RimWorld

RimWorld

356 ratings
Better Distress Signal
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Mod, 1.5, 1.6
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435.093 KB
8 Aug, 2024 @ 6:38pm
19 Jul @ 7:44pm
20 Change Notes ( view )
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Better Distress Signal

Description

This mod expands on the Distress Signal quest from the Anomaly DLC. Normally the distress signal events always generate dead pawns on the map, unable to be rescued no matter how fast you arrive. And fleshbeasts are always generated as the anomalous threat. Now if you respond and get there fast enough, you will find that depending on the time of your arrival some pawns might still be alive or wounded. Pawns will try to fight back if you're early enough but will run away if enough of them are downed. Prepare carefully, as the threat is harder than it is in the vanilla game.

If you have the Biotech DLC installed, there is a 5% chance that any pawn at the distress signal will be a child. This can be modified in the mod settings, along with the odds of obelisks spawning at the distress signals, the balance between defending town residents and anomalies in point value, and if certian anomalies even have a chance to show up.

All factions can now call you for help, including permanently hostile ones! If you arrive before twelve hours pass, nobody will be harmed yet at the distress site. But the more time you take, the more residents will be wounded or dead by the time you arrive, with everyone dead if you take longer than three days to arrive.

A quest letter will pop up once you arrive notifying you of the threat present, the tech level of the present faction and how its faring, and if an obelisk is present. Fleshbeasts, sightstealers, shamblers, gorehulks, chimera, devourers, and metalhorrors can all spawn as threats. These variants can be turned on and off in the mod's settings! No need to restart, the options take effect instantly!

Q: I found a bug! How do I report it?
A: We'll need the full error log please, not just a snippet of the error report itself!

Thanks go out to both BlackMarket420 for the art on this mod page and Nalzurin for his work coding the entire mod! And I wrote the dialogue for the events as you arrive at the distress signals, and my name is Tired Guy. If you want to commission Nalzurin or BlackMarket420, they can both be messaged on discord or steam directly. Nalzurin's ko-fi can be found here if you want to support their work: link[ko-fi.com]. And thanks to you for playing!

I haven't been too good with keeping track of the updates, but we have this in place now with the new images!
Popular Discussions View All (3)
3
3 Aug @ 1:03pm
PINNED: Suggestions Thread
Goblins4Lyfe
0
29 Jul @ 6:19am
PINNED: Error Report Thread
Goblins4Lyfe
0
17 Jul @ 8:41am
ERROR LOG - 17.07
👁️⃤Singu ꧅🥲⃤⃞⃟
112 Comments
Margera 2 Aug @ 1:42am 
pls translate this
TheBronzeWarrior 31 Jul @ 1:36pm 
hey it seems to just spit a name instead of the description - whenever i find a shambler signal, it just says "BoC_Shamber" or smth like that
GetUrAssToMars 29 Jul @ 4:10pm 
https://gist.github.com/HugsLibRecordKeeper/5f1d2126528fa017893ac2c75f05cee3

My caravans travel across the map as fast as the shuttle whenever I get one of these distress missions. Its humorous but also busted as hell xD
Goblins4Lyfe  [author] 29 Jul @ 6:17am 
@Smoker I would really appreciate if you can give us a proper error report in our new error report thread.
Goblins4Lyfe  [author] 29 Jul @ 6:17am 
@Filipino Goku Yes, whenever you rescue and heal someone, and they leave the map safely, you get +15 reputation with their home faction. It requires a bit of babysitting till they get back on their feet, so make sure you keep your people fed and housed until the villagers can escape the area.
Smoker 28 Jul @ 9:56pm 
Dang worked great the first time I did the quest late. This time flew there day 1-2 after getting the quest and the ship and map tile just vanished. Love the mod tho.
Filipino Goku 28 Jul @ 12:34am 
This is an amazing mod. I have a question, though, do we get any relationship bonuses for saving people? Like, rescuing them and releasing them when healed?
socks 27 Jul @ 12:50pm 
Amazing mod
swaggy 24 Jul @ 6:34am 
@radiohead thanks for tha response, i was reading through 1.6 patch notes and noticed something about genies not being "disproportionately selected for early game raid" so im gonna assume they fixed that problem:cchearts:
Goblins4Lyfe  [author] 23 Jul @ 9:51pm 
@swaggy The reason that genies show up is because of event point buys, the game storyteller will calculate your wealth and weigh points against it, along with how long you've survived, how many colonists you have, and then when it has a threshold of points met it will calculate out a scenario event. You might get a 1000 point event, a 2500 point event, or a 5000 point event. Genies are very low on point value, as they are weak and easily downed. That's why they usually tend to show up in the Horax cult events.