RimWorld

RimWorld

Chewy102 Mar 14, 2024 @ 7:38pm
Just me, or is 1.5 really heavy on raids?
It's been 97 days in total and Iv had 23 major threats with 16 raids according to in game stats. This feels like a LOT more than normal and Im only playing on Strive to Survive with Randy as the story teller.

RNG is RNG and playing with Randy is bound to be as RNG as you can get. But this is a feeling like a bit heavy to just be RNG when I can't recall events being this common before.
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Showing 1-15 of 18 comments
dande48 Mar 14, 2024 @ 8:09pm 
If you want to check, take a look at the file
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Core\Defs\Storyteller

Even if you don't know coding, comparing the differences under <label>Randy Random</label> for 1.4 (~ line 647) and 1.5, should give you an idea of what parameters, if any, have changed.
Dizzy Ioeuy Mar 14, 2024 @ 9:10pm 
I love when people say that an RNG pattern doesn't feel like the same pattern as before.

Basic understanding fail.

Brings me back to Blood Bowl...
Last edited by Dizzy Ioeuy; Mar 14, 2024 @ 9:10pm
Chewy102 Mar 14, 2024 @ 10:37pm 
Originally posted by Dizzy Ioeuy:
I love when people say that an RNG pattern doesn't feel like the same pattern as before.

Basic understanding fail.

Brings me back to Blood Bowl...

Oh I agree that there can be nothing at all. So I reverted back to 1.4 and compared my last run with my 1.5 run.

1.5. As said that save is 97 days old and has 23 major threats and 16 raids.

1.4 lave is 715 days long and has 99 major threats with 95 raids.


There's a clear difference between the 2 when looking purely at these stats. 1.5 has a threat 4 days. 1.4 had a threat every 7 days. Threat spawns are legit happening almost twice as much on 1.5 than on 1.4. Difficulty wise both are on Strive to Survive and both has Randy for the story teller. The only difference between 1.4 and 1.5 is 1.4 is modded.

But my 1.4 mod list doesn't seem to contain anything that Id think would effect game balance, or at least effect major threat spawn rates.

Vanilla Expanded is the only thing I can see that might. Everything else is quality of life stuff like stack size, extra weapons, textures, Allow Tool, more races, and so on. There's a chance, a good chance, that my mod list could be nerfing threat spawns. But I don't see what it would be and I doubt it would account for 1.5 having almost twice the spawn rate of major threats.

Something is going on beyond just it feeling off.
Dizzy Ioeuy Mar 14, 2024 @ 10:42pm 
Originally posted by Chewy102:
Originally posted by Dizzy Ioeuy:
I love when people say that an RNG pattern doesn't feel like the same pattern as before.

Basic understanding fail.

Brings me back to Blood Bowl...

Oh I agree that there can be nothing at all. So I reverted back to 1.4 and compared my last run with my 1.5 run.

1.5. As said that save is 97 days old and has 23 major threats and 16 raids.

1.4 lave is 715 days long and has 99 major threats with 95 raids.


There's a clear difference between the 2 when looking purely at these stats. 1.5 has a threat 4 days. 1.4 had a threat every 7 days. Threat spawns are legit happening almost twice as much on 1.5 than on 1.4. Difficulty wise both are on Strive to Survive and both has Randy for the story teller. The only difference between 1.4 and 1.5 is 1.4 is modded.

But my 1.4 mod list doesn't seem to contain anything that Id think would effect game balance, or at least effect major threat spawn rates.

Vanilla Expanded is the only thing I can see that might. Everything else is quality of life stuff like stack size, extra weapons, textures, Allow Tool, more races, and so on. There's a chance, a good chance, that my mod list could be nerfing threat spawns. But I don't see what it would be and I doubt it would account for 1.5 having almost twice the spawn rate of major threats.

Something is going on beyond just it feeling off.
Did you bother to look at the storyteller?
AldouzTek Mar 14, 2024 @ 10:43pm 
Originally posted by Chewy102:
Originally posted by Dizzy Ioeuy:
I love when people say that an RNG pattern doesn't feel like the same pattern as before.

Basic understanding fail.

Brings me back to Blood Bowl...

Something is going on beyond just it feeling off.

Nah it just Anomaly xD
Chewy102 Mar 14, 2024 @ 10:58pm 
Originally posted by Dizzy Ioeuy:
Originally posted by Chewy102:
Difficulty wise both are on Strive to Survive and both has Randy for the story teller. .
Did you bother to look at the storyteller?

