RimWorld

RimWorld

Random Chance
330 Comments
The Realest Nooblet Jul 17 @ 6:57pm 
Hmm? Sha'll it be updated?
thorman123456789 Jul 12 @ 12:18am 
Is an update for 1.6 planned?
Enderfrog Jun 27 @ 5:58am 
Since there will be fishing in 1.6, i've got a perfect incident idea for you https://www.reddit.com/r/RimWorld/s/Cemk9wrujM
Arthur GC Jun 6 @ 12:29pm 
@Scurvyez Any estimate for the next major update? Thanks!
Riki_I. May 17 @ 1:23pm 
There is not any real need to fix that, i have no idea how chances are calculated but it provides about 1/5 of nutrition for malnutrition diet, only usefull if playing with no cannibalism or if something like zombieland prevents raiders from getting near and most people will not be playing tribal naked brutality 0.01 research speed
Deankiller Turnupseed May 14 @ 7:10pm 
can't wait for this to get fixed
Scurvyez  [author] May 13 @ 10:05am 
@Riki_I. Hahaha, I was wondering when someone would do that lol
Riki_I. May 13 @ 1:05am 
just want to say rats are amazing on sea ice, i made a room with filtf and freezeng temps that generates meat
Scurvyez  [author] Apr 21 @ 9:23pm 
@Artalus Yeah it's a dumb bug but also partly an issue with my implementation lol
Artalus Apr 21 @ 12:08pm 
@Scurvyez I actually tried reproducing it in devmode yesterday for more than an hour, and failed. Giving up, I re-enabled the mod in my main playlist - and only on this evening the errors reappeared; after 40 ingame days. Rather surprising, since first time it started happening almost immediately
Thank you for your time and the upcoming update, fingers crossed indeed :steamhappy:
Scurvyez  [author] Apr 21 @ 4:38am 
@Artalus I found the issue, the next major update will have a fix, fingers crossed. lmao
Artalus Apr 20 @ 3:30am 
@Scurvyez pretty sure mine was the same as ones posted in the "Very cool mod ..." discussion, which is why I did not bother with posting the log at first :D
If you'd be willing to give it a try, I'll see if I can reproduce it in a more isolated manner
Scurvyez  [author] Apr 19 @ 11:02pm 
@Artalus I'll look into it. Though... as I've told others, I can't do much without a full log. I can't read your mind. lol
Artalus Apr 18 @ 1:34am 
Fun little mod, but the Exception in JobDriver tick for pawn ... System.NullReferenceException ... at RandomChance.ToilsRecipeDoRecipeWork_Transpiler.TryGiveRandomFailure issue makes it unplayable for me :'(
ScaryPunkGhost Mar 21 @ 6:27am 
When running this mod in combination with Achtung and Pick up and Haul, seems to cause certain jobs to fail when forced with Achtung. Not necessarily something that is on this mod's end, but thought I'd mention it in case anyone else is having the same problem.
Arthur GC Mar 12 @ 4:50pm 
For those who want another solution for the rats instead of disabling the event, I recommend my mod: Hunting Grounds: Prey Overpopulation Control
Farbott Jan 8 @ 8:25pm 
it is a bit hard to do that when the room in question is a mountain room mid digging out
Scurvyez  [author] Jan 8 @ 6:48pm 
@Farbott you can toggle that mechanic off if you really want to. Also, it only affects "overly dirty" rooms in the home zone. So... keep your rooms clean. lol
Farbott Jan 6 @ 11:28am 
why is it generating so MANY RATS THERE ISNT EVEN A CORPSE ITS AN EMPTY CAVE ROOM AAA
Capataina Dec 24, 2024 @ 10:51am 
No worries, love the mod :)
Scurvyez  [author] Dec 24, 2024 @ 9:52am 
@Capataina This error should be fixed in the latest update. Thanks for bringing it to my attention!!
Capataina Dec 20, 2024 @ 4:59pm 
Getting errors from time to time from this mod, sharing the log here in case it helps:

https://gist.github.com/HugsLibRecordKeeper/654acf148dfa60ce1d4943ac4bb829fa
Nikolaier Dec 12, 2024 @ 3:30pm 
For some reason this mod doubles my colonists mining output.
624932690 Oct 18, 2024 @ 2:26pm 
If the code is on GitHub, I can help you make a compatch. Are you interested? Thanks.
Scurvyez  [author] Oct 16, 2024 @ 10:52am 
@T.A. @MarpatNinja @624932690 The mod is not compatible with MO. I say so in the description. lol I'm looking into this stuff but I have a day job and a family too. Modding is all volunteer work remember.
624932690 Oct 15, 2024 @ 10:32pm 
A similar issue:

JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn Johnny driver=JobDriver_DoBill (toilIndex=16) driver.job=(DoBill (Job_661827) A = Thing_DankPyon_RusticCookingTable319246 B = Thing_RawBerries323143 C = (113, 0, 73) Giver = JobGiver_Work [workGiverDef: DankPyon_DoBillsRusticCookingTable])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 892111B]
at RandomChance.HarmonyPatches.MakeRecipeProductsPrefix (Verse.RecipeDef& recipeDef, Verse.Pawn worker, RimWorld.IBillGiver billGiver) [0x00036] in <6717cf81212043b5afe19f70dd458b82>:0
at Verse.GenRecipe.MakeRecipeProducts (Verse.RecipeDef recipeDef, Verse.Pawn worker, System.Collections.Generic.List`1[T] ingredients, Verse.Thing dominantIngredient, RimWorld.IBillGiver billGiver, RimWorld.Precept_ThingStyle precept, Verse.ThingStyleDef style, System.Nullable`1[T] overrideGraphicIndex) [0x00054] in <2a40c3593b334f29ac3cb3d32d652351>:0
MarpatNinja Oct 9, 2024 @ 4:52am 
@Scurvyez, with this mod and Medieval Overhaul, pawns cannot cook in new colonies. It works fine in old colonies (I guess before something updated) but new colonies throw issues with the jobgiver and food never cooks.
T.A. Oct 3, 2024 @ 1:31pm 
@Tsu came here to report same thing. It made all my pawns almost starve before I have realised I had no cooked food left lol.

It was working fine until recently so not sure if it's Random Chance thing or MO.

Can't find a WorkGiver for a BillGiver DankPyon_RusticCookingTable11403


JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn Bexadacan driver=JobDriver_DoBill (toilIndex=31) driver.job=(DoBill (Job_100) A = Thing_DankPyon_RusticCookingTable11403 B = Thing_Meat_Donkey11489 C = (135, 0, 125) Giver = ThinkNode_QueuedJob [workGiverDef: DankPyon_DoBillsRusticCookingTable])
System.NullReferenceException: Object reference not set to an instance of an object
Tsu Oct 2, 2024 @ 12:17pm 
So other wont have to sift through 400 mods like I had to, I'd like to spread the knowledge that Random Chance is incompatible with Medieval Overhaul. When using the Rustic Cooking Table and Furnace, it would finish the bill but not produce the item and leave the material.
Scurvyez  [author] Oct 1, 2024 @ 9:14pm 
@Sariias Np! I'm trying lol
Sariias Oct 1, 2024 @ 8:55pm 
@Scurvyez Thanks for the updates despite being busy!
Scurvyez  [author] Oct 1, 2024 @ 12:51am 
@Halicade thanks again, should be all good now!
Halicade Sep 30, 2024 @ 12:38pm 
Hello! Get an error message if a wildman tries to eat from a berry bush because there's no other food available. Log below.
https://gist.github.com/HugsLibRecordKeeper/50684c03d6e17dad3b729494eed67723
Scurvyez  [author] Sep 28, 2024 @ 8:35am 
@!WerTerKer12.htmł I denied it lol Use the appropriate discussion here for bug reports please.
!WerTerKer12_ Sep 27, 2024 @ 11:23pm 
I have sent a friend request to you in Discord for communication
Scurvyez  [author] Sep 27, 2024 @ 9:51am 
@!WerTerKer12.htmł Mod works fine on my end, so yeah.. I need logs. Mod authors always need logs.
!WerTerKer12_ Sep 27, 2024 @ 9:19am 
(as far as I understand) after the last mod update, pawns can no longer do any work and cannot wear clothes. After removing this mod from the list of mods, everything began to work without errors.
If necessary, I can provide log files.
(After spending 2 days sorting mods, it turned out that this particular mod was creating this error.)
Scurvyez  [author] Sep 26, 2024 @ 4:31am 
@Serotonin @d09smeehan <MHN> @Immovable Ozzy Setting added. :)
@[KOR]Bichang Advice taken, fixes made in appropriate places. Thanks again!
d09smeehan <MHN> Sep 20, 2024 @ 3:24pm 
Agree with Serotonin and Sariias. Love the concept but on my latest tribal start my foragers have been attacked by multiple manhunters before the first event. Spawning manhunters could really do with a toggle or slider to be a bit less oppressive.
Serotonin Sep 19, 2024 @ 6:33pm 
hey ive come back post-rat gripe to gripe/agree that there needs to be a slider for the animals attacking when pawns do plant work, like the egg chance slider. :P wonderful work though
Scurvyez  [author] Sep 19, 2024 @ 4:53am 
@[KOR]Bichang I'll get to this by this weekend. Thank you so much! I'll be honest, with everything going on in my life atm I don't even know my own code for this mod anymore. xD I knew it would be something simple too. It's impossible to keep up with all of Ludeon's code at this point too.
[KOR]Bichang Sep 18, 2024 @ 11:41pm 
Hi, I am the author of Kyulen mod. While analyzing your mod's bug report, I found a simple solution.
In the HarmonyPatch of ToilsRecipeDoRecipeWork_Transpiler, there is a TryGiveRandomFailure method if (actor.IsColonyMech || RCDefOf.RC_ConfigCurves == null) return;
You can simply add actor.RaceProps.Animal here.
Example: if (actor.IsColonyMech || RCDefOf.RC_ConfigCurves == null || actor.RaceProps.Animal) return;
Your mod probably doesn't take into account working animals. Of course, that's normal. Working animals, that's weird.
Scurvyez  [author] Sep 13, 2024 @ 11:09am 
@七·色人偶 Well yeah. This mod was designed for humanlike Pawns, not animals. I can't account for what every other mod will do. If you want the "Kyulen" mod to work with mine then the mod author of that will need to write the code to make it compatible with my mod. Animals, by default, cannot do the same work as humanlike pawns.
七·色人偶 Sep 13, 2024 @ 1:43am 
Exception in JobDriver tick for pawn 莉莉艾 driver=JobDriver_DoBill (toilIndex=15) driver.job=(DoBill (Job_2044585) A = Thing_BiofuelRefinery484210 B = Thing_FecalSludge1756221 C = (169, 0, 116) Giver = Global_JobGiver_Work [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref DBDF3D05]
at RandomChance.ToilsRecipeDoRecipeWork_Transpiler.TryGiveRandomFailure (Verse.Pawn actor, Verse.AI.Job curJob, Verse.AI.JobDriver_DoBill jobDriver, RimWorld.Building_WorkTable building) [0x0002d] in <84eb106cb1b349208dac15ea44747c64>:0
at Verse.AI.Toils_Recipe+<>c__DisplayClass2_0.<DoRecipeWork>b__1 () [0x000b1] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0

