代码,我觉得吧,自己单独搓个mod不划算,大部分代码都是复用的,我能不能直接在你这个项目里加新功能啊?我不坑的,有空加个steam好友商量商量。
白金trigger 27 May @ 9:57pm 
兄弟,我刚给你的分支提了一笔代码,加入了对异常DLC袭击的压缩处理逻辑,包括蹒跚怪,吞噬兽,血肉兽等袭击,有空看看代码能合不 https://github.com/Ionfrigate12345/Rimworld_CompressedRaidContinued/pull/1