RimWorld

RimWorld

MT - No Mechanoid Raids [1.0]
61 Comments
Revelation 6 Jul, 2020 @ 11:05am 
update would be swell.
Coco the Freak 25 Mar, 2020 @ 5:09pm 
Agreed, Update would be nice but with the new Mechanoid-Cluster, i think it will be a challenge. Nevertheless i do hope for an Update :)
ambi 22 Mar, 2020 @ 2:10am 
1.1?
fuzzzbutt 15 Mar, 2020 @ 2:45pm 
I would also appreciate an update. love this mod!
Adri 8 Mar, 2020 @ 7:41pm 
Could you update your mod to 1.1 ?
Shivan 18 Nov, 2019 @ 4:39pm 
Hello sir
I think there may be a problem with the mod or an interaction with the mod.
I have played for 56 days with no raids of any kid.
Dusty Lens 10 Nov, 2019 @ 10:26am 
Funny 'ol question. But say I wanted to re-add mechanoids. Is there a process by which I could do so?
Shivan 9 Nov, 2019 @ 10:08pm 
Thank for this mod. I am thinking of using it mainly because CE overpowers mechs.
Mittsies  [author] 23 Oct, 2019 @ 9:32am 
@Minecraft Zombie: Yes.
Winnie the pooh 22 Oct, 2019 @ 3:12pm 
Does this remove psychic ships too ?
Mittsies  [author] 17 Sep, 2019 @ 11:02am 
@Princess of Dengism: I'm not sure. This is a very hacky quick-fix .xml-mod, a simple solution for people who don't want to fight mechanoids, so it might get weird if you mess with other things involving raids.
Sophia Snuggles 15 Sep, 2019 @ 2:35pm 
If you install this mod, and also disable all the hostile factions, what happens? Do you just get manhunter packs in place of raids?
Aurora Bora 3 Jul, 2019 @ 1:30am 
would love the option to just make them come from 1 direction rather than hit all sides of the map at once and maybe give them the red nametags that normal raiders get
Sensational TKO 5 Jun, 2019 @ 2:45pm 
I think this mod bugs out the crash landing process so the game never actually starts if you begin by landing in escape pods
Bonbon 9 Mar, 2019 @ 6:03am 
i used this mod at the start but later it was a bad thing becouse you have no way of getting plasteel easily
Nylem 19 Jan, 2019 @ 3:47pm 
Then I doubly thank you. Thanks for the reply! :steamhappy:
Mittsies  [author] 19 Jan, 2019 @ 3:32pm 
@Nylem: Yes, no mechanoid events whatsoever.
Nylem 19 Jan, 2019 @ 12:25pm 
Thanks for the mod. Does this stop the crashed ship event? I hope it does because that annoys the crap out of me lol. I dont want any mecanoids full stop.
Mittsies  [author] 3 Jan, 2019 @ 5:55am 
I turned off all mods except this one and tested a raid that waits awhile to prepare, and a visitor group... both worked just fine, with no errors in the debug log.

I'd like to help, especially since multiple people have complained about this, but I have literally never seen any of these issues before and I cannot reproduce them.

Perhaps there's some setting or option I have enabled or disabled that's preventing this error from happening? Dunno.
Noodle 3 Jan, 2019 @ 1:13am 
Errors while using this mod, and no others, include:

Error while resolving symbol "randomMechanoidGroup" with params=rect=(202,180,215,197)

Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.LordJob_AssaultColony.CreateGraph () [0x00000] in <filename unknown>:0

I think of the values you set to 9999999999 in the files relation to mechanoids, that somehow changes the wait time for raiders to assault the colony and wait time for trader to leave both to 999999999.
Noodle 3 Jan, 2019 @ 12:27am 
Yes. I tested this mod alone and no other mods.

-Core
-MT - No Mechanoid Raids

and any visitors never leave, and raiders never finish preparing to raid.
Mittsies  [author] 2 Jan, 2019 @ 10:09pm 
Can you provide a full list of mods you're using at the time?
Noodle 2 Jan, 2019 @ 5:54pm 
Yes.
1. Install the mod
2. A raid appears in "preparing for attack"
3. The raiders never attack, and remain stuck in preparing mode.

For traders,
1. Install the mod
2. Trading caravans arrive
3. The traders never leave. Starve to death and mental break, killing themselves and eachother.

Something about the event's changing from preparing > start seems to not work.
Mittsies  [author] 1 Jan, 2019 @ 5:48pm 
can you provide exact steps to reproduce that bug Noodle
Noodle 1 Jan, 2019 @ 5:47pm 
This mod also breaks traders from ever leaving, and has raid stuck in "preparing" forever until they die of natural causes.
merhabi 22 Dec, 2018 @ 4:38am 
I'm pretty sure i allready thanked you before for this mod. But i can only say it once again: You're an absolute life saver!
Mittsies  [author] 21 Nov, 2018 @ 3:03pm 
just saying if exact steps to reproduce the bug cannot be given there's nothing I can do
generaltaila007 21 Nov, 2018 @ 6:24am 
Mittsie, I don't run hundreds of mods. I don't even run 20 mods. I'm also not saying that the issue is the fault of your mod. It could be a mod conflict. For this playthrough, i'm using the following mods. Numbers, edb prepare carefully, hospitality, more floors, Giddy-up, medical tab, allow tool, hugslib, Tilled Soil, Map reroll, and JecsTool. I just started using the Tilled Soil mod as well. It just so happened that I went to this mod and saw other people mentioning the Infinite Party bug that I am also experiencing I thought it could be the root cause. I'll check the Tilled Soil mod page as well to see if anyone over there has this issue.
Mittsies  [author] 20 Nov, 2018 @ 11:58am 
the "infinite parties bug" is the result of a mod conflict or something entirely else. this mod, alone, is not going to cause any problems like that. if you want to claim it does, then you need to disable every other mod and provide exact steps on how to reproduce the bug, otherwise I'm just going to assume its one of your other 100+ mods causing an issue.