Animal pawns from Kyulen mod are kept waiting while doing some work,until I force them to do
Sariias Sep 9, 2024 @ 3:59pm 
I think this is a fantastic mod to add minor chaos (like a pocket Randy) but it took me a long time to figure out why manhunter animals are spawning when I harvest my own crops, and since I have a lot of mods they're not small easy animals, they're raptors and exploding birds and so on. I don't know if it's any chance of harvest, or based on plants that persist after being harvested (like Aquamelons from Biomes! Oasis, which is my crop), at the moment it feels like the chance of this incident is 25%-30% per plant, happening multiple times in a day cycle and downing two colonists.

I would love this effect if it was just wild plants outside of the base, since I like dangerous wilds, or if I could reduce the chance of it significantly. For a tribal start, building up from scratch, the wounds I’m accumulating from this effect is colony killing. Right now it’s safer to go hunting wild animals for food than harvest my own planted crops that are in my base.
Syre Behovs Sep 5, 2024 @ 11:12pm 
Love the mod, however, animal attacks from harvesting berries are way too common, in 10 berry bushes my ppl found 3 turkeys and 2 turtles, is there any chance to get a slider for that event too?
克总发糖我爱吃 Sep 3, 2024 @ 5:08am 
great
RocketRacoon Aug 31, 2024 @ 1:18pm 
@Scurvyez I got the error again and it should be visible at the end of the log file https://gist.github.com/HugsLibRecordKeeper/3fa019caf1fec81cf742fd808b8e165e
animal123 Aug 28, 2024 @ 1:39pm 
can you please add a way to lower or completely disable the turkey/turtle attack event
RocketRacoon Aug 25, 2024 @ 7:43am 
I also got this when trying to burn an weapon. Bad part it that the errors aren't happening all the time... https://gist.github.com/HugsLibRecordKeeper/cb36d11a6a34ed7d899af682c929afb8 Error is at the end of the log. I'm also getting filteredStrength spammed but I have no idea from what mod that is..