RimWorld

RimWorld

Sometimes Raids Go Wrong
732 Comments
RemingtonRyder  [author] Feb 12 @ 7:09am 
Thanks, I updated the mod just now.
FerrisCG Feb 11 @ 8:39pm 
@RemingtonRyder Looks like inside ThingsThatGoWrong:MakeManhunters you have an inf loop (unused whileloop?) at the bottom of your method https://drive.google.com/uc?id=1XEU-cMfwL7xUjQTGOKpTl7ke-x7za0iD which will crash the game due to no escape
WiseArkAngel Jan 26 @ 6:00pm 
That explains it, I guess. I used it on a 33 year old.
RemingtonRyder  [author] Jan 26 @ 10:51am 
It should work on anyone, yes. It removes all things caused by old age and then rolls a random new age between 18 and 36. If the new age is older than the existing age (in other words, it would actually cause them to get older) then they stay at their current age.
WiseArkAngel Jan 25 @ 6:57pm 
Is Youth Serum not able to be used on healthy people in their middle age?
RemingtonRyder  [author] Nov 5, 2024 @ 5:41am 
The big slider at the top (Overall weight for raids going wrong) in the mod settings is what you want to adjust. Drag that all the way to the right if you want raids going wrong to be a frequent occurrence, or over to the left to make it rarer.
L Nov 5, 2024 @ 3:34am 
is there a way to increase chances of of raids going wrong? i seem to get a raid going wrong idk seems like once every 10 raids or so doesn't seem to happen much at all, and the mod settings in the options doesn't really have much of a interface
kad Aug 6, 2024 @ 6:10am 
Awesome!
BaguetteMan May 19, 2024 @ 4:10pm 
great mod!
RemingtonRyder  [author] Apr 30, 2024 @ 8:50am 
Updated the Russian translation of the mod today.
RemingtonRyder  [author] Apr 29, 2024 @ 2:57am 
I don't have the new DLC yet. Sorry.
漆黑之梦 Apr 29, 2024 @ 12:25am 
Is there anything about the new DLC "Anomaly"?
RemingtonRyder  [author] Apr 28, 2024 @ 1:09pm 
Tiny update tonight, added a Reset Settings button to the mod settings menu.
超赛神 Apr 28, 2024 @ 7:40am 
nice mod
RemingtonRyder  [author] Apr 27, 2024 @ 7:39am 
New update is out. I added a check for Vanilla Expanded Events and if it is active then unfortunately you can't use the built-in weight slider for this mod, you'll need to use the one in VEE instead. There is a message to let you know this.

Also, I changed the default chance for a raid to go wrong to 1.85, which is a quarter of the chance for a raid. If you have already changed this setting then it won't be overridden.

This update also makes sanguophages, or pawns with the right xenogenes, unaffected by rapid ageing. It wasn't very likely that pawns with these genes would raid in, but I fixed it anyway.
RemingtonRyder  [author] Apr 27, 2024 @ 6:23am 
Hey @RankLord123 I did some testing and yes, it seems that Vanilla Events Expanded does override this mod's settings. It's kind of annoying but chances are if you have VEE then you're going to be altering the settings there anyway.

I'll see if I can make them synchronise.
RemingtonRyder  [author] Apr 18, 2024 @ 4:43pm 
Still works. I've been playing RimWorld recently.
RankLord123 Apr 9, 2024 @ 4:59pm 
Hi there, thanks for the mod. Ive been reading the comments, and testing myself, and I think i have worked out why a lot of people are saying they are getting loads of raids going wrong.

If you have Vanilla Expanded Framework + Vanilla Events expanded, "sometimes raids go wrong" is listed , with a weight slider for how often it should occur. The thing is this overrides the weight slider in Sometimes Raids Go Wrong settings, and they dont sync with each other.

I was getting raids go wrong maybe 50% of the time, even with a low weight in this mod's settings. I worked out that in the Vanilla Events expanded settings , it was still set to 7.4, which is the default this mod uses.

