边缘世界 RimWorld

边缘世界 RimWorld

Rebecca Realistic
109 条留言
Matthew05 7 月 26 日 上午 4:17 
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 7 月 25 日 上午 11:00 
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 7 月 16 日 上午 11:16 
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 4 月 8 日 上午 1:27 
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 2024 年 11 月 26 日 下午 4:58 
Did anyone try this mod with hospitality?
Matthew05 2024 年 10 月 30 日 上午 6:18 
[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 2024 年 10 月 30 日 上午 6:18 
[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 2024 年 10 月 24 日 下午 6:08 
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 2024 年 7 月 16 日 下午 3:50 
Loved this mod, hoping it works on 1.5 with my mods. Rooting for you!
Wodan 2024 年 7 月 14 日 下午 2:03 
im excited.
UdderlyEvelyn  [作者] 2024 年 6 月 26 日 下午 1:31 
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 2024 年 6 月 16 日 下午 2:13 
Sir this mod does not work for 1.5
Matthew05 2024 年 6 月 15 日 上午 10:59 
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💀 2024 年 5 月 4 日 下午 8:54 
Should've named her R. N. Genie
pear 2023 年 8 月 18 日 下午 12:49 
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 2023 年 7 月 28 日 上午 9:17 
Lets hope this awesome mod will be adopted by some kind modder.
Vagineer1 2023 年 7 月 12 日 上午 6:35 
Any plans to update this to 1.4?
CTH2004 2023 年 5 月 20 日 上午 10:04 
thanks @Cosmosyn!
Cosmosyn 2023 年 5 月 10 日 下午 4:05 
@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 2023 年 3 月 29 日 上午 9:03 
@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 2023 年 1 月 26 日 下午 4:25 
As of one week ago, Rebecca works just fine in 1.4. Relax, it's just a number.
🅾🅼🅸🅲🆁🅾🅽 2023 年 1 月 26 日 下午 1:21 
RIP Rebecca, I hope we may meet again someday in 1.4
Mid Favila 2022 年 12 月 31 日 下午 2:40 
Sending energy your way for a Rebecca update -- fantastic AI, sweeps the floor with the base game ones.
HIVEMIND 2022 年 11 月 20 日 上午 7:32 
wake up samurai
fallenscion 2022 年 11 月 10 日 上午 6:52 
Fingers crossed for 1.4 - but things take time and effort, so no pressure!
kenlon 2022 年 10 月 24 日 下午 9:15 
This looks pretty cool - are you planning on updating to 1.4?
♡ Lilith ♡ 2022 年 10 月 17 日 上午 4:01 
Oh wow that art. And the scarf! And the subtle face shape. I love this
blackow1cz 2022 年 9 月 26 日 下午 7:12 
the portrait, it almost feels like if the rimworld developers did it
Katieclysm 2022 年 9 月 24 日 下午 2:40 
Sounds really interesting. I'll be honest though, I'm giving it a shot almost entirely because if the awesome portrait.
Weasel 2022 年 8 月 30 日 下午 1:34 
Probably the best modded storyteller I came across
soshp 2022 年 7 月 16 日 上午 6:54 
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  [作者] 2022 年 7 月 11 日 下午 10:22 
@AerosolNinja It should work fine, still processes the conditions of the incidents.
Inquisition 2022 年 7 月 9 日 下午 10:07 
Is this compatible with Save our Ship 2? Like will it cause manhunting animals in space?
UdderlyEvelyn  [作者] 2022 年 7 月 5 日 下午 9:44 
@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 2022 年 7 月 5 日 下午 4:37 
Hotseat mod as well, so =) random!
UdderlyEvelyn  [作者] 2022 年 7 月 5 日 上午 12:50 
@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 2022 年 7 月 4 日 下午 1:14 
Why hello friendly neighbour cow friend! It would be the multiple firings of Rebecca hitting the same raidtype given from MultipleRaids at https://psteamcommunity.yuanyoumao.com/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  [作者] 2022 年 7 月 4 日 上午 10:25 
@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  [作者] 2022 年 7 月 4 日 上午 10:24 
@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 2022 年 7 月 2 日 下午 8:45 
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 2022 年 6 月 28 日 上午 2:17 
Any update on the CE compatibility? I was really excited to find this mod - until I read that line!
UdderlyEvelyn  [作者] 2022 年 4 月 21 日 下午 9:45 
@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 2022 年 4 月 21 日 下午 7:40 
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  [作者] 2022 年 4 月 21 日 下午 3:21 
@Vintage Misery It definitely would not respect those, correct.
Vintage Misery 2022 年 4 月 21 日 下午 2:25 
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 2022 年 3 月 23 日 下午 8:35 
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  [作者] 2022 年 3 月 23 日 上午 8:32 
@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 2022 年 3 月 22 日 下午 9:28 
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  [作者] 2022 年 3 月 19 日 下午 6:57 
@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 2022 年 3 月 19 日 下午 5:42 
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.