RimWorld

RimWorld

352 ratings
Ignorance Is Bliss
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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252.798 KB
Jul 22, 2021 @ 12:33pm
Apr 7 @ 8:21pm
10 Change Notes ( view )

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Ignorance Is Bliss

Description
This is an updated, recompiled and fixed reupload of Dametri's https://steamcommunity.com/sharedfiles/filedetails/?id=2111808313 mod.

Changes and fixes:
  • Updated to 1.3, 1.4, 1.5 and fixed broken defs
  • Added an option to exclude Empire from tech level limitations (it will be always eligible to visit or attack you if ON)
  • Added an option to exclude Mechanoids from tech level limitations (they will be always eligible to attack you if ON)
  • Changed mod settings screen. Now includes the list of factions eligible to attack you.
  • Vanilla Storyteller Expanded - Winston Waves mod support. It uses a custom raid logic so this mod doesn't work with the Winston Waves storyteller without a special patch

Let me know if there are any issues.

[ko-fi.com]

DISCLAIMER: Please unsubscribe from the original mod, don't use the old 1.2 version and this new 1.3 version at the same time.
The reason: they use the same packageId and Defs.
If I change packageId, patches in other mods will stop working and will have to be updated; and if I change Defs, you won't be able to switch back to the old mod without breaking the save should the author eventually decide to update their version.


Original desciption:
Grants control over the tech level of the factions that will raid you. Not every faction leader is Cortés.

Compatible with existing saves.

Requires Harmony.

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Features

By default, your "effective tech level" will be calculated as the highest tech level where you've completed 25% of the research, and enemies more than 1 tech level above this level won't raid you.

However, this is fully customizable with options:
Set a fixed tech range for raid factions
Use your highest tech researched instead
Use your actual tech level (which won't change without mods, but is compatible with Tech Advancing and Techblock)
Adjust how many tech levels above and below your effective level raiders can be.

Note that this will NOT force factions that wouldn't otherwise raid you to raid you. This means if your settings are too strict, you won't get raids. The settings menu will show you what factions are eligible with your current settings.

It's particularly important to note that the base game has NO VANILLA MEDIEVAL FACTIONS, so be aware of that if you don't add any from mods.

Works well with Arcane Technology for control over the tech level of the gear your colonists can use.
184 Comments
GwinnBleidd  [author] May 9 @ 10:02am 
@Victor This mod mostly limits raids. It may try limit quest threats, but it's on case-by-case basis, and many of those patches were not updated since the original mod author stopped supporting the mod
Victor May 9 @ 7:18am 
I got a quest as a Neolithic tech level from a Cannibal Pirate Gang, that I suppose is industrial, which isn't showing up on the list of factions above my tech level on the mod options, in fact, many factions do not show up there. This faction is optional from Ideology and must be enabled on world creation.
It was from a quest in which a child asked to join but didn't tell what the threat was.

https://gist.github.com/HugsLibRecordKeeper/ce30d321fdc47c79d9dede98e7b9c80a
Lucas Edwards Apr 18 @ 9:52pm 
I tried to play the game without this mod. "What could possibly come after me? I am just a little group of tribals, sure we might be kind of wealthy right now but we have bows and arrows, ain't my fault I have a lot of corn surplus right now."

Then I was attacked by space pirates with a level 10 psycaster wielding a laser cannon, a man that nearly ripped our entire clan apart.
It was in that moment where we realized that it might be best to embrace isolation, and hide away from the strange fleshy warm ones with their fire cannons.
bukowa Apr 15 @ 6:54pm 
can you recommend any mods for guns / armors spawning on pawns raidS?
GwinnBleidd  [author] Apr 12 @ 3:01pm 
this mod doesn't control what weapon raider will have. It controls only faction's tech level.
Robot_Prince Apr 12 @ 1:39pm 
@Failpail Was it a mod weapon? If yes its possible the tech is wrong in its own file, and possibly has nothing to do with this mod.
FailPail Apr 12 @ 12:54pm 
I had a raid from a tribal faction and one of them spawned in with a gun?
GwinnBleidd  [author] Mar 1 @ 9:42am 
@TeH_Dav I don't remember how quest exclusion was implemented, since I'm not the original mod author, but it's likely due to technical differences.

There are Quests (QuestScriptDef) and the are Incidents (IncidentDef).
Depending on what exactly they do those 2 could look similar, but they still different in how they are triggered and managed by game.
Quests appear in your quest journal, and generally you have more control over them, while incidents just happen to you.

And I think this mod's dealing with quests, while the Hunting party is implemented as incident.
Plus, I'm not even sure that option works anymore. I personally don't use it, and use this mod only to limit raids, not quest.

I'll try to test it on weekend, may be it doesn't work anymore
TeH_Dav Feb 29 @ 6:20pm 
For some reason events like "Hunting Party" from Vanilla Events Expanded, as well as all the events from [SR]Raid Extension are unaffected by this mod. I just had a hunting party show up to my effectively paleolithic colony - set to not accept anyone above Neolithic - wielding laser miniguns to kill the animals.

Is there any way to patch those mods to be affected by this?
GwinnBleidd  [author] Feb 27 @ 8:18am 
@Robot_Prince got it, i'll see what I can do