RimWorld

RimWorld

More Faction Interaction (Continued)
840 Comments
Mlie  [author] 39 minutes ago 
@Appleson1 Please see the Reporting Issues section described above
Appleson1 56 minutes ago 
I'm having some issues with another mod called Orbital Book Merchants

apparently there is some weirdness conflicting with this mod, here is the log.

https://gist.github.com/HugsLibRecordKeeper/0cabbcff97fe59349a08262be3c3abe2
Mlie  [author] May 24 @ 3:08am 
@Sym No, that is vanilla
Sym May 24 @ 1:16am 
Does this mod make the winning faction steal from your base?
rout May 21 @ 12:45pm 
Thanks for the update
LeanWolf May 12 @ 7:38pm 
Tried it and everything stopped altogether, no raids, no caravans, no events nothing for 3 quadrums, activated caravans again at min time and nothing still for a quadrum and a half; against my best jugment, uninstalled, tried again and everything came back to normal gameplay rhytm, feels like a undiagnosed sinergy (Not incompatibility, since nothing breaks) with another mod (Probably "Trading options", but no way to tell since no log appeared ever, just a silent colony with no events whatsoever). Still, great mod, great events, just unnusable with my modlist
Mlie  [author] May 12 @ 1:32pm 
@LeanWolf Uncheck the option for traders
LeanWolf May 12 @ 1:28pm 
Love the concept and the added events, but i just cant figure out how to make traders stop coming everyday, even at max time between interaction
Mlie  [author] May 12 @ 3:19am 
@ludi1989 Please see the Reporting Issues section described above
ludi1989 May 12 @ 3:17am 
Game crashes when PS=- __instance.def= GiveQuest_Beggars occurs. It's the last line in log before crash and trying to force this event with Dev mode also causes game to crash to desktop.
Mlie  [author] May 9 @ 10:16am 
@RAAMPEAK Red X means no, Green checkmark is yes. Same as everywhere else in Rimworld
RAAMPEAK May 9 @ 10:03am 
well is the include the check or x
Mlie  [author] May 8 @ 9:45pm 
@RAAMPEAK Then perhaps you should just exclude trade caravans. If you are still getting traders after that, its not due to this mod
RAAMPEAK May 8 @ 3:57pm 
i put the bar up to 10 and the check mark to effect traders but they seem to still be the only messages i get really
Mlie  [author] May 8 @ 12:52pm 
@RAAMPEAK There is a pretty detailed description about that above
RAAMPEAK May 8 @ 12:14pm 
so to make traders not come nonstop you put the slider up? Cause im only get traders and its like every 30 seconds
Vartarhoz May 8 @ 10:53am 
Then I would say this mod give an alternate "ending" to game.
Mlie  [author] May 8 @ 8:12am 
@Vartarhoz Well, its your choice to make. Its not a bug
Vartarhoz May 8 @ 8:02am 
Diplomatic marriages somehow bugged, I run solo slave runner, factions constantly ask for my sole person. Dude if I accept, I basically destroy my game.
Carl May 1 @ 11:37am 
what should one do at the annual expo other than visit? I see they have topics, but what to do in them?
rout May 1 @ 8:58am 
This mod is really fun!
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) / ~