RimWorld

RimWorld

Vanilla Events Expanded
Nimble102 Mar 26, 2020 @ 8:23am
Put your ideas for events here!
I have some ideas for some events: :steamhappy:

Planetary War [Long Lasting]

/A fleet of ships has decided to attack the Planet, to harvest resources. Bombardments will happen, animals are more likely to go Berserk because of the lack of sunlight and noise, and ships are certain to block the sun. If you're unlucky, Resource Gatherers will meet you./

A much farther industrialised Planet has flown over to this planet to harvest precious resources, they are not affiliated with any faction. In this event, explosions will happen around, animals are more likely to go berserk, and ships blocking the sunlight. If any communication device is active, bombardments are even more likely. When it ends, all colonists will get a 5+ mood boost for it finally ending.

Resource Gatherers [Semi Long-Lasting]

/Friendly Resource Gatherers enter the area, they will mine out all valuable resources out of the hill sides, you can attack them, but others will attack you back. This group is not affiliated with any faction./

A neutral squad will come and mine out the local resources out of mountains, until there's barely any left, you can attack them, but an attacking squad will come after you if you do so. (Can only happen if Planetary War is going on) During this all colonists get a -2 mood penalty.

Furious Defense [Raid, semi-long lasting]

/After attacking the Resource Gatherers, a fleet of Soldiers attack your colony. They are attacking immediately./

After attacking the Resource Gatheres, an angry squad of soldiers comes into your land, and they'll attack you with weapons out of your technology level (but not un-defeatable) and none of them will come with a melee weapon. If you defeat the first round, 2 more are to come, but with weaker weapons - if you defeat all three, bombardments will stop and ship blockages too for a season or two.

Rotting Accileration [Long Lasting]

/An engine that enhances food to rot quicker, you might also need to make your fridges colder./

An engine of radiation is stirring nearby away, causing all rottable things to rot 100% faster, and temperatures to keep things frozen needs to be at a -10 Degrees Celcius, otherwise they will only be refrigerated. When it ends, all colonists will have +3 mood boost for being happy it finally ended. You can also buy this machine.

Healthy Rain [Lasts 2 - 5 days.]

/Some faction has decided to use a machine to generate a healing rain, which has now flown over to your colony, and will now heal all creatures. This rain is (insert severity here.)/

All creatures will heal during this period all creatures will be healed, whilst this sounds good, it also heals Raiders and animals that you decided to hunt. Also during this period, animals are more likely to go Manhunt as they know they will be healed. These come in severity, Mild, Normal, Severe and Serious. You can also buy or produce this machine.

Now for the things you can do, to cause some more events: :steamhappy:

- Create some sort of Mortars that can fire at ships during Planetary War.

Ship Falldown [Siege]

/After firing at a ship, it falls down to the ground, many have lived, but many others injured or dead. They will now cast revenge at you, firing from their broken, yet semi-functional ship. If you win, you can gather up the very useful resources inside./

4-8 pawns will attack you with both melee and ranged weapons. Random fires will also begin. Any Resource Gatherers in the area will free. A broken ship will also remain behind.

Ship Falldown [Runaway]

/After firing at a ship, the ones left alive after falling will try to gather up as much as they can and flee outside the map border, you can gather the useful resources still inside, any raiders will go for the ship parts instead, and leave./

2-3 pawns will gather any resources left and escape from the area and 1-2 pawns are dead or injured, they will heal themselves before doing so, and a broken ship remains behind.

Ship Raid [Semi-Long Lasting Semi-Raid]

/After you try firing at a ship, and miss (or not), a fleet of ships will come over the area, block the sun, and bombard the area. They will also send out weak mechanoid's down bellow, another ship event is guaranteed to happen during this (Runaway / Siege)/

The colony is bombarded with bombs and a weaker type of mechanoid's will be sent out to attack you, the sun will also be blocked.