So , perhaps there is a need for a compatibility check /something to make them sync, or simpler just a notice in the description here that you need to adjust BOTH settings. Thanks for making this mod
RemingtonRyder  [author] Mar 26, 2024 @ 2:13am 
Hey there! I added a discussion titled Suggestions. I wrote a little bit about things which go wrong, hopefully it helps.
Starei Mar 24, 2024 @ 4:10pm 
Great mod! Curious where I could go if I'd like to suggest some changes and ideas for more types of raid failures?
Pheace Mar 19, 2024 @ 3:43am 
Still a great mod to have, thanks!
RemingtonRyder  [author] Mar 18, 2024 @ 8:28pm 
New version is up for anyone who is currently playing the unstable 1.5 branch. Fixes for 1.5 compatibility and Russian translation. I tested all of the events and made sure that the youth serum still works, but as with any update it's always possible that I missed something. Let me know if you see any unexpected behaviour while testing 1.5 and I'll fix it up as soon as possible.
Ginga Feb 25, 2024 @ 11:41am 
ah so this is the mod that causes rapid aging lol, i thought it was some funny bug
pgames-food Dec 11, 2023 @ 12:16pm 
(ooops sorry, i forgot im still using v1.2 of rimworld) :lunar2019grinningpig:
RemingtonRyder  [author] Dec 11, 2023 @ 7:57am 
That's an old config. The val_MinimumRoll and val_MaximumRoll settings don't exist any more.
pgames-food Dec 10, 2023 @ 8:31pm 
btw when i first added the mod and in my v1.2 game, i was using these to help me get raids that can go wrong :)

in "Mod_1551336515_SRGW_Loader.xml"

<?xml version="1.0" encoding="utf-8"?>
<SettingsBlock>
<ModSettings Class="SometimesRaidsGoWrong.SRGW_Loader+SRGW_Settings">
<val_MinimumRoll>1</val_MinimumRoll>
<val_MaximumRoll>4</val_MaximumRoll>
<mode_debug>True</mode_debug>
</ModSettings>
</SettingsBlock>

maybe you can edit your config file in a similar way to adjust more or less raids?
RemingtonRyder  [author] Dec 10, 2023 @ 9:02am 
Overall weight is like the chance that a raid which goes wrong gets chosen. The higher the weight, the greater the chance. The default weight for a regular raid is 7.2, so if you have overall weight set to 7.2 then there's an equal chance of a raid being normal or going wrong.

The storyteller has more than just raid and raid-gone-wrong to pick from, though.

Hope that makes it clearer!
pyatr Dec 10, 2023 @ 12:04am 
How does Overall weight work? I seem to be getting a lot of events - 4 raids, 2 manhunters, 1 pod malfunction. Is that just a chance of raid going wrong?
RemingtonRyder  [author] Nov 24, 2023 @ 12:56am 
The only thing I did notice is that when there are two possible raids for the storyteller to choose from (RaidEnemy, the original, and RaidEnemyGoesWrong, from the mod) randomness means that in the short term you might see one of them more than the other even when the weights are similar (in other words, not zero). Over a long run you would see them tend towards being rolled equally.

Hope this helps.
RemingtonRyder  [author] Nov 24, 2023 @ 12:47am 
Hey there! I had a look at how often a raid would go wrong using the dev output tool (Test future incidents) on my current saved game.

When the overall weight is set to zero, none of the future incidents were raids going wrong.

I don't know how you're getting raids going wrong with the weight set to zero, the game literally is telling me that's impossible.
Madpup Nov 23, 2023 @ 5:00pm 
Even set to 0, it seems like raids go wrong almost 1 out of ever 2 or 3 raids.
isiarca Nov 10, 2023 @ 8:14pm 
A suggestion inspired by the associations my brain came up with when I read the phrase "burning man": a variation on the drunken raid where they're stoned on smokeleaf instead.
RemingtonRyder  [author] Oct 26, 2023 @ 5:14am 
When the overall weight is set at 0 then you won't get any raids going wrong.
Dave Oct 26, 2023 @ 4:38am 
@RemingtonRyder and @Nine-toes I may be talking complete rubbish but I had this exact same thought just now (not seeing any raids go wrong in forever). I've clicked on the options and the weight is set at 0. Does this affect it? I saw below it used to be 7.4 so I've just increased it on my game. Fingers crossed!
RemingtonRyder  [author] Oct 18, 2023 @ 6:35am 
I'd say it's Compressed Raids. I had a browse through the code for that mod earlier today, but I couldn't find anything which jumped out and said 'oh, this will definitely conflict.'

