RimWorld

RimWorld

Staggered Raids
59 Comments
Winetoo 14 hours ago 
Could i ask you for possibility to increase the raid size beyond 100? Im playing with plenty mods and im sure my computer can handle 200-300 pawns just fine. The latest raid was 21 waves... which is not very fun.
Chromium 29 Aug @ 6:10am 
I recieved a 478 man raid, 4 different parties at once, it took around 10 minutes to load in :buzzed:
I have multiple raids and dire raids too, but I m thinking about adding this one too, maybe later
Oozy 22 Aug @ 6:10pm 
Btw forgot to add the dire faction raid that crashed the game and my pc turned into an archon raid once I turned off dire raids so idk if this info helps or not
Oozy 22 Aug @ 6:07pm 
Update: I think it was dire raids + this, since I dunno how it handled loading a dire raid so I guess it made them multiply in points for each wave I guess? I turned off dire raids but still had this one and it fixed the crashing. So maybe there's some compatibility issues with dire raids for this mod.
Oozy 22 Aug @ 3:44pm 
I dunno if this was the mods fault but it gave me like a 800000+ point raid outta nowhere and crashed my pc so I'm removing this to try and save my save, will update if it fixed it
Scorpio  [author] 21 Aug @ 11:52am 
@StalledAgate832 what bug?
Scorpio  [author] 21 Aug @ 11:52am 
@free kill i just tested that and it didnt happen are you sure you had an archon raid?
free kill 19 Aug @ 6:59pm 
archon raids from archon xenotype seems to be bugged, it sends hundreds of tribals instead of one or two expensive archon units, this was on day 8 when every other raid was one or two.
TH3_B1G_CH33S3 15 Aug @ 12:32pm 
This mod seems to make my game crash or quit itself at a very specific point, removing this mod got rid of the issue.
Gerewoatle 15 Aug @ 10:51am 
@Darth Diabetus - It's appearing for me.
Asep_Hejo 15 Aug @ 5:50am 
@Darth Diabetus is rimsort a mod?
Darth Diabetus 14 Aug @ 1:51pm 
Hey this isn't showing up in RimSort, anyone else having this problem?
Syrett 13 Aug @ 9:55am 
an actually amazing mod. goodness gracious.
i play with a few mods that add some extremely valuable materials and items, like SotC, i think that's the abbreviation, and raids can take like 20 minutes to load
this makes everything so much more bearable with how unoptimized my gameplay is
NotherKiller 11 Aug @ 10:54am 
genera algun problema si tengo [SR] Factional War (fork) ?
StalledAgate832 10 Aug @ 5:16am 
Any news on that bug with raids detected by the Rimatomics TACS?
CyberMadness 9 Aug @ 3:12am 
Thank you. Now I can use the Winston Waves mod without that 1522 tribals on wave 54 killing my PC
ccynq 8 Aug @ 5:16pm 
Love this as a better balanced way of doing high wealth low pop colonies
This is a fantastic mod and was exactly what I was looking for. Now I can play on higher difficulties without my computer dying. Dealing with 7 waves of 50 shamblers is so much more fun than all of them at once. Still very challenging but a different and better kind of challenge. By the time I was done with all those shamblers every room in my base was breached, half my colonists had lung rot, and everyone was starving and about to mental break. 10/10 experience.

There is one thing but I'm not sure it can be fixed. Friendly reinforcements can also come in waves. I had 3 empire reinforcement waves come in after the threat was dealt with so they just stood around for a while. Not a big deal and I don't know if it can be fixed since I believe the game considers reinforcements as a "friendly" raid.
Asep_Hejo 6 Aug @ 4:31am 
does the mod has patch for pillage raid from VFE Medieval 2? I got this event with 160 raider, i set to get 55 max
LOTO 31 Jul @ 11:05pm 
is it possible to set a higher upper limit? since 100 seems to be low when the actual raiders comes to more than 700+
Abys 31 Jul @ 10:31pm 
Hi the mod works well but seem like it make some quest endless. Like there is no completed signal after the raid in quest being split.
тетеря, блин 28 Jul @ 5:59am 
@g0jira, see the previous comments page.
눈꽃잎 28 Jul @ 5:59am 
Hello, I'm using your mode excellently. I'm leaving this log because a similar error occurred to the user below
눈꽃잎 28 Jul @ 5:58am 
Could not resolve raid faction.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
StaggeredRaids.IncidentWorker_Raid_TryExecuteWorker_Patch:Prefix (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms,bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch1 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker (RimWorld.IncidentParms)
RimWorld.IncidentWorker:TryExecute (RimWorld.IncidentParms)
RimWorld.Storyteller:TryFire (RimWorld.FiringIncident,bool)
RimWorld.Storyteller:StorytellerTick ()
(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 ()
g0jira 28 Jul @ 4:34am 
nice idea, but still looking for mod that will change size for quality, if there is 300 pawns, they are probably ultra weak, so i would take even 100 pawns but stronger
Scorpio  [author] 27 Jul @ 12:26pm 
yeah need logs please ,
тетеря, блин 27 Jul @ 6:20am 
random reminder: CTRL+F12 to share logs.
BHZRD_guy2 27 Jul @ 6:00am 
Update: i replicated it with minimal modlist only this, core and harmony, it seems it will error when i try to execute raid with minimal points. i tried it with 20 points it causes that error below my report. though i found that only 20 point raid cannot generate, above said points can generate.
BHZRD_guy2 27 Jul @ 2:31am 
Hi! It seems I'm getting a Could not resolve raid faction. when the game tries to start a raid event. Here's the error :

