RimWorld

RimWorld

33 ratings
[B19] Expanded Incidents
   
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3 Sep, 2018 @ 11:55am
4 Sep, 2018 @ 8:07am
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[B19] Expanded Incidents

Description
This mod increases the variety of incidents your colony faces. The new incidents are designed to be balanced, generally long-term events that you can mitigate or eliminate with proper planning or response, so long as they have any significant impact on your colony.

Expanded Incidents does not require a new save game. It's compatible with everything. It will use Psychology's systems if you have both installed.

New Incidents
Quarrel: Two pawns friendly towards each other have their relationship damaged by an argument until they make up.
Homesick: One of your pawns is feeling homesick. They may spread it to other pawns through conversation, until they've made your whole colony unhappy!
Cliques: Two pawns who dislike each other separate the colony into cliques of their friends. Members of each clique may come to blows.
Sabotage: Keep a close eye on your colonists if you notice things malfunctioning in your base. Someone has to be to blame. But who?
Thief: Colonists and pets may spot thieves attempting to sneak into your base and steal valuables, who won't leave without a fight!
20 Comments
Jaxx - pshoooo 31 Oct, 2018 @ 8:17pm 
thank you kindly. love your mods.
The Word-Mule  [author] 30 Oct, 2018 @ 7:58pm 
Updated to 1.0: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=1552461911

@mago20078 You can already do that by editing the scenario.

@123nick Could be.
mago20078 28 Oct, 2018 @ 6:52pm 
could you make a option menu so I can select the incidents I want and whose not? plox?
123nick 21 Oct, 2018 @ 3:47pm 
i think there might be some odd thing with sabotage event and fluffys breakdowns, as fluffies breakdowns changes how malfunctions/breakdowns happen in the game
Jaxx - pshoooo 18 Oct, 2018 @ 5:26pm 
hoping for a 1.0 version! i saw the Thief event happen in real time at one point, and it was awesome, could see doors open and close as someone invisible moved through then got spotted by a colonist.
jpinard 18 Oct, 2018 @ 4:58pm 
Can I enable this half-way through a game?
Be_Le_Me 17 Oct, 2018 @ 12:56pm 
Hoping there will be a 1.0 version soon! Love your mod!
jpinard 13 Oct, 2018 @ 11:58am 
I'd like to see some positive events too. Not unbalancing by any means.
BladeofSharpness 4 Oct, 2018 @ 9:50pm 
Any plan to add 1-2 positive events in the lot?
The Word-Mule  [author] 16 Sep, 2018 @ 12:26pm 
Your colonists, animals, or turrets have to spot them. They will also step on traps; however, they can walk through your doors, so they won't go through your trap hallways.