RimWorld

RimWorld

More Faction Interaction (Continued)
819 Comments
HighFlyer96 Apr 23 @ 1:09am 
Aah then it was Goodwill. I appreciate the Info!
Mlie  [author] Apr 23 @ 1:01am 
HighFlyer96 Apr 23 @ 12:55am 
I see. I remember getting about 2-4 offers in my first 1-2 years, but within the ~22 years after, I haven't gotten a single one anymore. Do they only occurr when on low Goodwill?
Mlie  [author] Apr 22 @ 1:22pm 
@HighFlyer96 They can occur at any time after 15 days of playing
HighFlyer96 Apr 22 @ 1:15pm 
Are diplomatic marriages exclusively early game or is there a chance of them returning late game?
Stychis Apr 19 @ 10:53pm 
I'll give ID a shot, I remember Cherry picker would just throw an error at me whenever a removed part of a mod tried to go off.
Mlie  [author] Apr 19 @ 10:52pm 
@Stychis Just a few comments before yours is your answer.
Stychis Apr 19 @ 6:29pm 
Is there a way to disable the Mystical Shaman event? I never actually go to them but Im getting tired of it pausing my damn game with its offer pop-up every 2-3 days cause I said no every time. And when I do say yes just to make it piss off, it resumes bugging me after the first time expires in two weeks.
WHATCHAMACALLIT Apr 18 @ 11:57pm 
sorry bout that, thought my comment wasn't posted properly because it was still saved in the text box
Mlie  [author] Apr 18 @ 3:33am 
@WHATCHAMACALLIT This mod was made long before that concept so it doesnt surprise me
WHATCHAMACALLIT Apr 18 @ 3:12am 
Destroying outposts from this mod don't count as "Conquest" for the purpose of the raiding precept. Other enemy "outposts" that isn't a worksite count as "Conquest" though, like pirates with weather controllers.
Yoann Apr 13 @ 10:44pm 
I didn't know Incident Disabler, excellent suggestion, thank you.
Mlie  [author] Apr 13 @ 1:26pm 
@Yoann Have you tried Cherry Picker? Or Incident Disabler? Either of those should be able to disable any incidents.
Yoann Apr 13 @ 12:58pm 
So, I tried most part and I'm really interested only by 'MFI_QuestSpreadingPirateCamp' and 'MFI_PirateExtortion'.

There is an incident 'MFI_WoundedCombatants', I didn't find how to test it.
Also, description talk about 'Squatters', I didn't find anything in game about it.

Options have 'Do not affect traders' and 'Modifier to silver brought by traders (scale with interaction frequency)', I'm not sure if the first one disable all trade improvements, and if I should put the second one 1 instead of 0.7 to disable it.

And so for the list of IncidentDef:
MFI_ReverseTradeRequest
MFI_BumperCropRequest
MFI_Quest_PeaceTalks
MFI_RoadWorks
MFI_DiplomaticMarriage
MFI_MysticalShaman
MFI_HuntersLodge
MFI_HerdMigration_Ambush
Mlie  [author] Apr 13 @ 5:36am 
@Yoann Okay, if you figure out what parts of the mod you want to be optional, please list them here and Ill take a look at it.
Yoann Apr 13 @ 5:33am 
Well, ideally, each feature should be optional.
In my case, I'm interested by the Pirate part, but not really interested by bloating the events. I'm not sure yet which other feature would be interesting for me (I need to test them to see what they do exaclty), but not by all for sure.
Mlie  [author] Apr 13 @ 5:02am 
@Yoann You will need to specify what parts of the mod you want to be optional
Yoann Apr 13 @ 1:20am 
Could you add more options to choose which parts of the mod to enable please?
Or is there a lite version or another mod that only includes the pirates spreading and extortions?
Them8 Mar 21 @ 11:46am 
I do think if i turn off all threats ini the storyteller thingy that the pirate ransom event should not pop up. i have now turned it of using vanilla events but that is just a thing that should be base,
Xenokitty Mar 16 @ 9:58am 
Im wondering, are some Competitions scripted? My shooting 20 pawn with 99.7% accuracy, careful shooter trait cannot physically make it past the first round of this specific contest. Ive reset over 20 times because going out first just seems weird for that. Maybe i just was really really unlucky but nevertheless, it seems weird. The first shooting comp this pawn in specific went to went normal with a higher place, so im wondering what changed. Or is the outcome already set as soon as it spawns in?
Kihtan Mar 15 @ 9:16am 
Hi. Can you make stuff like "mystical shaman" and "roadworks" not require the communication console, please? It just limits these to late game if you start as tribals.
Mlie  [author] Mar 12 @ 10:55pm 
@Flat All info regarding traders are already in the description
Flat Mar 12 @ 8:44pm 
I got literally 15 traders within the span of a few in game hours. I dont have dynamic diplomacy, but i do have rimwar
Mlie  [author] Mar 8 @ 11:12pm 
@GalacticSeal Not sure why you expect a setting in another mod to affect this mod? This is not a Vanilla Expanded mod
GalacticSeal Mar 8 @ 9:13pm 
I'm getting issues where diplomatic marriages are occurring even though they should be disabled in the settings of Vanilla Events Expanded . . . would like a setting within this mod to specifically disable the event so it doesn't keep happening (I refuse to marry off my colonists, and it always results in relationship drops I can't do anything about)
Duztamva Feb 24 @ 8:17am 
Cement relations by inter-faction marriages may take quest-required pawn away, would you make a marriages disable option?
Clarke's Third Mage Feb 19 @ 1:41pm 
Does this mod change the frequency and identity of visiting traders based on geography , like "Realistic Trade" (ID 2945931715) does? Does anyone know what will happen if both are used together (and "Do not affect traders" in this mod is not enabled)?
The Memphis Feb 9 @ 4:37pm 
i'd like to see diplomatic marriages become a little less one-sided.
[咕咕]竹兮 Jan 12 @ 10:28am 
No one in their right mind keeps over $10,000 at home. / (ㄒ o ㄒ) / ~
[咕咕]竹兮 Jan 12 @ 10:26am 
Oh I really wish there was a feature that could postpone some events, now I foresee 4 paving events without money to do it, it would be nice if there was a time for me to save money .QAQ
Mlie  [author] Jan 9 @ 6:05am 
@[咕咕]竹兮 I do not have time to expand on this mod, sorry. If anyone wants to they could do a PR on the github repo and Ill add it.
[咕咕]竹兮 Jan 9 @ 5:37am 
Can you add 2 events: 1. Attack pirate stronghold (random factions attack pirate stronghold)
2. New pirate stronghold (a few down-and-outs get together and start robbing) {will escalate into factions}


