RimWorld

RimWorld

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Ignorance Is Bliss
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Mod, 1.4, 1.5, 1.6
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22 jul, 2021 @ 12:33
16 jul @ 6:05
11 ändringsnotiser ( visa )

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Ignorance Is Bliss

Beskrivning
This is an updated, recompiled and fixed reupload of Dametri's https://steamcommunity.com/sharedfiles/filedetails/?id=2111808313 mod.

Changes and fixes:
  • Updated to 1.3, 1.4, 1.5 and fixed broken defs
  • Added an option to exclude Empire from tech level limitations (it will be always eligible to visit or attack you if ON)
  • Added an option to exclude Mechanoids from tech level limitations (they will be always eligible to attack you if ON)
  • Changed mod settings screen. Now includes the list of factions eligible to attack you.
  • Vanilla Storyteller Expanded - Winston Waves mod support. It uses a custom raid logic so this mod doesn't work with the Winston Waves storyteller without a special patch

Let me know if there are any issues.

[ko-fi.com]

DISCLAIMER: Please unsubscribe from the original mod, don't use the old 1.2 version and this new 1.3 version at the same time.
The reason: they use the same packageId and Defs.
If I change packageId, patches in other mods will stop working and will have to be updated; and if I change Defs, you won't be able to switch back to the old mod without breaking the save should the author eventually decide to update their version.


Original desciption:
Grants control over the tech level of the factions that will raid you. Not every faction leader is Cortés.

Compatible with existing saves.

Requires Harmony.

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Features

By default, your "effective tech level" will be calculated as the highest tech level where you've completed 25% of the research, and enemies more than 1 tech level above this level won't raid you.

However, this is fully customizable with options:
Set a fixed tech range for raid factions
Use your highest tech researched instead
Use your actual tech level (which won't change without mods, but is compatible with Tech Advancing and Techblock)
Adjust how many tech levels above and below your effective level raiders can be.

Note that this will NOT force factions that wouldn't otherwise raid you to raid you. This means if your settings are too strict, you won't get raids. The settings menu will show you what factions are eligible with your current settings.

It's particularly important to note that the base game has NO VANILLA MEDIEVAL FACTIONS, so be aware of that if you don't add any from mods.

Works well with Arcane Technology for control over the tech level of the gear your colonists can use.
225 kommentarer
刘狗蛇 14 timmar sedan 
Hello! First off, I absolutely love this mod. It is essential for my tribal-to-spacer playthrough, as it protects the sense of progression perfectly. Thank you for creating it!
I have a gameplay question I was hoping you could clarify. When the storyteller triggers a raid from a faction that is filtered out by the mod (due to their high tech level), what happens to that raid event? Is the event simply cancelled, or does the mod/game attempt to "reroll" the raid with a faction that is eligible?
My main concern is that I don't want to inadvertently reduce the overall raid frequency and make the game too easy. I just want to ensure the threats I face are technologically appropriate.
Any insight you could provide would be greatly appreciated. Thanks!
dominicawb 18 aug @ 12:37 
I really need this mod to be updated, it would be really great if you added a menu to set what EACH and every possible event was set to what tech level. That way you wouldn't need to update and adjust it yourself.
Get Donked On 8 aug @ 14:22 
12 pounder cannons and molotvs can kill every mech. very easily i might add.. but check this mods settings. by defauilt it allows mechs to still raid you i think no matter the tech lvl
NotTheSolaire 31 jul @ 1:05 
sucks that im doing a medieval playthrough and mechanoids still build up stuff and i cant fight them due to CE
veldashok 23 jul @ 8:09 
This mod is quite good, it adds a lot to a progressive playthrough. For things that aren't covered by this mod, such as in my previous comment, I recommend people use cherry picker to temporarily remove content, as its pretty rare for higher tech stuff to get through.
dominicawb 22 jul @ 11:57 
A camp I settled got detected by mechanoids despite being neolithic, is this a bug?
GwinnBleidd  [skapare] 19 jul @ 6:05 
@veldashok yeah, that's what I suspected.
I'm not making any promises about a patch for that, too buy for now, sorry
veldashok 18 jul @ 8:49 
Seconded for siege raids from medieval expanded. The way the quest works is it spawns an initial off-map encounter in a nearby world tile, and then tells you in the quest description what it will turn into when it attacks your base if you don't go stop the easier encounter. So its not a classic raid nor quest reward, it's a quest triggered event pretending to be a raid.

Also the new trader's guild added in 1.6 appears to not give any damns about your mod's rules. :P
GwinnBleidd  [skapare] 18 jul @ 4:00 
@FrozenSnowFox it's possible if the normal raid mechanics not used
FrozenSnowFox 18 jul @ 0:58 
It seems the Siege Camp event from Vanilla Factions Expanded - Medieval 2 doesn't respect the tech lock. The event will spawn siege camps from high tech factions despite Ignorance is Bliss blocking all other interactions.