Rather certain I said both use the same difficulty setting of Strive to Survive and that both use Randy as story teller.
Dizzy Ioeuy Mar 14, 2024 @ 11:00pm 
Originally posted by Chewy102:
Originally posted by Dizzy Ioeuy:
Did you bother to look at the storyteller?

Rather certain I said both use the same difficulty setting of Strive to Survive and that both use Randy as story teller.
rather certain you didn't check v1.4 vs v1.5 Randy storyteller. If there are same stats in there, you are just someone who has no clue what random means.
general.catallion Mar 15, 2024 @ 12:12am 
they did say it could just be rng, if more people concur the same result though then something probably changed, intentionally or not.
Legion Mar 15, 2024 @ 12:33am 
So wait. OP uses the *random* storyteller and complains that there are differences between 1.5 and 1.4 in raids and threats? On Randy *Random*? The guy who sends things without rhyme or reason?
Chewy102 Mar 15, 2024 @ 1:13am 
Originally posted by Con(troll) Artist:
So wait. OP uses the *random* storyteller and complains that there are differences between 1.5 and 1.4 in raids and threats? On Randy *Random*? The guy who sends things without rhyme or reason?

That's the thing. Randy isn't being random. He's been consistent so far with events in 1.5. Randy is also the easiest story teller of the original 3 and by a fair amount. Randy "can" give you a harder time with some bad luck, but that bad luck is VERY rare and is at most 2-5 high rolling raids or giving you some of the worse types of raids such as sieges or breachers. Most of the time though Randy just chills and doesn't exactly do all that much since he doesn't focus on major threat events and gives more weight to other events from being, well, random.

Randy giving consistent events isn't normal. Randy only giving you a few types of events isn't normal either. And being able to see any form of pattern over 100 days just does not happen with Randy.

Or at least I have never seen Randy act this way in my 800+ hours of Rimworld. I also know that 100 in game days isn't exactly that big of a sample. And so we get to the point at hand in asking for other people's input to boost sample size without having to spend literal real life days to figure this out.
Legion Mar 15, 2024 @ 1:23am 
Originally posted by Chewy102:
Originally posted by Con(troll) Artist:
So wait. OP uses the *random* storyteller and complains that there are differences between 1.5 and 1.4 in raids and threats? On Randy *Random*? The guy who sends things without rhyme or reason?

That's the thing. Randy isn't being random. He's been consistent so far with events in 1.5. Randy is also the easiest story teller of the original 3 and by a fair amount. Randy "can" give you a harder time with some bad luck, but that bad luck is VERY rare and is at most 2-5 high rolling raids or giving you some of the worse types of raids such as sieges or breachers. Most of the time though Randy just chills and doesn't exactly do all that much since he doesn't focus on major threat events and gives more weight to other events from being, well, random.

Randy giving consistent events isn't normal. Randy only giving you a few types of events isn't normal either. And being able to see any form of pattern over 100 days just does not happen with Randy.

Or at least I have never seen Randy act this way in my 800+ hours of Rimworld. I also know that 100 in game days isn't exactly that big of a sample. And so we get to the point at hand in asking for other people's input to boost sample size without having to spend literal real life days to figure this out.

That's more to work with than what you gave us before.

That said, I can say in my 13k hours of Rimworld that I've had him give nothing at all for years for major threats, mild threats consistently, major threats consistently, sapper raids back-to-back, tunnelers, etc. All of his events are random, not just major threats. That said, it *is* possible a line of code got junked up for 1.5, but that said, it's still pretty on par for Randy. He just throws ♥♥♥♥ out there without caring for if it's good, bad, consistent, or broken up.
Security Cam #7 Mar 15, 2024 @ 1:31am 
It's just Randy doing his thing, it's not that deep lol.

Unlike Cass and Phoebe, Randy does NOT have ANY cooldown on threats. He can pump them out one after another if he wants to.

I've had Randy runs that throughout 10 years of in-game time I've only had a raid once or twice a year because Randy was being lazy and was constantly giving me drop pods with resources, food, textiles and other stuff

I've also had Randy runs with back-to-back raids, barely giving me time to recover that ended my run within 2 in-game years due to a small mistake that caused a snowball effect and in turn doom on my colony.
Last edited by Security Cam #7; Mar 15, 2024 @ 1:33am
stun Mar 15, 2024 @ 2:33am 
Originally posted by Dziąsło:
Unlike Cass and Phoebe, Randy does NOT have ANY cooldown on threats. He can pump them out one after another if he wants to.
That's just wrong
Reeva! Mar 15, 2024 @ 2:37am 
Originally posted by stun:
Originally posted by Dziąsło:
Unlike Cass and Phoebe, Randy does NOT have ANY cooldown on threats. He can pump them out one after another if he wants to.
That's just wrong
Is it? I always thought he just had random numbers attached to his chances of raids or zzzts after he just performed one. I thought it wouldn't put it on cooldown, but instead drastically lower its chances, meaning you 'can' get 3 raids in a row on the same day, it's just extremely rare.