- Normal Events

Parasite Plants [Long-Lasting]

/Parasitic Plants have sprouted in the map near the borders. You have a day until they rapidly start taking over the area, and killing the local plants, making anyone walking in them slow down and are hard to harvest./

They also in turn are un-eatable by most animals, except beavers and a few others, making the local wildlife die out from starvation.
A species of plant will grow and spread rapidly whilst killing the local plants, You have a a few days to cut them, otherwise your map with be just parasitic plants for a long time, until
the temperatures freeze or get significantly warmer.

- Mega Mechanoid Cluster ["Raid"]

A mega mechanoid cluster has fallen somewhere near the colony, and it is too large to be a normal mechanoid cluster - each one has a high mech shield, guaranteed. There are a few Auto-Mortars, a medium-amount of Auto-Assemblers, and a lot of mechs, mostly long-range, but there are a few melee mechanoids. They are best to be dealt as soon as possible, as they will call in reinforcements after 5-15 days, which are monstrous, although nothing will come if the reinforcements caller building is destroyed.
Upon defeating the mech cluster, another event happens, which is a crash pod that crashes down a building that can be reinstalled and gives a medium-significant mood bonus to anyone in its large radius - regardless if the mech cluster was a quest.
Usually these appear as quest "raids" or "enemies", but they can appear in higher difficulties.

So that's all from me, feel free to add them (or not), change anything you want, i only want some "Nimble102 suggested this event." or something on the event description or something. Thankyou for understanding. I hope you have a nice day.

- Nimble102

PS: I will add more over time here, perhaps. :D
Last edited by Nimble102; Dec 19, 2020 @ 2:22am
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Showing 1-15 of 39 comments
mfelizandy Mar 27, 2020 @ 4:30pm 
I'd love something like a (very) small volcano opening up under one of my geothermal generators, setting fire to or melting whatever's nearby and flammable/meltable, covering the map in pumice and ash (perhaps collapsing some roofs under the weight), and causing a season or two of volcanic winter--but for the sake of making the game fun to play instead of a depressing reminder of humanity's helplessness in the face of Nature's power, I'd want my colonists to be able to clear the ash off their fields (maybe the heaps of it are useful as fertilizer? Mount Vesuvius and some other volcanoes reportedly produce ash that somehow boosts soil fertility), tame a fresh batch of animals to replace the ones they ate while the volcanic winter was in force, rebuild their buildings, and otherwise recover.

Speaking of fire, volcanic ash, etc.--I've always thought that a forest/prairie fire ought to give some kind of temporary fertility boost to the area of burned vegetation. Several traditional cultures practiced slash-and-burn agriculture, and their cycle of burning an area, planting on it for a few seasons, then abandoning it for a few seasons to grow new trees and brush before burning it a second time would add a new dimension of complexity--either strategically let wildfires burn for a while and plant your crops on that ground for a few years, or conscript your resident pyromaniac(s) to start fires in a given area and have all the other pawns on standby ready to put out the fire before it gets too close to the chicken coop. Or perhaps raise a herd of boomrats to be used in starting the fires as desired.

A short term (as in a few days) of massive flooding could be fun, too, at least for the player. Trigger a massive rainstorm that lasts for several days, send the payer a foreboding letter or two after the second day of rain and give the player another day or two to frantically build sandbags or levees to protect whatever he or she values most, then raise the water level on the map so everything that isn't a "mountain", safe behind a levee or a substantial ring of sandbags, or sealed behind something like a canal's lock system is "chest-deep water" or deeper. (SmashPhil's "Boats" mod would be a good one to have running in tandem with this kind of scenario.) There could of course be leaks caused by low-quality building work, the breakdown of sandbags as the pressure of the water built, sabotage by a pawn, etc. Once the water receded, it'd leave a layer of mud and rotted everything to clean up, plus the likelihood of toxic mold growing and infectious disease probabilities going through the roof, changes in the landscape--creeks turned to rivers, rivers turned to deltas, small ponds grown to lakes--all of which the colony has to clean up, adapt to, and recover from. The good side of it would be that the muck would provide a soil-fertility boost, at least for a while--the ancient Egyptians built their whole civilization on the yearly flooding of the Nile, so there's real-world precedent for that, too. Come to think of it, a "floodplain" could be another terrain type requiring a rather unique play strategy--super-rich soil that's great for growing crops in the right season, but don't build anything on it unless you know how to build houses on stilts.

