RimWorld

RimWorld

2,248 ratings
Sometimes Raids Go Wrong
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
679.043 KB
29 Oct, 2018 @ 9:50am
12 Jul @ 12:46am
25 Change Notes ( view )

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Sometimes Raids Go Wrong

In 1 collection by RemingtonRyder
Ryder's Currently Abducted Mods
8 items
Description
Ever wished that a raid would just go horribly wrong?

This mod allows storytellers to add a random and sometimes hilarious twist to a raid. For example, perhaps the raiders walk in and meteorites strike the ground nearby. Or a pack of manhunting animals was tracking them the whole time.

Check out the change notes for what has been changed recently!

And here's what I'm planning for future updates:

- New things to go wrong.

Sometimes Raids Go Wrong - Lynx Edition

Rapid ageing
In this event, the raiders are infected by military mechanites, which cause effects similar to rapid ageing. If you capture prisoners from the raid, the progress of the mechanites can be halted with good medicine. If untreated or poorly treated, the mechanites can cause permanent damage, effectively ageing the subject several years in a matter of hours.

Manhunters
The raiders are beset by random manhunting enemies.

Pod malfunction
The drops pods of the raiders malfunction and crash rather than landing. This can injure and potentially kill the occupants.

Meteorite shower
Meteorites fall from the sky and strike randomly near the raiders.

Drunk Drop
Any raiders who can drink alcohol arrive intoxicated. Some more than others.

Burning Men
Some of the raiders arrive on fire. They are closely pursued by mechanoids. Both sides will already be injured.

Run Wild
Some of the raiders break away from their friends and embrace their animal instincts. They take no part in the actual raid and can be tamed just like any wild humanoids.

You can decide which of the above events you would like to happen and change the weights for them in the mod settings menu. Your choices will be stored, meaning that even if you load a different save you'll only see raids go wrong the ways you want them to.

[Version 1.5.1]

Works with existing saves
Doesn't work with RimWar
Additional compatibility notes will be added when I become aware of issues.

License, source and direct downloads

Please refer to the license in the mod source before re-uploading this mod.

Source for all of my mods is available here: https://www.dropbox.com/s/uxdh488rk97927s/Marvins%20Source.zip?dl=0


Translations
Russian - contributed by MrMustache. Thanks!
Chinese

Links

If you'd like to see the mod in action, I prepared an introductory video for you: https://www.twitch.tv/videos/474144774

If you like this mod, why not consider looking at some of my other mods?

Finally, a big thank you to everyone who has given feedback and supported my RImWorld mods. :)
Popular Discussions View All (6)
3
11 Jul @ 5:18pm
Odyssey and 1.6
RemingtonRyder
12
30 Apr @ 4:53am
PINNED: Suggestions
RemingtonRyder
3
29 Apr, 2024 @ 7:31am
Russian Translation
MrMustache
748 Comments
ephemeraltoast 2 hours ago 
Thanks for the update. It's always a delight when a raid shows up drunk or on fire!
Fungus Kreeman .$ 18 hours ago 
Thanks man!
RemingtonRyder  [author] 18 hours ago 
1.6 version is up. I actually fixed the mod late last night, but decided to take care of the update with fresh(er) eyes. Let me know if there are any issues!
chocoavena 11 Jul @ 12:52pm 
does this work on 1.6?
RemingtonRyder  [author] 8 Jul @ 9:50pm 
I did a test just now and it seems like it should work.
Basilisk837 8 Jul @ 8:24pm 
Compatible with Winston Waves?
RemingtonRyder  [author] 21 Jun @ 4:50pm 
I'm going to take a guess and say that some other mod isn't compatible with this one. Which is unfortunate, but, there's 14K other mods on the Workshop, there's bound to be some which just don't work together.

The only thing I can suggest is to (obviously in a new save) try again with just a handful of mods that you think will work with this one.

If you need any more help, just let me know.
Evono 21 Jun @ 1:05pm 
Okay so i checked in the command your raids dont appear , after playing a while it seems it wanted to fire but this error happened
System.NullReferenceException: Object reference not set to an instance of an object
at SometimesRaidsGoWrong.ThingsThatGoWrong.RunWild (System.Collections.Generic.List`1[T] list) [0x00067] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryRandomExecuteWorker (RimWorld.IncidentParms parms) [0x0031f] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00001] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.IncidentWorker.TryExecute_Patch1(RimWorld.IncidentWorker,RimWorld.IncidentParms)
at (wrapper dynamic-method) ...............
RemingtonRyder  [author] 12 Jun @ 9:36am 
Okay, those should both work.

If you're okay with enabling development mode, click the fifth icon on the development menu at the top of the screen and then pick Future Incidents Current Map (type fut to find it easier) then click OnOffCycle (ThreatBig). This will randomly generate some possible incidents in the debug log without trashing your home.

In the log you'll see a line at the bottom with "Test future incidents" - click that and expand the bottom half of the debug log to read the test's output. Under Incident count per def there's three columns, the first one should read ThreatBig, then the second is the incident (for example, RaidEnemy) and the third is the number of times it was fired in the test. Very handy stuff.

If the mod is working just fine then you'll see RaidEnemyGoesWrong in the second column somewhere. You might have to run the test a few times to get it to show up, because randomness.

Hope that helps!
Evono 12 Jun @ 8:31am 
mostly the perry one ( first one )