I've had 2 raids on the same day once, so I don't think he has a cooldown. Then again, I used mods, so no idea if it altered him.
Security Cam #7 Mar 15, 2024 @ 3:20am 
Originally posted by stun:
Originally posted by Dziąsło:
Unlike Cass and Phoebe, Randy does NOT have ANY cooldown on threats. He can pump them out one after another if he wants to.
That's just wrong
You are wrong, but I didn't expect much from someone who calls rimworld players roleplayers who "make up some story in their head due to sensory deprivation from the total lack of engaging gameplay" in their previous rimworld post

This is a piece of .xml code of Cassandra responsible for major threats:
<li Class="StorytellerCompProperties_OnOffCycle"> <category>ThreatBig</category> <minDaysPassed>11.0</minDaysPassed> <onDays>4.6</onDays> <offDays>6.0</offDays> <minSpacingDays>1.9</minSpacingDays> <numIncidentsRange>1~2</numIncidentsRange> <forceRaidEnemyBeforeDaysPassed>20</forceRaidEnemyBeforeDaysPassed> <disallowedTargetTags> <li>Map_RaidBeacon</li> </disallowedTargetTags> </li>

The line "minDaysPassed" shows how many days have to pass in a new game to generate a major threat
"onDays" means days she can produce a major threat on. "offDays" is the opposite. In Cassandra's case this means she can spawn stuff on 4.6 days but cannot on the other 6 days.
"minSpacingDays" shows the cooldown between two major events during her "onDays" phase, which (if I understand correctly) are dictated by the line below called "numIncidentsRange" which says she can either make one or two major threats during her onDays
"forceRaidEnemyBeforeDaysPassed" forces a raid on you after 20 days regardless of the above settings.

The exact same cooldowns apply to Cassandra's small threats piece of code:
<li Class="StorytellerCompProperties_OnOffCycle"> <category>ThreatSmall</category> <minDaysPassed>11.0</minDaysPassed> <onDays>4.6</onDays> <offDays>6.0</offDays>

Randy doesn't have any specified cooldowns for major or small threats. All he has is this:
<li Class="StorytellerCompProperties_RandomMain"> <allowedTargetTags> <li>Map_PlayerHome</li> </allowedTargetTags> <minDaysPassed>1</minDaysPassed> <mtbDays>1.35</mtbDays> <maxThreatBigIntervalDays>13</maxThreatBigIntervalDays> <minIncChancePopulationIntentFactor>0.2</minIncChancePopulationIntentFactor> <randomPointsFactorRange>0.5~1.5</randomPointsFactorRange> <skipThreatBigIfRaidBeacon>true</skipThreatBigIfRaidBeacon> <categoryWeights> <Misc>3.5</Misc> <ThreatBig>1.4</ThreatBig> <OrbitalVisitor>1.1</OrbitalVisitor> <FactionArrival>2.4</FactionArrival> <ThreatSmall>0.6</ThreatSmall> <ShipChunkDrop>0.22</ShipChunkDrop> </categoryWeights> </li>
"minDaysPassed" = 1 day to pass on a new game for him to start pumping events
"mtbDays" = mean time between = average time between different events. This is not a hard limit and Randy can generate threats outside of this.
"maxThreatBigIntervalDays" max amount of days that can pass between major threats, no minimum that would indicate a cooldown
"minIncChancePopulationIntentFactor" increases chances of events based on your population
"randomPointsFactorRange" range of the factor of threat points when calculating size of raids.
"skipThreatBigIfRaidBeacon", don't exactly know what a "raid beacon" is but whatever it is causes Randy to skip making a major threat
"categoryWeights" defines the chance of an incident from a specific category occuring. Higher weight = higher chance.

Not a single thing that would say Randy has any form of a cooldown and not a single limit to how many events he can generate at once. If he wanted to he could slap 10 raids on you, it's just very, very heavily improbable
Last edited by Security Cam #7; Mar 15, 2024 @ 3:31am
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Date Posted: Mar 14, 2024 @ 7:38pm
Posts: 18