RimWorld

RimWorld

Staggered Raids
73 Comments
Pika Oct 3 @ 2:30pm 
I've encountered an apparent bug between this mod and the Odyssey DLC where, if you attempt to escape a staggered raid by taking off to space with your gravship while there are remaining waves, the "Raid Update: X waves remaining!" message will remain stuck on the screen.

To reproduce this:
- Be raided by a force sufficiently large to be staggered.
- Before the waves run out, launch gravship and choose a destination in outer space.
- "Raid Update: X waves remaining!" message remains despite the raid in question being incompatible (would not occur) in outer space.
- Message will not clear after launching to a valid map.

Fortunately, it seems that reloading the save removes the message with no further issues.

Please let me know if you're not able to reproduce this and I'll try to troubleshoot for incompatibilities in my modlist. Thank you!
Scorpio  [author] Sep 30 @ 11:48am 
will be checked
disarmer Sep 28 @ 4:03am 
Yep, getting same bug with only this mod: https://gist.github.com/disarmer/e98108df07842b6c3d7724cee2915e34
How to reproduce: debug actions -> execute raid with specifics -> any faction -> any points -> StageThenAttack -> edgeWalking -> random
C4sp3R Sep 26 @ 12:34am 
Maybe I'm interpreting the last line + comment wrong but could it be that theres an error in this mod?
https://gist.github.com/HugsLibRecordKeeper/ba4f3670316cca8b5fc4dba62f9caabd
Lemon caro Sep 17 @ 6:22pm 
is this CE compatible?
マリー Sep 17 @ 4:15pm 
When using the empire 'call squads(trooper, janissary)' while there are more raider in map than the mod setting, squads change to 'friendly raid', causing dozens of soldiers to rush in. Has anyone else had an experience like this besides me?
elĐeve Sep 15 @ 7:16pm 
it is interesting actually
Chromium Sep 2 @ 12:27am 
That's absolutely not interesting. Winston Waves is already doing that go play that and not try to amalgamate 2 mods that doing similar things in the hopes of working together perfectly.
elĐeve Sep 1 @ 5:12pm 
waves of buffed raiders? i mean, you're going to tell me that's not interesting at the least? :SG0_Sorry:
Chromium Sep 1 @ 2:55pm 
@Sir_Trollman Because he wants raids with only 1 piece of raider pawn😂😂😂
Sir_Trollman Sep 1 @ 10:08am 
Why in God's earth would this mod, which is meant to be an alternative to compressed raids, support that mod?
Void Clown Sep 1 @ 10:04am 
why would it be
elĐeve Sep 1 @ 12:53am 
i guess it's not compatible with compressed raids no?
any info on Save our ship 2? just in case :Mayuri:
I'm not sure what's happening, but I've just received 4 100 man raids less than a few ticks apart. They keep happening. I can't even pause or unpause the game without having more raids spawn in. This continued until I had 20+ raid notes on the right side and then the game crashed. Not sure how to collect logs on this since it crashed the game when it happened. There have been more 100 man raids than this faction has bases at this point.
Winetoo Aug 31 @ 2:51am 
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 Aug 29 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 22 @ 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] Aug 21 @ 11:52am 
@StalledAgate832 what bug?
Scorpio  [author] Aug 21 @ 11:52am 
@free kill i just tested that and it didnt happen are you sure you had an archon raid?
free kill Aug 19 @ 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 Aug 15 @ 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 Aug 15 @ 10:51am 
@Darth Diabetus - It's appearing for me.
Asep_Hejo Aug 15 @ 5:50am 
@Darth Diabetus is rimsort a mod?
The Bungus Aug 14 @ 1:51pm 
Hey this isn't showing up in RimSort, anyone else having this problem?
Syrett Aug 13 @ 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 Aug 11 @ 10:54am 
genera algun problema si tengo [SR] Factional War (fork) ?
StalledAgate832 Aug 10 @ 5:16am 
Any news on that bug with raids detected by the Rimatomics TACS?
CyberMadness Aug 9 @ 3:12am 
Thank you. Now I can use the Winston Waves mod without that 1522 tribals on wave 54 killing my PC
ccynq Aug 8 @ 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 Aug 6 @ 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 Jul 31 @ 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 Jul 31 @ 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 Jul 28 @ 5:59am 
@g0jira, see the previous comments page.
눈꽃잎 Jul 28 @ 5:59am 
Hello, I'm using your mode excellently. I'm leaving this log because a similar error occurred to the user below
눈꽃잎 Jul 28 @ 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 ()
Deuce Jul 28 @ 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] Jul 27 @ 12:26pm 
yeah need logs please ,
тетеря, блин Jul 27 @ 6:20am 
random reminder: CTRL+F12 to share logs.
BHZRD_guy2 Jul 27 @ 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 Jul 27 @ 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 Jul 26 @ 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🌹 Jul 26 @ 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 Jul 26 @ 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 Jul 26 @ 10:02am 
this is a great idea!
Quimble Jul 26 @ 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 Jul 26 @ 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.