RimWorld

RimWorld

Save On Incident
38 Comments
SucháVoda Sep 2 @ 5:26am 
Please add a warning to the mod description that its off by default. Or better, make it on by default.
CrazyBlot Aug 22 @ 10:42pm 
It's sad but fun yeah )
avil  [author] Aug 22 @ 10:47am 
Almost funny, haha. It doesn't seem like there could be an easy fix for this since it appears that Choose Where To Land "delays" the drop, making it so even that singlas "caravan have entered a map" happens BEFORE the pawns are dropped down.
CrazyBlot Aug 22 @ 10:43am 
Critical issue report. When using with Choose Where To Land it make save BEFORE the shuttle landed and it makes killer-saves. Loading will kill shuttle, content and location.
avil  [author] Aug 12 @ 2:06am 
Don't ask me, ask Tynan.
Coany Aug 11 @ 8:04pm 
Are we supposed to infer this arbitrary naming scheme? Like come on "Misc", "Special"??
avil  [author] Jun 29 @ 3:47am 
I think it's going to be awesome.
AlwaysTalkingAboutMyDog Jun 29 @ 2:01am 
Thoughts on 1.6 update?
Aggravated Peasant Dec 4, 2024 @ 12:44pm 
Agreed @Ren
Ren Aug 31, 2023 @ 12:07pm 
I dont think this works with RimSaves. Would be cool if it did
mr_sebitor (twitch) Jul 13, 2023 @ 8:56pm 
this work awesome in big colonies that then to crash the game!
Jamhax Oct 26, 2022 @ 10:21am 
The best anti save scumming mod. Thank you!
brucethemoose Oct 19, 2022 @ 2:45pm 
avil  [author] Jul 30, 2021 @ 10:48am 
@Reianor it just autosaves.
Reianor Jul 30, 2021 @ 9:21am 
Does it name the saves it makes based on incident?
Could it?
Tide Pod Connoisseur Jul 18, 2021 @ 11:29pm 
thank you, you have made save scumming easier
avil  [author] Apr 11, 2021 @ 8:59am 
@ZzZombo It's here for year now, I wonder if I should keep it like that, haha. Fixed.
ZzZombo Apr 11, 2021 @ 5:14am 
"incindet" < typo in description.
avil  [author] Apr 7, 2021 @ 4:09pm 
@somr Better notification system probably never gonna happen. Before quest system was added it worked as you expect it to. As for now add an autosave before getting a quest. Mod saves on historical events, and raids that get triggered by quest don't count in colony history, i. e. they avoid notification mechanic. I just need to come up with something that makes saves anyway. I think I'll just add "autosave on getting a message" or something, and different kinds of messages as options: red, yellow, blue, gray.
fatburner Apr 7, 2021 @ 2:45pm 
It was a guy running from two factions. I accepted and they both raided within a minute. Wasnt happy with how i dealt with it so decided to reload but it hadnt autosaved on the incident even tho it sent two red letters.

But until a better notification system happens this mod will just play wack a mole? And that means it will be unreliable the more mods are installed and new mods come out every week. Basically got to check if it autosaved on a threat in which case you are better of just saving manually. Just my 50 cents. God bless you.
avil  [author] Apr 7, 2021 @ 2:13pm 
@somr it shows a message when it saves (autosaving). Some actions aren't considered as a threat by the game. Ex. many things summoned by quests not considered a "normal" threat. Mod uses central notification system, and those evens don't use it, that's why it goes around the mod. I want to add them at some point. Was it something like that? Like a raid connected to the quest?
fatburner Apr 7, 2021 @ 7:05am 
This mod has let me down too many times :( I set it to save on threats but then if i want to reload it turns out it didnt save.
pinbuck Jan 12, 2021 @ 8:56pm 
think i found a bug, treasure stash quests save on arrival then say you completed them after you load a save
HawnHan Oct 31, 2020 @ 11:26am 
Thank you for your wonderful work!
avil  [author] Oct 31, 2020 @ 11:19am 
Thanks. Updated the mod.
HawnHan Oct 31, 2020 @ 11:07am 
I translated the mod into Simplified Chinese,could you merge it? Github [github.com]
Pisscakehole Oct 25, 2020 @ 7:03pm 
Thank you so much for this mod! It keeps me from savescumming.
harvest Oct 2, 2020 @ 10:44am 
I am also looking for a function to automatically save when the settlers die.
I would be very happy if you could handle it.
avil  [author] Sep 24, 2020 @ 11:47pm 
@rauhte
No, but it would be funny if it did. I might think about adding something like that. Not "every" death, but maybe something like one death per 6h or something like that.
rauhte Sep 24, 2020 @ 10:16pm 
Does this save on death?
JFEOF2 Jun 10, 2020 @ 2:42am 
Mine too.
primetime_29 Jun 9, 2020 @ 1:39pm 
My days of save-scuming are over
starbabylon Jun 8, 2020 @ 3:30pm 
Alright, used it with my decently modded game (roughly 50 mods, with Rimsaves), I picked my settings and it works very nicely, great addition for me, automating what I was already doing! (saving on each incident)

Exactly what I needed, thanks again Avil, it works great!
starbabylon Jun 7, 2020 @ 11:36am 
Thanks for the quick answer, gonna try it out.
avil  [author] Jun 7, 2020 @ 11:25am 
@Mlie it's standard. Didn't want to make any problems with other savegame mods.
Mlie Jun 7, 2020 @ 11:03am 
Does it save to a separate slot or does it use the standard autosave-slots?
avil  [author] Jun 7, 2020 @ 10:44am 
Sure. There is nothing that is tied to a saved game.
starbabylon Jun 7, 2020 @ 10:30am 
Looks interesting. Can it be added to an on going game without any issue? (and removed?)