personally I've made it multiple in-game years into a 1.0 playthrough with this mod (and many others) and seen plenty of normally-functioning parties and normally-functioning raids. I've never seen this "infinite parties bug" nor have I seen any malfunctioning raids.
generaltaila007 20 Nov, 2018 @ 5:35am 
I too am having an issue with the infinite party bug. It would seem my colonists thing they are always at the party and do not sleep until they pass out from exhaustion. Raids are not working properly. I have had 1 out of 4 raids actually happen. It was the raid that stated they are attacking immediately. The raids that were "prepping" never actually attacked. The raiders fell over from malnutrition from not eating. I installed this mod b/c I'm tired of OP centipedes in the late game drop podding on/near my ship.
chunkymonkey 6 Nov, 2018 @ 12:41pm 
Sorry to be a bother but I did some more testing because I suddenly had a hunch that the issue may be an incompatability between two mods. I only have two mods on my list that interact with Mechanoids, this one and Definitely More Cannons. Definitely More Cannons adds a heavily armoured version of the centipedes.

So I tested and confirmed that when these two mods are active that the infinite parties bug occurs.

Luckily there is a solution! The Definitely More Cannons mod has a version that doesn't mess with the Mechanoids file. Definitely More Cannons - No Armored Centipedes | https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1554666637

I tested and when this mod and Definitely More Cannons - No Armored Centipedes are used together the party bug does not happen.
Mittsies  [author] 5 Nov, 2018 @ 6:05pm 
@chunkymonkey I can look into it later on, but I'll be busy for awhile.
chunkymonkey 5 Nov, 2018 @ 11:57am 
@GamePro7803 I can confirm that this mod does cause the "inifinite" parties bug. This also affects weddings and, rarely, raids. Unfortunately, removing the mod and reloading a save does not fix the issue, the save is hosed if the mod was installed at all.

@Mittsies would it be possible for you to look into this issue? I tested on my end by starting a new game with all my current mods loaded and then used debug mode to start a party. Without this mod loaded the parties end as per normal. With the mod loaded parties and weddings never end, they go on forever. The only way to stop them is to kill and ressurect the person who started the party but you'll have to keep doing this every time a party or wedding happens, super annoying.
Aragon 19 Oct, 2018 @ 4:59am 
*thumbs up*
Mittsies  [author] 19 Oct, 2018 @ 12:09am 
Updated for 1.0
CatChris 13 Oct, 2018 @ 4:17pm 
Thank you, Centipedes are just way to over powered to deal with in large numbers (I got 20 In a single raid, and they easily tear through my defences anytime I try to beat them legitamately)
Jhon 2 Oct, 2018 @ 5:39pm 
THX Man
Gloomster569 29 Sep, 2018 @ 3:43am 
People are reporting that this mod is glitching out and making "infanite" parties? might be worth checking out.
Mittsies  [author] 20 Sep, 2018 @ 10:12pm 
@Vladislak: Good to know.
Vladislak 20 Sep, 2018 @ 3:28pm 
Okay I did some testing, it seems the game doesn't send any kind of raids if you've destroyed every other faction, but as far as I can tell it does make some of the other dangerous events like manhunter packs and infestations more frequent. I could be wrong about that second part, maybe I just had a string of bad luck with infestations, but they definitely don't send any more raids. I even tried spawning a raid with the dev tools and none showed up.

That's fine with me though, I destroyed everyone on the planet after all. I just thought I should mention it since you weren't sure what would happen.
Vladislak 17 Sep, 2018 @ 1:21pm 
Alright, my goal in my current playthrough is conquering the planet anyways, it may take a while longer for me to finish but I'll try to remember to post what happens here.
Mittsies  [author] 17 Sep, 2018 @ 9:45am 
@Vladislak: I guess that would mean you've conquered the planet, and you win :)

But truthfully I don't know what happens if you kill every faction. It's probably worth trying out just to see.
Vladislak 16 Sep, 2018 @ 5:42pm 
So normally if you killed all the raider factions on the map you'd generally get nothing but Mechanoid raids from then on. If this removes mechanoid raids, what happens if you destroy every raider base on the map? Is there some sort of substitute raiders that came from space or something or are there just no longer any raids?
Mittsies  [author] 31 Aug, 2018 @ 5:31pm 
Updated for B19.
Maxxmillian 29 Aug, 2018 @ 12:17am 
B19 was pushed out to everyone today as the current version, love your mod, will you be updating it?
Dingus Donkus 22 Aug, 2018 @ 3:46pm 
thanks, I have gotten supper tierd of building a base with turrets surrounding it, only to have 1 single mechanoid take them all out from behind my wall because it has incredible range and power. I understand the way to stop this is with a killbox, but that just doesn't seem as fun.
merhabi 19 Jul, 2018 @ 2:32am 
Thank you so much for this mod!
Warm Body 6 Jul, 2018 @ 2:07am 
@Mittsies:ʕ•ﻌ•ʔ K, GOOD IDEAR .You are really smart
Mittsies  [author] 5 Jul, 2018 @ 5:20pm 
@Commend Me Now!: I recommend using this tutorial: https://i.imgur.com/0AnOTOK.png
Warm Body 5 Jul, 2018 @ 2:28pm 
hi,i really need stop human raids too. please....
i build a big city.then each raids attacker has more than thousands.
super lag.... sad:poocry::poocry::poocry: