RimWorld

RimWorld

Rim War
2,144 Comments
Myth 47 minutes ago 
So is wealth and the adaptation factor now irrelevant with this mod? That would be awesome. If I'm reading this correctly, everything non-quest raid related is based on the simulated strength of the enemy settlements, right?
Freya Anto Oct 21 @ 9:42am 
is there any way to remove the need for Huglib? please tell me its possible
Vril Oct 20 @ 9:11am 
Set the difficulty to hard in rim war options, placed my settlement near enemies, built some small settlement and just waited to see who will attack me, 7 days and no attack, despite my power being below their aggression amount, which means they should attack me.
LumpyLP Oct 18 @ 1:12pm 
Is it possible to change my rival mid-game? I don't want to try and wipe out the Empire...
Hebrux Oct 17 @ 11:07pm 
"wait for the 1.0 release"
Bruh this mod came out in 2020, if we wait for the 1.0 our kids will be enjoying it not us

That said, thanks for the mod!
Vril Oct 17 @ 11:22am 
@Scartleader

The mod works at first, then sputters errors and most traffic cease to exist.
Ishchyaboi Oct 5 @ 7:45pm 
How does this interact with gravships? Does anything break if a trader or warband force is targeting my gravship base, and then I takeoff?
Scartleader Oct 2 @ 1:48pm 
Is there any obvious reason why in a MO playthrough factions won't fight or send armies? Is there a soft limit on pawns before this starts? I can see caravans and settlers moving around the map but no armies. I have messed with the settings to try to increase events and check tickboxes but all looks good.
SmellyFishNuggets Sep 27 @ 5:07pm 
nevermind im stupid i just saw layer and i was confused sorry
CrispyClean Sep 27 @ 4:16pm 
@Vanir as far as I've been playing, I have not noticed any interraction between RimWar and Outposts expanded. I have a theory that the camps to reduce or stop raids may not work? But it's not something I wanted to test cuz I Like raids.
Hazard Maks Sep 27 @ 1:50pm 
Hmm, it is for me. I use both layered atmo and deep orbit, everything is fine except from the normal error rimwar has been throwing off sincey Odyssey regarding an N amount of factions found while rimwar detects only X (space faction cannot be detected and that throws it off)
SmellyFishNuggets Sep 27 @ 8:53am 
this mod is NOT compatible with the layered atmosphere and orbit mod
Vanir Sep 26 @ 2:12am 
Hey random question, but does anybody know if Rim War has any interaction with Outposts Expanded? I want to add outposts in my game but I am unsure if they would get attacked.
Shmoits Sep 22 @ 3:21pm 
@rairai7561 Disable "Restrict Events" in the mod settings. The mod makes it so you're only raided by hostile factions, and only caravaned by non-hostile factions. This setting re-enables that stuff.
OnlyFlans Sep 22 @ 3:05am 
This mod sounds super fun in theory, but in practice it means all the cool fun modded factions get swallowed up and disappear and the entire map is consumed by the most boring vanilla ones, plus it sounds so fun to play with Empire but in practice it makes Empire unplayable. I think I'm done with it which is a shame because I can tell a LOT of effort went into it.
rairai7561 Sep 21 @ 12:26pm 
This is an extremely great mod.
I thought this was the one thing I should say first, so I'll say it first.
However, when I installed this mod, for some reason the visit-related traders stopped working.
This may be an issue specific to my environment, so please be aware that it only affects some people.
I reluctantly deleted this mod, but until the problem came to light, this mod provided me with a fresh and unprecedented experience.
Thank you RimWar, and thank you mod creator.
Pyl Sep 18 @ 1:54am 
Quick quesiton, does settling on different tiles (like mountian, grassland or anything else) affect AI's growth in aggressive points?
Pvt.KotanZky Sep 17 @ 9:27pm 
@Hikurac if you are only getting drop pod raids it means you live in bumfuck-nowhere and people can't be assed(or literally can't because of terrain) to actually walk to you, but you still have to get raided occasionally, so, drop pods.
Sir Luis Sep 13 @ 1:51pm 
obiwantrenobi66 what game patch are you on?