The one sure way to know is to start a test save with that mod disabled and see if you get raids going wrong again.
Logen Nine-toes Oct 17, 2023 @ 9:41am 
Hey there, this is about other mod compatibility so leaving this for anyone to comment on

I'm not getting any of the raids go wrong events in my raids. I used to, and I loved it, but sometime between the pause from the 1.4 update it stopped happening.

I can think of two culprits causing this:
1. Vanilla Expanded Framework - I only started using it recently
2. Compressed Raids - I figure this one may be overwriting raid events?

If anyone has thoughts on this I'd appreciate it
Mr. F Oct 2, 2023 @ 12:02pm 
Thank you for your reply. Looking forward to see the chaos ingame then ;-)
RemingtonRyder  [author] Oct 2, 2023 @ 11:55am 
It adds a new event, a raid which goes wrong, containing all of the mini-events which could go wrong with a raid. As far as I know, this way it shouldn't be incompatible with any other mods. Because the storyteller chooses from a list of events this just gets inserted into the mix.

I do know that there's at least one storyteller from a mod which wouldn't use this event, but then it doesn't use the regular raid either, and you would know that just from reading about it.
Mr. F Oct 2, 2023 @ 11:47am 
Really like the concept of your mod.

I have a technical question before testing it myself:
Does your mod add new events to the pool or does it alter the existing events in the game?
I'm asking because I like to know, whether I might encounter possible incompatibilities with events added from other mods, if the latter is the case.

Keep up the good work!
FungalFish Oct 1, 2023 @ 8:35pm 
I love mods like this. Fantastic job, man. Perfect wackiness for emergent gameplay.
RemingtonRyder  [author] Oct 1, 2023 @ 5:01pm 
New version is up! This allows you to alter the chance for raids to go wrong in the mod settings screen instead of being stuck with 7.4 all the time.

As always, let me know if there are any problems.
danrmiller58 Sep 23, 2023 @ 10:35am 
i think it would be a cool addition to make a lot of raiders have random mental breaks mid raid
pgames-food Sep 6, 2023 @ 12:56pm 
hi dirmagnos, if you end up getting attacked with 2 allied factions at the same time (or even just 1 big fight), one mod that helped me a lot was the Tactics mod. (it basically lets you pause the game when an action you gave so someone is complete, and helps to slow down time in this way to give you more time to plan out exactly how to best attack or defend etc.

(eg, you can scan each enemy shooter, and see which one looks like they have more chances of hitting you via their skill level, and then direct your snipers to take them out first etc) or you can target a bunch of melee fighters who are highly skilled first, and let the average ones get closer etc - just bear in mind that if you have a lot of colonists, and/or several bases, its best not to usually enable tactics across more than 1, otherwise the game will jump around between maps etc.
Dirmagnos Sep 6, 2023 @ 10:33am 
Suggestion:
Poor Timing
Two raids happen simultaneously. There is 50% chance that they start close by, 10% chance that they start on opposite sides from each other and 40% chance that they start somewhere in between.
If two factions are hostile towards each other, it might be a source of easy loot, but if they are allied, then its a double trouble.
pgames-food Jul 14, 2023 @ 1:16pm 
(best to make a backup first though, as i think that mod can sometimes 'heal' a hediff that some mods have added as a buff if they are not coded properly as buffs or something)
pgames-food Jul 14, 2023 @ 1:15pm 
btw i was able to use the CryoRegenesis mod for a bit in an older v1.2 game, which uses up energy + uraniums to heal a character (including a bit of age reversal) in the meantime, until i can find the youthserums :)
RemingtonRyder  [author] Jul 14, 2023 @ 9:49am 
No, but they are at risk of all the usual complications of old age in RimWorld and those can be fatal.
Marikir Jul 14, 2023 @ 3:41am 
Hmm...I've got a prisoner with the rapid aging who is...310 years old. And still alive. I take it they don't die of old age?
RemingtonRyder  [author] Jul 7, 2023 @ 8:21am 
Tending them with a good doctor and good medicine will help the immune system dispose of the rapid ageing mechanites. Got to get them to 100% immunity as soon as possible.
Cobble Jul 7, 2023 @ 5:45am 
Hello, I love your mod and it adds some hilarity to my playthroughs. However, I just wanted to ask if the raiders with rapid ageing eventually get cured or is it like a constant need for medication?