Raids during flood season or a volcanic winter could be fun, too--some desperate neighbors charging in looking for supplies and possibly people to conscript.

I don't know anything about C#, but I'd be happy to try and help with the XML and writing the letters and such.
Nimble102 Mar 28, 2020 @ 12:48am 
I think Earthquakes should be a little fixed, all of them so far struck very far away from home, also, they should probably form some sort of Canyon, which is un-buildable and un-passable until you place a bridge over it.
Lava could also come out of them as another event, burning the plants around them, and spewing out small rocks of various gems, except for compacted machinery, though. :3
Last edited by Nimble102; Mar 28, 2020 @ 12:50am
Wolfschadow Mar 28, 2020 @ 2:36pm 
Are The events deactivailable? I do not like permanent or near permanent events, which I usualy turn off.
mfelizandy Mar 28, 2020 @ 3:00pm 
Originally posted by Wolfschadow:
Are The events deactivailable? I do not like permanent or near permanent events, which I usualy turn off.
Yup, you can turn off the events you don't like in the mod options.
KnightBob7 Apr 17, 2020 @ 9:09pm 
I have some events that might help and hinder the player as they progress:
1: Hidden spy(Bad event)
This plays out as a normal encounter disguised as a wander or what not, but as soon as the traveler(s) get out of the map, your suddenly attacked days later or immediately as the "wanderer" turns out to be a reconnaissance spy that scouted the area, goes with an attack force. However it depends on the intelligence of the spy pawn in question and may be suspicious on how they behave(dumb ones with a question mark while the other ones are more subtle or will act out like the event is said to do). The problem is how complex it will be to code it.
2: Men in Black(Hidden bad event)
This is meant to have a red envelope as it is the opposite of man in black as a good event.
The event plays out unlike the man in black event, where as the other event is a unlikely rescue attempt to save your last colonists' last knees, the Men in Black is where for whatever reason, they attack your settlement without warning. This event adds mystery to what just happened.
3: Mechanoid wander(Netural)
This event is strange as a couple of Mechanoids just wander in your map, nothing bad happening, but this raises more questions then answers(This can be related to strange things just happen like in real-life)
4: Mechanoid Joins(Very rare, good event)
This is very rare due to either reprogramming or consciousness, this Mechanoid joins your colony.
5: Mechanoid Joins(Traitor, bad event)
This Mechanoid turns out to be a traitor. Watch out for it's attack force! It's like the Mechanoids Joins, but it's like the Wanderer Joins then turns traitor event, but with a Mechanoid.
6: Builder's request(Neutral to Good[Depends on player interaction on said faction])
This is telling the player that the faction can pay some silver(Must be good enough to have a silver vs privacy choice of getting a neutral faction's building next to or near the building of the player's buildings[Neutral or good faction], but if the player has a good relations with the said faction, the player can increase the relations by setting it as free[Good relations with faction only]
7:Outpost Found(Neutral, until contents are discovered)
This event tells you that a seemingly abandoned outpost is found, but beware of anything found in it's interior(Such as a trap, amount of silver found, etc)
But this event can be found during the travel, on the spot of the player's choosing(Very rare), or in/around mountains.
8: Mercenary work(Good)
A Mercenary(ies) has a promising contract with your colony for amount of silver/goods for bounty hunting or etc. This is for the factions or the player who want to hire mercenaries to take out a military base or getting a quest done with a % of silver or goods as payment for a job, but make sure you pay them!
9: Mercenary Retaliation(Bad)
A Mercenary group are attacking your colony. This can happen with many situations: Attacking a mercenary groups that are following a bounty(Extremely low chances unless your harboring a wanted criminal/person), not paying the bounty for a mercenary, screwing over a merc by attacking them, or attacking one of their private/public bases.
10: Ancient Disease(Bad, yellow envelope)
An Ancient Terran disease has sprouted back with a vengeance!
(Old world diseases: Smallpox: Very feared and can causes social issues, but if the strain hasn't evolved, it's very easy to cure with the vaccine. Cholera: Basically you have contaminated liquids and is deadly in watery areas or toilets. Kuru/CJD: It's deadly due to random prion mutation that causes the brain to dysfunction and cause the victim to die horribly and eating the Kuru contaminated body infects the consumer.)
11: All out assault! (Very bad event)
A faction has enough of your insolence and has sent a all out assault with drop pods, all enemies at every corner, and with multiple people at one. This event has a highly coordinated assault with drop pods, support sieges, melee, support gunners, grenadiers, attack animals, and galore enemy types. This is brutal.
12: Battle survivor(s) surrendered(Neutral)
A survivor/a group of survivors has surrendered to their fate(s) to you.
This can result in good and bad events following up with this event.
13: Boomolope Assault(Bad to Very Bad event)
A hostile faction has sent hostile Boomolope to explode on your base. It's bad on land, but worse with drop pods.
Dalien Apr 23, 2020 @ 2:29am 
I'd like to see the name of the traitor event changed in the list so it's more easily distinguishable when trying to disable it :)
liosalpha Apr 27, 2020 @ 2:58am 
I just have an global warming event, and its very bad imo.
everything just truned hot an dry overnight with the exception of the ice sheet that became tundra