huglib is updated to 1.6 game patch..

https://steamcommunity.com/sharedfiles/filedetails/?id=818773962
ObiWanTrenObi66 Sep 13 @ 12:33pm 
How are yall getting this mod to work? it requires HugsLib and HugLib is BUSTED. Like my game wont even load with HugsLib. If yall can help me get this mod running Id appreciate it
Mina Sep 10 @ 3:33pm 
any way to make it so the game doesn't log every little thing as a notification? It's really annoying when i load back and all the previous events in the tab are just things from this mod such as settlements and battles that have nothing to do with me.
EmpOrer Sep 9 @ 8:18am 
any body else having 400+ raiders in a looging camp etc that is supposed to have 13 xD ? Its ultra game breaking and with my 12 guys i cant raid anything
Hikurac Sep 8 @ 5:11pm 
Just started and the first three raids have been drop pod raids. Is this normal? I thought raids were all done through traveling map entities, so I figured drop pod raids would be rare if anything. Even if it's not a bug, I'm curious if there's a way to disable them.
Hazard Maks Sep 7 @ 7:40am 
There aren't as many conflicts to be honest, works well with almost 300 mods I've got. Currently the major hurdles are the multithreading issues and some parts of the code that don't recognize space content from Odyssey. There are also features the dev promised to introduce around 3 years ago that are not yet in the mod (enhanced diplomacy, polished out settlement system, etc)... But ever since playing Rimworld with this mod (3 years or so), I could never go back to vanilla. It just makes the world so alive. Hence I always keep an eye on this mod hoping for new stuff (even though it can go years without updates).
DelightfullyDemented Sep 7 @ 7:04am 
i want to use this mod so much but it seems like it conflicts alot and has alot of issues still. i will keep an eye on it for updates
2_Modray Sep 6 @ 6:41am 
Allied drop pod reinforcements never seem to arrive with their stated strength. On their actual arrival, they're worth roughly 1/3 of the points they displayed in the comms screen and the map.
咕咕鸡 Sep 5 @ 11:03pm 
the day when I started to use this mod my world had 100 pawns.next day my world created 1109 pawns`````
Kelven Sep 4 @ 1:55pm 
Unsure if it's a bug on Rim War's side, but paired with Empire, I am sometimes not getting Empire's alerts that my settlements are being attacked. Since I don't know exactly how Rim War and Empire work out their stuff between the two I can't really say what may be happening.

I get alerts sometimes, but if Empire and Rim War are both sending their own raid parties, perhaps I'm only getting alerts for Empire's raids and not Rim War's? I'd do more testing but unsure exactly what I need to be looking for.
yololejoueur Sep 3 @ 2:29pm 
thats not nice from smb who using it
Birisi Aug 29 @ 6:23pm 
this mod is pretty shit :steamhappy:
Тьмослав Aug 28 @ 9:52am 
Will I have problems if I install the mod not at the beginning of the game?
王名字 Aug 27 @ 2:08am 
I downloaded both rimwar and Empire at the same time, but I cannot defend my territory properly. They keep fighting automatically, and when I try to click on the defense of my territory, it displays "Manually fighting battles are currently disabled due to game breaking bugs". How can I solve this problem?
milleniumnomad Aug 26 @ 11:05am 
seems having compatibility issue with vehicle framework.