Could not resolve raid faction.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:StaggeredRaids.IncidentWorker_Raid_TryExecuteWorker_Patch.Prefix_Patch0 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms,bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch2 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker (RimWorld.IncidentParms)
(wrapper dynamic-method)

I can't seem to replicate it, but it's the only mod that modifies raids and it was mentioned in the error. i can send huglib log if needed. I hope you can fix it, thanks!
FirstBornAcorn 26 Jul @ 10:37pm 
i have the same issue as Fibre, it does cut the raids in chunks but they all spawn at the same time
Fibre🌹 26 Jul @ 2:20pm 
I mean it cut 200 pawn raids to 10-24 but there's no "waves" as far as I can see
Church.exe 26 Jul @ 12:30pm 
Another aspect of this that could be interesting is making it so that the wave times are adjustable, so in theory you could have a max wave size of like 1 unit, but a time between 'waves' of 0.1 seconds, spreading out the initial spawning over several seconds to prevent the immediate lag spike of spawning dozens or hundreds of units all at once.
LOTO 26 Jul @ 10:02am 
this is a great idea!
Quimble 26 Jul @ 7:23am 
Frankly pretty cool. I can use this to replicate the fact that an attacking force probably will have more than one wave of attackers lol.
тетеря, блин 26 Jul @ 6:01am 
maybe it would be great to have a chance to have either compressed or staggered raids, adjustable to your taste. anyways, thanks for the mod, I love this community.
Inglix 26 Jul @ 5:59am 
I like this idea much more than compressed raids. Great idea Scorpio!
Giorgio Dibitonto 26 Jul @ 4:31am 
Should be vanilla! Thanks for it Scorpio!
guardian1368 26 Jul @ 3:44am 
how does the ally reinforcements work
Porknelius 26 Jul @ 2:50am 
clever
W.D Toaster 25 Jul @ 3:43pm 
Any idea if this is compatible with Raider Swarm Compression ?
StalledAgate832 25 Jul @ 5:04am 
Yeesh, thanks for that heads up with Rimatomics. Hope that gets fixed.
Hedgehog 25 Jul @ 4:48am 
anyboddy know if this is compatible wiht ''ignorance is bliss'' ?
Apokus 24 Jul @ 1:32pm 
Quick notice for rimatomics users: this mod seems to break the raids(at least for me), aka you will get a raid + threat detected(usually raid from the same faction in x day) at the same time, which will result in 2x raid.
Smiley Face Killer 24 Jul @ 1:31am 
I didn't think to suggest this earlier but an option for a "dynamic" setting would be fantastic imo.

As in if you turn on the "Dynamic staggering" option, it'd match your number of colonists or double it whatever you wanna do, so that way when you have 5 colonists, raids can't be bigger than 5 and that way as you play and your colony gets bigger so do raids but they're still limited so as to not break performance with 300 man raids.

But either way, super good mod for me to keep in the must have list now.
WabbaCat 23 Jul @ 11:46am 
does this have options that instead of setting a pawn limit per raid,... to instead set parameters to trigger staggered raids at set intervals?

Like 1-50 will always be in 1 raids....
51-100 will be broken up into 2 raids.
101-151 will be broken into 3 raids.
Anything greater will be broken into 4 raids with the potential to go higher than 50 on each of them.

Something like that.
VelxraTV 23 Jul @ 9:19am 
better than compressed raids. do I smell small performance gains yet again!
Lesbian Scissorcannon🜏 22 Jul @ 11:11pm 
This is poggers for steam deck gamming, and should honestly be van illa. Ya dont know what kinda system someone is running, and no limits could spiral outta control.

Thanks oomfie
Smiley Face Killer 22 Jul @ 10:32pm 
This is really gonna help with huge lists
So thank you Scorpio (And Taranchuk and Lynn)