边缘世界 RimWorld

边缘世界 RimWorld

True Random Raids
44 条留言
ISee  [作者] 9 月 3 日 下午 6:47 
Yes
Renix 9 月 3 日 下午 5:51 
will this allow me to make raids not related to my wealth?
ISee  [作者] 8 月 31 日 下午 3:33 
Eyy, the github version is 1.5 so you can download it there
蓦然回首,誒!?人呢 8 月 30 日 下午 1:02 
plz, I still need 1.5 version!
Refly 8 月 22 日 上午 4:30 
Thank you Thank you so much
Trefoil 8 月 21 日 下午 11:57 
Saw you on Reddit and thanks for the cool mods!
Would be great if you add support to Raid Extension and Factional Wars. (Or maybe they are already compatible. Idk)
renegade_sock 8 月 21 日 上午 9:43 
Fantastic mod, honestly I'm so grateful for people like you! I really don't think I'd even play rimworld if it weren't for all the great mods out there
SoulOfCinder 8 月 21 日 上午 9:30 
based mod author
ISee  [作者] 8 月 21 日 上午 8:32 
Updated to 1.6, everything should work as before but with extra details in logs, if there are any bugs you can post them in comments.
ISee  [作者] 8 月 20 日 上午 9:59 
Thanks, guess I will update then
Prester 8 月 20 日 上午 7:43 
o my god im so sorry the files got deleted. i was just searchign for this kind of mod and am very sorry for you its gone but also thank you for modding. you made rimworld a better place :-)
ISee  [作者] 7 月 11 日 上午 10:11 
I won't be updating this anymore, if anyone wants to they can do it freely, but they will have to decompile the .dll (which will probably fk up many variables). Last I checked mod UI in the settings doesn't work.
metaleclipse4 7 月 11 日 上午 9:36 
if you need a copy of the mod i have a local and online copy(1.5 and the new one) if you need it.
ISee  [作者] 6 月 15 日 下午 3:18 
It's broken with the 1.6 update and I accidentally deleted source files
Head 5 月 2 日 下午 8:27 
I like this mod a lot. I think an interesting option to add would be "manhunter packs" so we can increase the chance of animal raids attacking us
ISee  [作者] 4 月 7 日 下午 12:25 
Interesting, could you tell me more about it? My mod is essentially providing more mechanics to vanilla gameplay, for example: "center drop" is an arrival mode for the incident of type: "raid" and you can choose if you want to include it.
In your case, perhaps that was a completely custom incident that used a custom arrival mode?
Hunter-K13 4 月 6 日 下午 1:58 
I found an unexpected behavior when used with Sometimes Raids Go Wrong: I had center drop raids set to 0%, but this mod selected an incident from SRGW, which ended up being a modified center drop raid.
Barnus Macflagen 3 月 11 日 下午 3:42 
Ok, still. thank you for the help. :)
ISee  [作者] 3 月 11 日 下午 1:45 
It's some mod conflict, other than that I have no clue
Barnus Macflagen 3 月 11 日 上午 4:59 
Yeah. Here it is, it is NOT on a new game. I tried to reacreate it on a new save but could not do it, or i didnt get far enough. Maybe its not even worth checking out, still here it is and thanks for responding.
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https://gist.github.com/HugsLibRecordKeeper/6cd52d734b47833c5c1e011342d7655d
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ISee  [作者] 3 月 8 日 上午 7:04 
Hey, did you add harmony to your mod list? To help you further, you need to have hugslib and do a CTRL + F12 in-game after the error happens, after that paste the link you get here.
Barnus Macflagen 3 月 8 日 上午 4:30 
Hello,sorry to bother but it seems i have a problem with the mod. It runs fine until, i think a raid "should" happen, instead the game slows down and stutters and i get this error.
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https://hastebin.com/share/yiyifopova.sql
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I tried to use the mod twice now and the same problem occurs. Sorry to bother.
Skeleton Man 3 月 7 日 上午 11:43 
its almost ideal to what I was looking for, i’ll have to do some digging myself. Uncapping the quest rewards is at least a nice bonus, thank you for your work.
ISee  [作者] 3 月 3 日 上午 10:09 
In the future, when I have more time :bleach:
(≡◉‿‿◉≡) 3 月 3 日 上午 6:44 
Whyyy remove it that fish neanderthals sounds awesome. Would be awesome if you can add it back :)
ISee  [作者] 3 月 3 日 上午 6:03 
Initially they could, was funny watching neanderthals emerge from waters, but I fixed it as that's only a mech feature, could add it as a toggle in the future tho
(≡◉‿‿◉≡) 3 月 3 日 上午 2:24 
Sooooo... can human raiders emerge from the water then? Can this mod finally make a merfolk raiders.
The Blind One 3 月 3 日 上午 2:22 
Megumin is Kazuma only!
Aye_Aye_Sir 3 月 3 日 上午 1:01 
u are right, but megumin is mine👊😭
Gear`O`Derm 3 月 3 日 上午 12:19 
Will this mod break the space raid in Save Our Ship 2?
ISee  [作者] 3 月 2 日 下午 7:22 
You can enable true random raids check, it will let you choose both the min and max strength of raids...
Trace Projectile 3 月 2 日 上午 7:45 
Could you maybe have an option for upper limit to raid score, or suggest a compatible mod? To clarify I know game difficulty is a thing, though sometimes the game escalates quicker than I'd like. (if I haven't just blinded it being an option previously, or already in this mod.)

