RimWorld

RimWorld

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The Mad Rabbits of Caerbannog
   
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12 Oct, 2016 @ 8:29am
20 Dec, 2016 @ 10:09am
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The Mad Rabbits of Caerbannog

Description
NO LONGER NEEDED FOR A17 - THE MOD FUNCTIONALITY EXISTS AS DEFAULT BEHAVIOR

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So.

Manhunter packs.

Did you know there's a hardcoded list of animals that will show up in manhunter packs?

Not a long list, either. Boomalopes, boomrats, wargs, boars, muffalo, rhinos, and elephants.

Kinda boring, in my opinion. What if I want to fight off a herd of ravenous alpacas? What if the region's cobra population gets, like, *super* annoyed at me? What if a ship crashed, full of cats, and they're *hungry*?

And what about the humble rabbit?

So: I fixed it. Now any animal can show up in manhunter packs.

Problem.

Solved.

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Does not require a new save game - this can be transparently added and removed from any savegame you already have.

-- If you like this, toss me a buck or two on Patreon: https://www.patreon.com/ZorbaTHut --

-- Visit https://ludeon.com/forums/index.php?topic=26623.msg269332#msg269332 for more info and other mods --
189 Comments
Fllo 28 Dec, 2019 @ 8:10pm 
Once i had one single yorkshire terrier attack a corovan of 6 *fully armed* colonists.
It did not go well for him.
"The" SeanMacLeod 5 Sep, 2018 @ 1:29am 
@Jack Bright
Yes. Please don't ask how I know (shudder)
Jack Bright 5 Sep, 2018 @ 12:12am 
Does this work on Thrumbos too
"The" SeanMacLeod 8 Jan, 2018 @ 4:12pm 
Ooo! Ooo! Me, me!!
MaarteN 8 Jan, 2018 @ 8:15am 
Who else just read those stories for entertainment? xD
ZorbaTHut  [author] 17 Dec, 2017 @ 1:27am 
@Rockon, raids, ideally, shouldn't do that, and there's some changes in B18 to make that less common. (Though it doesn't really fix the issue, just defers it a little.) It's also much harder to fix that issue with raids; it's also much *worse* with manhunter packs, since squirrels have a lower combat power than any possible raider.

Finally, raids don't usually get that bad until well after you're intended to have finished the game; there's always going to be a point where we kind of throw our hands up and say "okay, we can't balance this thing forever, you're welcome to keep playing but things are going to start getting weird", and it sounds like you're past that point.

Basically you've found a known issue with raids and ultra-post-game colonies. :)
Rockon 16 Dec, 2017 @ 1:45pm 
Sorry for the late reply.

My save file has a few mods attached to it, mostly QoL additions, and is from A17. Recently, I've been abusing the Inspired Art modifier to boost my colony's wealth to ridiculous levels.

Manhunter packs have stopped spawning altogether at my primary colony, even through Dev Mode. The only way to get them to spawn is the 'Execute Incident with...' option, selecting Manhunter Pack, and selecting the highest point value. This only spawns the aformentioned bears, rhinos, and Boatmurdered hellspawn elephants.

I know you wanted to limit the Manhunter pack size for performance reasons, but the standard Raids have no such limitation. My primary colony has been getting Pirate Raids of over 200 pawns. My last Infestation spawned 50-60 Hives inside this large underground space I've dedicated to such an event.

If Raids by any faction reach this level of ridiculousness, why must Manhunter packs be limitted to such an extreme?
ZorbaTHut  [author] 29 Nov, 2017 @ 12:10am 
@Rockon, started a Temperate Forest map and gave it a try; out of five manhunter packs, I got raccoons, yorkshire terriers, cats, chickens, and chinchillas.

Note that both the mod and the in-game implementation limit manhunter packs to species that are OK with the map temperature; you won't get, say, manhunter iguana packs spawning on an ice sheet. Also, the in-game implementation, unlike the mod, tries to keep pack size down for the sake of performance - if you have a late-game colony, you won't get manhunter packs of hundreds of chickens. (It also won't allow manhunter thrumbo packs.)

I think that's what's going on here - the highest-combat-power races are bears, elephants, and rhinos, and in fact with a *very* late-game colony that's all you'll ever see. (Which is sort of unfortunate but it's also unclear how it could be reasonably fixable.)

If you can post a link to your savegame I can take a quick look at it, but I'm willing to bet it's a combination of these two issues. :)
Rockon 28 Nov, 2017 @ 9:20am 
It appears that manhunter pack variety in B18 has decreased to match the current biome's native wildlife + the original defaults, and their spawning may be bugged as a result.

I tried to use Dev mode to force-spawn manhunter packs, but the event took multiple tries to actually work. When it did work, all I recieved in a Temperate Forest Biome were Rhinos, Elephants, Grizly Bears, and Polar Bears (somehow). Another colony in the same save file located in a Boreal Forest also recieved Rhinos, Elephants, and Bears, as well as Elk and Caribou from the native wildlife list.

I know this mod is outdated and won't recieve any more updates, but since you're a Rimworld Developer now, do you think you could take a look at this potential bug? I miss having hoards of Iguanas and Cats descend upon my colony.
nekys 20 Nov, 2017 @ 3:30am 
Is there a holy grenade of Antioch to go with the mod?