RimWorld

RimWorld

Better Distress Signal
128 Comments
The Dutchman Nov 10 @ 7:04pm 
@galesdeloscien Why wouldnt it be..?
galesdeloscien Nov 6 @ 2:16pm 
its this mid-game compatible?
Reddie Oct 26 @ 11:50pm 
I got bored of distress signal because of it always being fleshbests. This is so much better and adds variety
Hello sir,I encountered an issue while playing your mod. When the colony's wealth is too high (mine has reached 5.7 million), starting a "Call for Aid" quest causes the game to freeze during loading. I have added a mod similar to "Compressed Raids," but it doesn't seem to take effect during the "Call for Aid" quest. Therefore, I suspect that the quest might be generating nearly ten thousand monsters at the start due to the high wealth, leading to the freeze.
I really enjoy your mod, and I would be very grateful if you could look into this issue. Thank you!:marijaonlooker:
pug Oct 7 @ 6:14am 
I really love this mod and how it evolved so much, it's my favorite Anomaly mod. Thank you!
John DeWolf Sep 21 @ 8:26pm 
I HAVE BEEN WANTING A MOD LIKE THIS SINCE ANOMALY CAME OUT.
anaris Sep 17 @ 1:46pm 
(ambient horror if that's important)
anaris Sep 17 @ 1:46pm 
https://gist.github.com/HugsLibRecordKeeper/c9f795ee9f3c693d10037dc358866d82

got to the distress signal within two days, map generation box popped up, then quest failed without the caravan actually entering.

presented mostly so you can mark one of the 530213 different "improved loot at incidents" mods i use as incompatible :p
蘭楓 Sep 13 @ 9:55am 
這個mod不吃壓縮襲擊嗎??
我的財富高了進去就直接炸圖了
Readtext Sep 12 @ 3:30pm 
Reduced the difficulty to 0.1. Got 15x15. But didn't find a single fragment.
Readtext Sep 12 @ 3:28pm 
Why is it so gigantic in the default settings?
I came with 5 pawns, and I was met by 70 devourers and 50 raiders.
McLets Sep 11 @ 5:41pm 
You killed Slippin Jimmy nooooooo
Goose Sep 8 @ 5:52pm 
三个小人进去碰到十几只吞噬兽:steamfacepalm:
Rhodry Sep 2 @ 9:52am 
went to a Distress Signal site and nothing happened, the site just dissapeared when my caravan arrived lol, do i need to do the strange signal first?
Halloween Aug 16 @ 4:38am 
If I wanted to make less entities spawn during these events, should I lower it from 1 to .8? I play pretty vanilla and while this mod is thematically really cool, I'll have like 6 pawns and there will be 8+ devourers and I get destroyed.
画龙点睛 Aug 11 @ 9:48pm 
666:steamhappy:
Margera Aug 2 @ 1:42am 
pls translate this
TheBronzeWarrior Jul 31 @ 1:36pm 
hey it seems to just spit a name instead of the description - whenever i find a shambler signal, it just says "BoC_Shamber" or smth like that
GetUrAssToMars Jul 29 @ 4:10pm 
https://gist.github.com/HugsLibRecordKeeper/5f1d2126528fa017893ac2c75f05cee3

My caravans travel across the map as fast as the shuttle whenever I get one of these distress missions. Its humorous but also busted as hell xD
Goblins4Lyfe  [author] Jul 29 @ 6:17am 
@Smoker I would really appreciate if you can give us a proper error report in our new error report thread.
Goblins4Lyfe  [author] Jul 29 @ 6:17am 
@Filipino Goku Yes, whenever you rescue and heal someone, and they leave the map safely, you get +15 reputation with their home faction. It requires a bit of babysitting till they get back on their feet, so make sure you keep your people fed and housed until the villagers can escape the area.
Smoker Jul 28 @ 9:56pm 
Dang worked great the first time I did the quest late. This time flew there day 1-2 after getting the quest and the ship and map tile just vanished. Love the mod tho.
Filipino Goku Jul 28 @ 12:34am 
This is an amazing mod. I have a question, though, do we get any relationship bonuses for saving people? Like, rescuing them and releasing them when healed?
socks Jul 27 @ 12:50pm 
Amazing mod
kasket Jul 24 @ 6:34am 
@radiohead thanks for tha response, i was reading through 1.6 patch notes and noticed something about genies not being "disproportionately selected for early game raid" so im gonna assume they fixed that problem:cchearts:
Goblins4Lyfe  [author] Jul 23 @ 9:51pm 
@swaggy The reason that genies show up is because of event point buys, the game storyteller will calculate your wealth and weigh points against it, along with how long you've survived, how many colonists you have, and then when it has a threshold of points met it will calculate out a scenario event. You might get a 1000 point event, a 2500 point event, or a 5000 point event. Genies are very low on point value, as they are weak and easily downed. That's why they usually tend to show up in the Horax cult events.
kasket Jul 22 @ 9:56am 
are cultists still overwhelmingly genies for some reason? kind of unrelated to this mod in particular, but still curious and remember it happening once before on this mod
Nimn Jul 21 @ 6:49am 
Got my own bug report, which thankfully isn't a big deal. Unless it was intentional. Landed at a distress signal via shuttle, and the note said chimeras, the place was being attacked by devourers. And a slight idea i'm not sure is possible, hostile faction distress signals not being hostile somehow. It was an enemy faction i landed at, Otherwise, epic mod. Adds in much needed variety in what would basically be a glorified scavenger run.
Goblins4Lyfe  [author] Jul 19 @ 7:37am 
Hey everyone, appreciate you're trying to help us diagnose the error. But we need a proper log report. Please follow these instructions to help us find the problem and get the mod in line with 1.6

Attach your log to help diagnose the problem. Copy and paste the log to a text sharing website like pastebin and link it here.