I like the below guy's ideas! Sounds dank!
RandomEdits 3 月 1 日 上午 8:28 
Thank you guys for liking my idea! If possible, I would also recommend you find a way to program the drop troopers to beeline to nearest batteries and generators as well. They need to destroy the colony's energy supply to the turrets. Perhaps also drop a few into the colony's medical and supply areas as well to occupy it.
RobbyOne 3 月 1 日 上午 1:29 
Finally can disable siege and have fun with random as well , some of the custom faction i have are dum and stant still tring to build the mortar for hours.
Dealer Mangan 2 月 28 日 下午 11:35 
can this be used alongside Combat Readiness Check?
ISee  [作者] 2 月 28 日 下午 7:07 
You can uncap points for quest rewards by disabling both threat points generation methods or by disabling the incidents check.
Skeleton Man 2 月 28 日 下午 5:19 
I've been thinking of looking into it myself but is there any way to uncap the threat points/scaling for quests? I've been using an unlimited threat points mod but quests always get cut off at what I assume is an upper limit of 10,000 points like vanilla. I think it would just be funny to get absolutely ridiculous trade quests or bandit camps.
Mbos 2 月 28 日 上午 10:26 
Dam who let the door to the underworld open.
ISee  [作者] 2 月 28 日 上午 7:16 
Those are great ideas, maybe I could also fit devourers in there too
Storch 2 月 28 日 上午 3:43 
I liked ideas of the guy below!
Itsuji Hayashi 2 月 28 日 上午 3:34 
i second the dude below me.
Szczygiel 2 月 27 日 下午 4:03 
this dude ideas below are actually dank, can you implement this?
RandomEdits 2 月 27 日 下午 3:42 
So can I get an order of sappers, breachers, siegers with preppers, and drop pods, including scatter with that, all happening at the same time? I want the breachers try to breach my first defense lines and sappers try to breach my blind spot. I want the drop troopers to make it so that they can become too much of an immediate threat I can't focus on either the breachers or sappers. I want the preppers to hold off until the siegers finish their mortars. Make sure they're stationed near the siegers, okay? They always show up at the wrong place, just make sure they're near the siegers so they can protect the mortars. I want these preppers to start assaulting the moment the mortars are finished building. Actually, you know what? I also want an order of an immediate raid right after that, calling it the main invasion force. Oh, include another preparation raid with that order, yeah? Just in case the main force didn't finish off my colony's defenders yet. You got all that? Thank you.
EndaR 2 月 25 日 下午 9:48 
Instantly subscribed, i want my random raids