System.NullReferenceException: Object reference not set to an instance of an object

[Ref 4FF41A33]

  at RimWar.Planet.RimWarSettlementComp+<GetGizmos>d__71.MoveNext () [0x000b3] in <d7bf433ec9a54c9b900a5838fe33ec9e>:0 

  at RimWorld.Planet.WorldObject+<GetGizmos>d__110.MoveNext () [0x0022c] in <cb53cd4422904947932d33f561ad8d15>:0 

  at RimWorld.Planet.MapParent+<GetGizmos>d__35.MoveNext () [0x00072] in <cb53cd4422904947932d33f561ad8d15>:0 

  at RimWorld.Planet.Settlement+<GetGizmos>d__65.MoveNext () [0x00076] in <cb53cd4422904947932d33f561ad8d15>:0 

  at Vehicles.Patch_Gizmos+<AddVehicleCaravanGizmoPassthrough>d__4.MoveNext () [0x0005f] in C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Vehicle-Framework\Source\Vehicles\Harmony\Patches\Patch_Gizmos.cs:123 
BenFD Aug 25 @ 10:14am 
@Torann
Do you know if More Faction Interaction is compatible with rimwars ?
Torann  [author] Aug 24 @ 4:02pm 
Threading is currently causing issues where events will not happen when triggered by a rimwar object - recommend to NOT use threading with v1.6 right now. The latest update (hopefully) fixes object warping.
jorban Aug 23 @ 2:40pm 
not sure if it's a conflict with other mods but whenever a raid approaches, it will get to my settlement on the map but the raid never happens.
Qlamer53 Aug 23 @ 8:33am 
can someone help me for some reason it's only spawning like 3 factions when i use the mod?
BenFD Aug 23 @ 2:15am 
is there a problem with geological landform ?

[Geological Landforms v1.7.10] Failed to apply compatibility patches for RimWar
McFlurry Butts Aug 22 @ 2:24am 
How does this work in orbit?
Havel The Sock Aug 21 @ 2:20am 
I have not had a single orbital trader since I made a save with this mod included. 2 in game years. Is it possible the fact they are an actual faction now has caused them not to be able to send orbital trade requests? As they can't travel to your base.
U3|A-PVP Aug 19 @ 10:30am 
After a while, no activity appeared on the map. There are no korovans or any units. What is the reason for this?
тетеря, блин Aug 19 @ 9:05am 
appretiate your continuous work on this. would highly appreciate a possibility to delay a war, so it wouldn't start right from the beginning.
Revan Aug 19 @ 8:14am 
Does amount of pawns on enemy settlement depends on it's combat power? I tried to attack bandit settlement with combat power of 100 and faced 20 armored pawns.

If it is not indented, then base generations modes like Vanilla Base Generation Expanded breaks balance Rim War balance.
RandomBK Aug 18 @ 4:51pm 
I ran into some issues + bad mod interactions with my save, and needed to remove Rim War mid-game. This is the script I threw together to strip out references to the mod. No issues or errors so far, though I can't guarantee it perfectly resets things to a pre-RimWar state. Use at your own risk.

https://gist.github.com/randombk/a684734e8ab21b4d07dde00aa7eab7d4
Bat stealer Aug 18 @ 4:33pm 
THEY ARE SO RELENTLESS OH GOD EVERY 10 MINS IM DEALING WHIT A RAID... maybe i should have not sandwitched myself between 8 enemy settlements...
плесневый мод
cricketboy01 Aug 18 @ 6:57am 
Is there any way to make a faction start with higher power? I play with V.O.I.D. enabled and it feels goofy to see their bases get destroyed by a random tribal a-hole, so giving their faction higher base power feels appropriate.
PotatOS Aug 18 @ 12:48am 
update : in 5 years of my colony i have had 2 trade caravans and in the last 2 days i have had 10 different raids, is this mod safe to remove mid-game? or am i just stuck in hardcore mode (strive to survive with phoebe commitment mode)
Starempire42 Aug 17 @ 8:16pm 
Got a question, what happens if you destroy the capital of a faction? anything special or no
Santi Aug 17 @ 5:34pm 
Sadly this mod is still not functional and has serious issues.

Running latest Rim War default settings without any other mods:
-Parties(scouts, war bands, traders) start teleporting all over the map throwing errors and lagging your game
-Settlers arriving at their destination disappear instead of settling
-Parties arriving at your colony often just disappear
- With multi threading ON it throws some thread errors

This is the Last mod Im waiting for :( for my play trough
Rim World feels dead without this mod.