If you're on windows the log file is located in:
Users%USER%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Player.log

:etgpilot:
Stupid Sexy Grand Foreskin Jul 19 @ 6:44am 
Yes, I also experienced the same bug that people above did, and the log message read: Exception from long event: System.MissingFieldException: Field not found: System.Collections.Generic.List`1<Verse.PawnKindDef> RimWorld.FleshbeastUtility.AllFleshbeasts Due to: Could not find field in class
[Ref 592AF25D] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()


Have a nice day!
Margera Jul 19 @ 5:34am 
translate pls <3
mir_38 Jul 17 @ 7:54pm 
tbh i'd love a variant that just has a town of unharmed friendlies... until you activate the obelisk that mysteriously appeared in the middle. you could probably just blacklist attacking/deconstructing the walls and whatnot until a fight breaks out so people dont just take all their ♥♥♥♥ and leave
Gleem Jul 15 @ 9:19pm 
Not sure how exactly I should DM you since steam doesn't allow DMs unless you're friends with someone, and your Discord is set to not allow non-friend non-server DMs. But if you get a friend request on Discord for Gl33m, I have a commission.
Nalzurin  [author] Jul 15 @ 2:10pm 
Can you provide the full log
Sharp Kisses Jul 15 @ 7:52am 
not sure if its a mod incompatibility or just a bug, but I'm having the same issue. got a distress call, caravaned there, when it tried to load the map, the site just disappeared with the caravan on top of it. spat out this error https://pastebin.com/gCgUjeYZ
Cato Jul 13 @ 5:39am 
Also playing Odyssey, also an error when trying to load the distress map. Difference to other user is that I caravanned the normal way there.
Nalzurin  [author] Jul 13 @ 4:54am 
Wish i could help but i dont have the new dlc rn so nothing i can do unfortunately
Blob [FBI] Jul 13 @ 12:19am 
Hey
Came across a bug where during my odyssey playthrough, I got the distress call and decided to fly out and go there early to help those guys out. When i selected the tile, lift off, and travelled there, the moment I made it over the tile the game suddenly went multi-colored, and said "error while generating a map"

couldnt do anything but Alt + F4
https://imgur.com/a/ZrSPxc1
Nalzurin  [author] Jul 12 @ 7:57am 
Yeah its a false positive from mod error checker, it thinks that AllFleshbeasts doesn't exist in the FleshbeastUtility but it does.
Kaden Ha Jul 12 @ 6:13am 
Yep I have the same error. Here's the log [gist.github.com]
blackbw Jul 12 @ 5:24am 
Yep I do. Error comes from Mod Error Checker:
https://pastebin.com/Vdsy4bqe
Nalzurin  [author] Jul 12 @ 5:06am 
Well that doesn't make sense, are you certain you have anomaly dlc active?
blackbw Jul 12 @ 4:57am 
Gives assembly error for method: SiteParkWorker_BetterDistressCall_Fleshbeasts:ScatterCorpsesAroundPitBurrows
System.MissingFieldException: Field not found: System.Collections.Generic.List`1<Verse.PawnKindDef> RimWorld.FleshbeastUtility.AllFleshbeasts
Velosid Jul 9 @ 7:36am 
It's probably some kind of mod incompatibility with something on my current mod list. I just left that notice in case some people were having the same issue. By items i meant all items that have qualities in their names, like, example "steel long sword (good)" or "wool parka (poor)" or even sculptures. Having this mod on removed them and just kept them as plain "steel sword" and "wool parka", with no quality modifiers to their stats. I don't know why myself really, it happens after load, Like: you can create an item and that item does get the quality stuff added to them but, after saving and loading the name, that item (and well, all items) get their quality removed.
Nalzurin  [author] Jul 9 @ 6:29am 
@Velosid, im going to need more information, which items? when does that happen? I can't really help without further info
Velosid Jul 8 @ 9:40pm 
This mod, for some reason, removes the quality levels (good, normal,excellent, etc) of items in my modlist, dunno why; i don't see how. Regardless, deactivating this mod brought them back.
Dead_videos Jul 7 @ 11:09pm 
Would it be possible or within the scope of this mod to have some kind of additional reward, likely faction goodwill, if you actually put in the effort to save people on the map? as it is, they EVENTUALLY get up and leave the map and that does give a relation boost, but like, if i tended everyone here, and dropped them all into a room with their food supplies, then left the map, would it be possible to get a +goodwill as if all those people had left the map healthy?
AKEKHQ Jul 3 @ 6:23am 
Not that i noticed.
Nalzurin  [author] Jul 3 @ 5:28am 
Do you have any errors in the log when you enter the map? Because I don't alter the way the pawns generate
AKEKHQ Jul 2 @ 11:43pm 
i have a weird issue, every time i respond to horax attack distress call, all the cultists are genies every time, i dont think thats intended