RimWorld

RimWorld

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Rebecca Realistic (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
10.431 MB
26 Jul @ 3:58am
1 Change Note ( view )

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Rebecca Realistic (Continued)

Description
Update of Evelyns mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2754769044

This is an update of a mod, I don't claim to be the author nor do I claim I own the mod.

Changes made by me:
- Modified structure of the mod (moved files around)
- Recompiled for RimWorld 1.4
- Updated & recompiled for RimWorld 1.5
- Recompiled for RimWorld 1.6
- Minor code cleanup (only coding style, no behaviour changed)

Source code is available at Github[github.com], together with detailed changelogs (see Closed Pull Requests[github.com])



Original 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
7 Comments
DanT2127 17 hours ago 
trandy lol
q308744928 26 Jul @ 1:08pm 
trandy is back:steamthumbsup::steamhappy:
The Lost Cake 26 Jul @ 10:45am 
Thank you for allowing me to discover this interesting difficulty setting and incredible art of trans randy
SpaceDorf 26 Jul @ 10:15am 
'success' for a raid would be survivors returning and reporting on the current state of the colony.

This ties in with the word of mouth concept. But this should take into consideration Faction relations. Allies/ Trade Partners should not sell you out but common enemies should, and should later even combine forces.

Scouting Parties would be an interesting Raid Type as well. A small Number of Troops drop close to your base and run for the hills .. hopefully you catch them all.



on the other hand I find the concept of increasingly huge raids one of the points that break my immersion / and suspension of disbeliev in the simulation. Where do they come from ? Do the pirates have a cloning tank or does their whole planetary population congregate at your colony out of spite ? Why do they not give up ? Risk/Reward is clearly not in their favor.
[RTB] Sarianos 26 Jul @ 9:08am 
I figured a raid 'success' check would probably be a stretch, its probably possible utilizing a modification of the checks used to trigger ransom events but honestly I was just randomly curious if it was possible for a 'word-of-mouth' type of system to work given the realism focus of the mod, cool to hear you'd even vaguely consider it, I was actually surprised to find that just yesterday someone else actually had the same idea on the ordinal mod page.
Matthew05  [author] 26 Jul @ 8:54am 
Right now I have no idea, I'm just glad it was easy to update to work on 1.6 :). Theoretically, the first part should be doable (changing Considered Wealth on events), but I don't know if it's possible to check if a raid was "successful".

I'll think on how to do it if/when I'll take at the code next time
[RTB] Sarianos 26 Jul @ 6:46am 
Probably not within the original scope of this mod or your own scope as it's new custodian but the "Considered Wealth" system makes me wonder if it's possible for wealth and therefor threat to only be updated by/after events with NPC interactions such as visitors, trade caravans and 'successful' raids or ones with fleeing survivors.

None the less I'm glad to see this mod getting revived and cleaned up to modern tack, cheers Matthew05, solid job.