If pirates are left alone, they keep taking over places, which is boring, but sometimes it's boring to get rid of them all. I hope it will be accepted, thank you. o(* ~ ▽ ~ *)ブ
Darknote Dec 27, 2024 @ 10:08pm 
Allow Adjacent Settlements should technically work now? Haven't tested it yet. Just letting others know who wish to try it and not Close Settlements Mod.
Mlie  [author] Dec 25, 2024 @ 11:24pm 
@SmellyFishNuggets Cant say, never used it
SmellyFishNuggets Dec 25, 2024 @ 3:53pm 
compatiblitity with rimwar?
Mlie  [author] Dec 23, 2024 @ 2:38pm 
@krunkkiller Please see the Reporting Issues section described above
krunkkiller Dec 23, 2024 @ 2:36pm 
I showed up to the yearly exposition with a legendary pew to show off and it didnt let me show anything, and then it rewarded me with nothing for the "dance and song" i performed :(
K Dec 23, 2024 @ 9:50am 
Say, i don't know which mod adds peace talk but, is this already vanilla?
CosmicStone Dec 21, 2024 @ 10:49am 
@Kylar having an issue similar to yours, when I raid a caravan rest or an outpost or any site that has hostiles I don't find any enemies, just an empty site.
Kylar Dec 21, 2024 @ 10:01am 
Squatters settled at my abandoned settlement, but when I went to raid it there was noone there. Anyone know why?
Crazed Ninja Hillbilly Dec 3, 2024 @ 12:15am 
almost forgot to update on this, mod seems to work fine with VVE and framework, granted i still make a save before the vehical caravans reach their destination.... just in case....
Crazed Ninja Hillbilly Nov 30, 2024 @ 6:36pm 
good to hear that vehicles (seem) to work with this, im gonna try myself and drive my prowler to a peace talks and then expo
Sweaters Nov 28, 2024 @ 11:58pm 
must be. i tried recreating the issue today and it also worked just fine. tho i did use a different vehicle than usual. so its probably some weird conflict yeah sorry
Gorlath Nov 28, 2024 @ 6:12pm 
I'm also running Vehicle framework in my pack, so I decided to test it myself. Can't speak for @Sweaters' experience, but I was able to attend dev mode annual expo just fine, the rewards were even deposited into the vehicle's storage. Possibly a mod conflict on his end?
Sweaters Nov 27, 2024 @ 5:48pm 
Im going to try and put a bug report/patch request in the vehicle framework discord but i need to recreate the issue again for logs., so far i havent been able to spawn the bumper crop or annual expo quests with dev mode tho. clicking them in the do incident command doesnt do anything. probably something im doing wrong tho
Mlie  [author] Nov 26, 2024 @ 7:04am 
@Sweaters I dont know, Ive never played with the vehicle framework (that I assume you are using) but I know they override lots of things so no surprise that there are issues.
Sweaters Nov 26, 2024 @ 5:51am 
Several of the events do not work when the colonist is inside of a vehicle caravan with a vehicle from vehicle framework. Is there any chance this could be changed? Im sure my colonist could attend an annual expo on his dirtbike. (annual expo fully softlocks the game when you drive up to it and requires an alt+F4 when it happens)
Gorlath Nov 24, 2024 @ 1:12am 
I received an Infinite Chemreactor at the yearly exposition, but it seems it was the building version rather than the minified version. When my colonist unloaded their inventory, it was placed down in constructed form rather than minified form.
Darknote Nov 16, 2024 @ 2:04am 
Ok, Alow Adjacent Settlements doesn't seem to work for 1.5. So going for: Close Settlements Mod
Darknote Nov 16, 2024 @ 12:39am 
For the squatters issue (Of settling way too close to your settlement), I use:
Dynamic Diplomacy: Limit Max Settlements to Whatevernumber
Allow Adjacent Settlements: Removes Negative Malus from Settling Nearby (For 1.4 but works so far).