would have been more immersive if these happens in steps.
Going up in heat one step and then go one step in dryness after some time.

X
Dry
Balanced
Wet
Extreem hot
Extreem dessert
hot
Desert
jungle
jungle swamp
Temperate
Shrubland
Forest
Forest swapm
cold
tundra
Boreal forest
Cold bog
Extreem cold
ice sheet
Hydromancerx Apr 27, 2020 @ 9:26pm 
Since Ice Age is all Cold biomes and Global Warming is all Arid biomes. Maybe have one that gives Hot and Wet biomes like Boreal at the Poles, Rainforest in the middle and lots of Swamps.
Raleon May 8, 2020 @ 9:12am 
Improved, more realistic Ice Age

Loving this mod! Had one of those great rimworld survival experiences with the Ice Age event while already playing in the chilly boreal forest. Had to get pretty creative with heating because a drought had eradicated the majority of trees on the map just the previous season. A year into the ice age I was starting to get used to the situation, adapting, getting near the end of Aprimay and already having comfortable temperatures of -10C. But then suddenly the ice age event ended, and temperatures immediately rose to 10-15C. Nice for my colonists, for me it broke the realism and immersion.

Long story, but my suggestion is to taper the endings of these major purple events like Ice age and Global warming, meaning that temperatures would slowly start to get back to normal, instead of suddenly changing drastically. In my opinion, this would bring more realism to these serious, drastic events. Only problem is that I don't know if it is possible code-wise. Maybe these events could be fixedly followed by another, things are getting back to normal event?
TiredGiraffe May 11, 2020 @ 6:08pm 
I've got a couple of ideas that I just wanna share. Hope you like em', or they spark some of your own inspiration. FYI the ideas are all NPC/human-related events. Enjoy :)


Feature idea 1: "Refugee Influx"

Several colonists have escaped from their previous colony and are hoping to seek refuge in yours.


Feature idea 2: "Hostage Situation / Ransom"

A dangerous group of colonists have kidnapped one/or more of your colonists and have demands that need to be met by a certain time.

If their demands aren't met by the allocated time, they will likely execute your colonist/s. However, even if you meet their demands, its not guaranteed they will uphold their end of the deal (spoiler: they might not release the prisoner/s).


