RimWorld

RimWorld

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True Random Raids
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Mod, 1.5, 1.6
File Size
Posted
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462.045 KB
24 Feb @ 10:56am
15 Jun @ 11:33am
7 Change Notes ( view )

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True Random Raids

Description
Support me
If this mod helped enhance your Rimworld gameplay, consider supporting me and I will make more stuff and faster.

[ko-fi.com]

General
With True Random Raids you can randomize or fine-tune incidents' strengths (threat points), and raids' strategies and arrival methods.

Random Raids - Drag the slider for each strategy or arrival mode to include it as a possibility in the raid incident. How does this work? Let's say you select one strategy with 100%, the second with 50%, and the third with 75%, the mod will add this up and roll from 1 to 225 (100 + 50 + 75), if the number lands on 130, the second strategy will be selected for the raid.

Incidents Random Threat Points
This lets you apply randomly generated threat points to all incidents (which utilize threat points) instead of only raids. Quest rewards will also be affected.

Vanilla Random Threat Points - Threat points for each raid are randomly generated between the minimum selected value and the game's current threat points (based on the game difficulty, colony's wealth, and colonists count).

True Random Threat Points - Threat points for each raid are randomly generated between the minimum and maximum selected values.

FAQ
What about mech clusters and infestations? - They are separate incidents from raids and only random threat points can be applied to them if you want. The same goes for shamblers, cultist attacks, manhunter packs, and similar.

Why is the selected strategy/arrival never included in the raid? - It probably depends on other factors and was rerolled or skipped. You can check the debug log for detailed information.

Compatibility
The mod should be compatible with nearly everything, even with mods that control threat points should work with it, as this mod doesn't modify threat points, it modifies incidents.
If other mods add new incidents, I am not sure how it will play out as this mod pulls incidents from the default Rimworld assembly, most likely TRR will apply threat points to those as well if enabled, or the game will call a random incident or skip it altogether.
If other mods add custom raid strategies or arrival modes, the game will skip them, however, I can add support for them if requested. You can also keep default settings for strategies and arrival modes while preserving random threat points generation if you disable the true random raid check. Please report any incompatible mods in the comments, thank you.

Performance
It should have minimal impact if any and only when incidents are called. You can comment below if you have any issues (with the mod), also, any ideas and feedback you have are always welcome and appreciated!

You can also find mod files on my github: https://github.com/ChemicalHorror/True-Random-Raids
33 Comments
ISee  [author] 11 Jul @ 10:11am 
I won't be updating this anymore, if anyone wants to they can do it freely, but they will have to decompile the .dll (which will probably fk up many variables). Last I checked mod UI in the settings doesn't work.
metaleclipse4 11 Jul @ 9:36am 
if you need a copy of the mod i have a local and online copy(1.5 and the new one) if you need it.
ISee  [author] 15 Jun @ 3:18pm 
It's broken with the 1.6 update and I accidentally deleted source files
Head 2 May @ 8:27pm 
I like this mod a lot. I think an interesting option to add would be "manhunter packs" so we can increase the chance of animal raids attacking us
ISee  [author] 7 Apr @ 12:25pm 
Interesting, could you tell me more about it? My mod is essentially providing more mechanics to vanilla gameplay, for example: "center drop" is an arrival mode for the incident of type: "raid" and you can choose if you want to include it.
In your case, perhaps that was a completely custom incident that used a custom arrival mode?
Hunter-K13 6 Apr @ 1:58pm 
I found an unexpected behavior when used with Sometimes Raids Go Wrong: I had center drop raids set to 0%, but this mod selected an incident from SRGW, which ended up being a modified center drop raid.
Barnus Macflagen 11 Mar @ 3:42pm 
Ok, still. thank you for the help. :)
ISee  [author] 11 Mar @ 1:45pm 
It's some mod conflict, other than that I have no clue
Barnus Macflagen 11 Mar @ 4:59am 
Yeah. Here it is, it is NOT on a new game. I tried to reacreate it on a new save but could not do it, or i didnt get far enough. Maybe its not even worth checking out, still here it is and thanks for responding.
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https://gist.github.com/HugsLibRecordKeeper/6cd52d734b47833c5c1e011342d7655d
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ISee  [author] 8 Mar @ 7:04am 
Hey, did you add harmony to your mod list? To help you further, you need to have hugslib and do a CTRL + F12 in-game after the error happens, after that paste the link you get here.