RimWorld

RimWorld

Rim-Effect: Asari and Reapers
Xeonzs Mar 31, 2023 @ 1:18am
Reaper landing isn't working
Solution and Dev comment:
Make sure the "RE_nextReaperSpawn" value in your save file isn't set to a ridiculous large number, remember 1 rimworld day is 60000 value/ticks, so just multiply that by however many days you want there to be between now and when you want to get the landing.

After you changed that value, saved the file, start teh game and load the save game, the reaper will land after that value and then as per the mod settings onward.

Erdelf also confirmed though that the mod now checks if the value is too high occasionally and will adjust the value accordingly.

Originally posted by erdelf:
it will be rechecked every once in a while if it's that high.

So this problem shouldn't be happening anymore.










Original post below the lines:
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To stop my comments from clogging up the comment section I'll make a thread:

Oskar, what was the test scenario for the reaper invasions, like the timeframe?

As per my previous comment I've played the save a bit longer, I'm 4,5 years into the save now with interval for reaper landings set to minimum and base reaper landing chance to 5x, and have met the required tresholds for population and wealth in teh first year.

So far all I've seen is 2x a reaper raid of 1 single husk, still no landings.

I even went as far as to install the perry persistent story teller from your tea as well to have more frequent events, but nope.

Are we expected to play the same save for 5+ years in order to see the reapers?
Cause I usually already have done Archonexus, Space flight or just a new game before then.

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Even setting the base chance to 5x, when I go to world incident chances in dev mode debug logging, it shows base chance as 0 and final chance as 0 as well, I would imagine this matters, but perhaps the chances shown here are irrelevant?

Anyhow, I manually tried to spawn a ReaperLanding and go this red error popup on spawning RE_ReaperLanding:
Inspect string for ReaperShip Horror (tile=36947) contains empty lines.

I tried to upload my hugslib, but it says there's a parse error.

Engaging the reaper itself went fine and as expected, some of the tooltips, like on the long range missile launcher aren't finalized, literally called "text.todo", but that's minor stuff.

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So if manually spawned, besides for that one error it seems to work as intended, so I'm not sure why they won't just spawn by themselves.

I also tried disabling some mods like rocketman, performance optimizer, more faction interaction, world action adding mods like Almost There!, but that didn't help either to make it spawn naturally.

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Final comment in the chain, sorry for the spam, after more checking:

Even though in the xml it shows 0.1 base chance for triggering for RE_ReaperLanding and also RE_DarkSettlement, in-game only RE_DarkSettlement shows as 0.10 in devmode > incident chances, while reaperlanding shows 0.00, so it doesn't matter if mod options gives 5x chance, 5x0 is still 0.

While after manually triggering the reaper landing, in just a matter of 2-3 days a settlement had already gone dark, so that seperate xml/incident is working as intended.

I don't know how to correct this, but at least now I know it's not a mod compatability thing, but specific to this one xml/incident.
Last edited by Xeonzs; Apr 25, 2024 @ 10:35am
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Showing 46-51 of 51 comments
Xeonzs Apr 25, 2024 @ 10:31am 
Originally posted by erdelf:
I mean, if it is too large it gets rerolled once in a while.
Yea I was thinking of referring to your comment when I made that above reply.
How often does the recheck trigger? Like every quadrum? (15 days)

I've gone and updated the original post for people who find it in the future.
Last edited by Xeonzs; Apr 25, 2024 @ 10:35am
erdelf  [developer] Apr 25, 2024 @ 11:31am 
every day at the same time really. It gets rerolled if it's higher than 10x the max time interval set.
Xeonzs Apr 25, 2024 @ 11:41am 
Originally posted by erdelf:
every day at the same time really. It gets rerolled if it's higher than 10x the max time interval set.
Oh that should be more than enough yea
Big Boob Mirana May 2, 2024 @ 8:52am 
well now that i trigged the event by myself....guess wat? it is working...too well i can even add...for some reason now the ship lands 2 times a day lol wtf....

<RE_nextReaperSpawn>19607338</RE_nextReaperSpawn> this is the default number which is like 326 days?

the settings are all default...i dont know what is going on lol
Big Boob Mirana May 2, 2024 @ 9:16am 
ok fix it...turnout

<RE_lastReaperSpawn>19581600</RE_lastReaperSpawn>
<RE_nextReaperSpawn>19607338</RE_nextReaperSpawn>

the number was too close resulting in ship landing every 1/3 days? around 20000ticks?

very weird bcoz i swear i did not change the value at all...now my world is filled with so many ships...literally more than 50+...the next raid gonna be insanely wild
Xeonzs Dec 28, 2024 @ 1:02am 
Originally posted by Big Boob Mirana:
well now that i trigged the event by myself....guess wat? it is working...too well i can even add...for some reason now the ship lands 2 times a day lol wtf....

<RE_nextReaperSpawn>19607338</RE_nextReaperSpawn> this is the default number which is like 326 days?

the settings are all default...i dont know what is going on lol
I just reinstalled the mod with the legacy version from github and now I have the same issue, at least 2 reapers a day, even though in the mod settings I didn't change anything, so after encountering the issue I doubled the time between arrived to 15-30 days, but still they arrive at least 2 a day.
Meanwhile I haven't been raided by the reapers even once yet (even though there's like 100+ reapers around my settlement now).
Seems this bug persists even in the legacy version updated for 1.5
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