Feature idea 3: "Hostile Takeover"

A group of raiders/a rival colony are hellbent on controlling your portion of land for its resource value/taking your belongings.

They may be willing to negotiate with you, if your clan is on positive terms with them. However, if you anger them enough, they will attack, and they will claim everything you own, and might even, enslave your colonists to work for them. Or worse... they might kill your colonists on the spot (death squad? public executions?)


Feature idea 4: "Human Trafficking"

One of your colonists have been kidnapped and have been forced to be a slave in another colony. The nefarious kidnappers are not willing to give them up, without a fight, or a hefty payout.


Feature idea 5: "Assassination Contract"

One of your colonists has been marked for death, and an Assassin has been hired to take him/her out.

You may be able to reason with the contractor, or offer the Assassin a better deal somehow, but it will be at your own risk...


P.S. Since these are all Human-related events, maybe you could make another category of events for specific interactions with other NPCs in the game ("NPC Events"). I'm just spit-balling ideas, but hope this helps.
petilounet Jun 20, 2020 @ 6:41pm 
can you add aphrodisiaque rain?
more love!!!
Fly666monkey Jun 28, 2020 @ 10:29pm 
Warzone Event:

(Requires: 2 factions that are hostile to the player, and are hostile to each other.)

-2 separate hostile raids spawn with the goal of wiping each other out. While this normally would be cause for celebration, it seems the field of battle is centered squarely on your colony.

-The raiders will usually leave once one side wins, but there's a chance they may turn their attention to you afterwards. If you attack either side, they will always fight you once the battle is over.

-While your colony might not be the primary target, the raiders most certainly don't care about collateral damage. Keep your pawns away from the firefight lest they catch a stray bullet, and get ready to do a lot of repairs, especially if mortars are involved.
[TSF] Mason 1290 Jul 25, 2020 @ 8:46pm 
An anomalous event occurs, Time:3 days (or shorten if you have a pawn with the royal voice power)

The winds grow quiet, the birds stop singing, the lands are quiet. Everyone for some reason starts to focus on themselves. No one is talking to each other much if at all, didnt you repair that battery the other day? why is it broken again? where did you put your gun?

Paranoia sets in, your pawn(s) have been struck with proditiophobia.

Effect: They have a chance of turning fully hostile if not kept in the best mood, a snap is all itll take.
=

Easter Egg, passer-bys/caravan:
A group of Royal knights are passing through, they seek to find the holy goblet.

Catch: after they get to the caravan parking spot, one hostile rabit enters the area. manhunting anything it sees, its as weak as a normal rabit, but strong as a Thumbo
=

Anomaly: Time 7 day.

The common work goes on, everything is going well. But... something seams off.

"i thought there was someone in here". "I thought i saw something move". "where is that knocking coming from?"

Effect: Youre colony is being effected by Xenophobia, a fear of the unknown or what they dont understand. They will cower at random moments for seamingly no reason.
=

you need more anomalous events.
Wolfette Aug 30, 2020 @ 5:13pm 
Chosen Battlefield

The player gets a letter that not one, but two armies have appeared from opposing sides of the map and have begun the process of setting up fortification in preparations for battle with one another. After taking several hours to draw their lines in the sand the two armies will clash, and will ignore the player's faction and pawns (even if they are enemies with them) unless provoked first.

Eventually one side will claim victory and their defeated foe will be chased off the battlefield by them. Depending on the relations to the player's faction of the side that was victorious one of two things can happen;

If the faction is either allied or neutral to the player's own they will capture/rescue any pawns left downed after the battle and loot the fallen taking the bodies with them but not bothering to tear down the fortifications (or maybe leaving just the naked corpses behind for the player to clean up just to be pricks).

On the other hand if the winner is hostile to the player's faction then they will immediately turn their sights on them and attack as soon as they rout the other army, forgoing looting and capturing/saving the wounded for a quick second victory.

