RimWorld

RimWorld

216 ratings
Rebecca Realistic
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Mod, 1.3
File Size
Posted
Updated
4.045 MB
15 Feb, 2022 @ 1:42pm
17 Feb, 2022 @ 8:01pm
2 Change Notes ( view )

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Rebecca Realistic

In 1 collection by UdderlyEvelyn
Evelyn's Mods
9 items
Description
A storyteller that doesn't hold your hand. She doesn't care what's been happening to you, she will send what she will.

The real world doesn't go easy on you when you've been through hell, nor does it prevent you from being fortunate even though you've got little going for you. With Rebecca Realistic, Randy's twin sister, you will get that same sort of uncaring universe that we know from the real world - but softened just the right amount to maintain fun.

Features
  • The first storyteller written from the ground up, not built on existing ones.
  • Entirely new way to calculate threat points for events: different categories have different calculations:
    • Raids only consider wealth, nothing else (though this includes value of colonists, slaves, etc).
    • Visitors work like raids, but are capped at 3K to avoid excessively large visitor parties.
    • Infestations go by "heartbeats", number of animals and humans in your colony.
    • Manhunter packs go by the number of humans in the colony.
    • A "catch-all", mostly meant for misc events, that uses a curved RNG (the higher the point roll the less common it is).
  • "Considered Wealth" system tracks your wealth with a delay, the world is no longer psychic and it takes time for them to hear about that pile of gold you mined.
    • Graph and statistics displays for this on the History tab where you'd normally view your wealth.
  • Separate "pipeline" for visitors, so that they don't detract from other events happening.
  • Raids are not on a schedule, yet will reliably occur.
    • A chance for an extra ThreatBig (raids, mostly) every time an event is sent, scaled by your wealth.
    • These are spaced out so they will feel like they are occurring between events most of the time.
    • Under the hood, the chance is 6% + 1%/10k wealth.
    • To avoid being particularly mean, if the main event roll was also a ThreatBig it must *also* pass a 30% chance check first.
  • Colonist count is entirely ignored, events that give population are rebalanced dynamically to fit in with regular events.
  • Recent injuries and death don't factor into when threats are sent (they do in normal storytellers).
  • No cap on threat points per event, uses an equation for wealth-to-threat instead of thresholds so it scales smoothly.
    • If you have performance issues at very high wealth, try Compressed Raids (or soon Vehicle Framework) to help use the points differently rather than the game throwing tons of raiders at you at once.
  • Tons of configuration options, tweak the numbers to your heart's content!

Compatibility
  • Incompatible with Combat Readiness Check and CE at this time - feeds tiny wealth values to Rebecca and Rebecca is set up to handle normal wealth values. Technically runs, just not as intended.
  • Will ignore anything patching the threat point calculation methods, because it has its own (e.g. threat point limiting mods).
  • Should work with Hotseat mod, but please report if it does not.
  • This was tested with lots of mods that add lots of events, but if you find one that seems to not calculate threatpoints in a sensible way please report it.

Thanks to Efi, who provided tons of feedback and testing in the early stages of development, and to everyone else who tested.
Thanks to ZenthWolf for keeping me sane and giving me another set of eyes on my code while working on transpilers.

Like my mods? Help me survive, lol.
Venmo: @UdderlyEvelyn
Paypal: yushatak@gmail.com (I do not check this email, do not contact me through it!)
Ko-Fi: http://ko-fi.com/UdderlyEvelyn
Patreon: https://www.patreon.com/UdderlyEvelyn

storyteller realistic realism rebecca difficult hardcore rng random events incidents challenging challenge
109 Comments
Matthew05 10 hours ago 
I've published an updated version (RimWorld 1.4 up to 1.6) here . I'm ready to take it down if either the author wants me to, or releases an update :).
Church.exe 25 Jul @ 11:00am 
an idea for "Considered Wealth"; instead of just being on a delay, what if it was based on trading and stuff raiders have stolen?

E.g. if you're a dwarf army who keeps to themselves and have mountains of gold you mined yourself stashed in a deep mountain keep, you're fine because no-one actually KNOWS you have that gold.

But, if you trade frequently or raiders break in and steal some of your stuff, then word starts getting around that you have a lot of loot.
Matthew05 16 Jul @ 11:16am 
Hello! I've created a pull request for Rebecca Realistic on Github, recompiling it for 1.4, updating & recompiling for 1.5 and doing a few other small changes.

I've done my best to document them in the PR and I'm open for feedback. Thanks a ton for your mods, I love playing with them! :)
JackofSpades 8 Apr @ 1:27am 
I'm nearing my second week in a 1.5 game with no random events, not even the very first one-man raid every game seems to have. Problem is since Rebecca is Randy's sister, I genuinely can't tell if she's broken in 1.5 or if it's just normal Randy shenanigans.
Nang 26 Nov, 2024 @ 4:58pm 
Did anyone try this mod with hospitality?
Matthew05 30 Oct, 2024 @ 6:18am 
[1/2]
I figured out this mod conflicts with Climate Cycle Extended++ without throwing errors - just stops bad incidents from happening (except for diseases & solar flares apparently).

But now it throws an error when I would a bad event to happen. Current modlist is:
Harmony
RimWorld
RimWorld - Royalty
RimWorld - Ideology
RimWorld - Biotech
RimWorld - Anomaly
Dubs Performance Analyzer
Rebecca Realistic
RocketMan

System.TypeLoadException: Failure has occurred while loading a type.
at RR.StorytellerComp_Realistic.MakeIntervalIncidents (RimWorld.IIncidentTarget target) [0x000de] in <77b106eabc444d078a654d6ccf94357b>:0
at RimWorld.Storyteller+<MakeIncidentsForInterval>d__40.MoveNext () [0x00104] in <2a40c3593b334f29ac3cb3d32d652351>:0
at RimWorld.Storyteller+<MakeIncidentsForInterval>d__39.MoveNext () [0x000a1] in <2a40c3593b334f29ac3cb3d32d652351>:0
Matthew05 30 Oct, 2024 @ 6:18am 
[2/2]
(continuation of the message above)

at RimWorld.Storyteller.StorytellerTick () [0x00043] in <2a40c3593b334f29ac3cb3d32d652351>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.TickManager.DoSingleTick_Patch1(Verse.TickManager)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Zaljerem 24 Oct, 2024 @ 6:08pm 
Just a note, this should need just one change made to work fully on 1.5 ... IncidentWorker_Manhunter is now IncidentWorker_AggressiveAnimals ... other than that I got no errors when I pulled it into Visual Studio against the 1.5 version. Cheers!
Jackledead 16 Jul, 2024 @ 3:50pm 
Loved this mod, hoping it works on 1.5 with my mods. Rooting for you!
Wodan 14 Jul, 2024 @ 2:03pm 
im excited.