If they take enough damage however they will flee like any raiding force does, forgoing again any capturing, recusing or looting. This could be limited to only medieval/neolithic factions, or have a higher chance for them to square off instead of raider/spacer factions. Fortifications would be limited to barricades, sandbags and if the right mods are installed cavalry spikes and maybe machine guns for industrial+ factions.

Another possibility is that if one faction is allied and the player actively helps them defeat their rival they might leave rewards or give a relationship boost, belatedly if they risk the crossfire to rescue their downed pawns. If the player wants to vulture the battlefield then either the winner must be hostile or they need to be quick to move in once the battle is over to get a chance at some of the loot (the winning army won't begrudge any battlefield looting as long as the player doesn't do anything harmful, they are all tired and want to go home), potentially risking harm from the crossfire or becoming combatants themselves if hold fire isn't selected ahead of time.

Hope you enjoy my concept, no idea if this is even possible within the limitations of the game, but you guys never stop impressing me with scope, depth and quality of the mods you bring us all so I wouldn't put it past you to make this work if you so choose! :winter2019happydog:
Nimble102 Aug 30, 2020 @ 11:51pm 
I have a few more ideas! :D

Caravan:
- A small - large caravan will pass through your settlement, carrying food, weapons, and a few un-installed structures (beds, bedrolls, wooden walls, etc.) and will setup a small outpost, most preferably near a mountain. If the Faction is allied, or has a good relationship with you, they will leave a few items of their medium-great weapons... or you can attack them for all of the loot, although this will anger their faction, severly! (If the faction is hostile, they'll stay only pass through, or attack if there's a raid going on.)

Ambushed Caravan:
- Same thing as the caravan, but a raid will happen shortly after, to be exact, An Ambush!
A small raid (3 - 5 ppl) with decent-tech weapons (revolvers, rarely shield belts, etc.) that will mainly focus on attacking the caravan (unless of the same faction, then this event won't happen anyway.) If you help out the caravan, you will get goodwill from that faction, a decent amount, too!
[ Only if the caravan is hostile to you ] Although. On the other hand, you could help out the AMBUSH(ers). Keep in mind if the caravan is hostile to you, only factions that are neutral / allied will ambush the caravan, and sometimes hostile, but mostly in rare cases, Therefore; if the faction is neutral or allied to you, the goodwill will be a medium positive, whilst no goodwill will be lost for the hostile faction.) (Im thinking of something like 7-15 good will, as the caravan has some really good loot, and the event is medium-rare.
IN the most rarest of cases, the raiders can either be mechanoids, (if the difficulty is correct.. ..of course.)

I think these two events would fit Rimworld really well, as your caravan can also get ambushed, (although not common...) and there's no reason for caravans to not pass through your colony, and get sometimes ambushed, either! ..I hope you like my idea(s), so far, this mod has been really great! (i see you've included my ship battle thing... ..thank you.) and i hope this mod can get really great and big! :D

Although, i have one last idea for this comment left: :D

- Caravan Passing (Quest!)

- A hostile / neutral caravan will appear on the world map, somewhere really close by, 1-2 days away, probably. You can fulfill this quest by going there, and attacking it (if faction neutral, their goodwill will greatly decrease, and if the faction is hostile, it will decrease medium-ishly. The Caravan will have some good loot, (perhaps even some items from the insectoid mod?) but it'll also be greatly defended, with a randomly-generated outpost. (preferably built around a mountain) The outpost will NOT be a proper base, but instead a small house that is able to defend it self, and the most basic of a kitchen and freezer, although the size and complexity will vary with the amount of loot and value or people there.
If the faction is hostile to you, if you attack it and defeat it, taking the loot, all hostile factions hostile to that hostile faction that is hostile to you (heh.) will get a minor goodwill boost
(3-5)

Anyway, thats it really! Thank you for reading! :D
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