RimWorld

RimWorld

MultipleRaids[B18]
27 Comments
Mlie 1 Apr, 2020 @ 11:12am 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2043857349
Hope this helps anyone!
MurMax 9 Jul, 2019 @ 5:22am 
It doesn't work. Could update be made? By author or anybody, who knows, mod is simple, but uses .dll, I don't know that to do with them
Captain Einsicht 3 Feb, 2019 @ 12:31am 
Please Update :)
MurMax 5 Jan, 2019 @ 5:30pm 
It is not working correctly with 1.0 somehow. I'm not sure how it works with clean game, but it is the mod, which breaks some other mods (I saw that Terra Project and some other mods not work correctly while this is up)
Meme Turtle  [author] 30 Oct, 2018 @ 7:21am 
I have not played Rimworld in a while and forgot about 1.0 update. Is the mod not working correctly? Unless API has changed the mod should be working and the warning about version mismatch can be ignored.
✡Fahrenheit/Ki†Gold✡ 29 Oct, 2018 @ 4:33am 
V1.0?
Kolljak 7 Apr, 2018 @ 3:33pm 
Love this mod cus ive seen tribals and raiders run into eachother while attacking my base and suddenly stand there like... oh we hate you guys too.. run over and start beating eachother to death.
Frying_Dutchman 4 Apr, 2018 @ 9:26am 
I dont know how to do that stuff or I would.
Meme Turtle  [author] 3 Apr, 2018 @ 9:06pm 
Unfortunately, I do not have time to develop mod at the moment. If you want to reduce the frequency of raids just lower down difficulty settings or adjust mod settings(extra raids or spawn threshold). The source code for the mod is included in the download, so you can add new features yourself, if you are familiar with C#.
Frying_Dutchman 3 Apr, 2018 @ 12:05pm 
Is it possible to reduce the raid frequency and size AFTER a huge raid hits you? It just seems logical that after a pirate base or opposing faction loses like 80 guys, that it would take them a couple years to get their numbers back.
Palandus 17 Dec, 2017 @ 8:12pm 
Good to know. When B19 rolls out, and if your mod gets updated then, I'll keep that in mind. Though, I had a week ago, where it refused to spawn a raid, but had 1800 points and wouldn't spawn one raid group.

As for your mod, is there any way you could add options that could:
1. Always force attack right away.
2. Always force to stage.
3. Limit Maximum Points per a Raid.

Regardless, while the game worked in general, I loved your mod, so keep up the great work with it!
Meme Turtle  [author] 17 Dec, 2017 @ 8:02pm 
I get your feelings very well: every time I start playing KSP I end up debugging someone elses mods instead of playing the actual game.

On a related note, when I ported this mod to B18 I have noticed that such exceptions happen when the game tries to spawn a raid with not enough raid points. Basically, if your custom raid units are very expensive and you are playing on a low difficulty with colony wealth you can end up in a situation when game can not spawn anything for you.

To put is short: one quick fix attempt would be to increase points offset proportiante to how many extra raids you have and increase difficulty. For 6 raids the number would be 1-1/6=5/6 minimum.
Palandus 17 Dec, 2017 @ 7:49pm 
Actually forget it.

I'm done with B18. I've had one too many colonies destroyed because of some null exception, and I'm tired of it.

Not related to your mod, but for some reason, a Mechanoid Centipede was trying to vomit, and it caused an exception every tick... and removing the centipede and save reload didn't help, so that was the end of that colony. Thing is, I've lost about 40 colonies over the past two weeks to null exceptions, and I'm tired of it. I'll wait to see what B19 has in store, as I have no interest in playing rimworld now, for at least several months.
Palandus 17 Dec, 2017 @ 7:27pm 
continued
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawnInternal (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupKindWorker_Normal.GeneratePawns (RimWorld.PawnGroupMakerParms parms, RimWorld.PawnGroupMaker groupMaker, System.Collections.Generic.List`1 outPawns, Boolean errorOnZeroResults) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupKindWorker.GeneratePawns (RimWorld.PawnGroupMakerParms parms, RimWorld.PawnGroupMaker groupMaker, Boolean errorOnZeroResults) [0x00000] in <filename unknown>:0

Any of these exceptions help to narrow down the issue? Appears to have problems spawning raids from both vanilla factions and from added factions.
Palandus 17 Dec, 2017 @ 7:27pm 
4. Exception while generating pawn group: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
Palandus 17 Dec, 2017 @ 7:26pm 
2. Faction The Canga of the Mesa of def Tribe has no usable PawnGroupMakers for parms tile=59863, inhabitants=False, points=35, faction=The Canga of the Mesa, traderKind=, generateFightersOnly=False, raidStrategy=, forceOneIncap=True. groupKind=Normal

3. Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=52.5 raidStrategy=StageThenAttack )
Palandus 17 Dec, 2017 @ 7:26pm 
Doesn't appear to solve the issue. I get these exceptions:

1. System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at MultipleRaids.IncidentWorker_RaidEnemy_Custom.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Palandus 17 Dec, 2017 @ 6:05pm 
Good to know, I'll try it and see if that removes the exceptions that get logged.
Meme Turtle  [author] 17 Dec, 2017 @ 6:04pm 
If you are using custom factions, then it might complicate things. Here is how I solved my problem with Rimsenal:
https://ludeon.com/forums/index.php?topic=11160.msg367858;topicseen#msg367858
Palandus 17 Dec, 2017 @ 5:53pm 
Ok. Then it is likely an issue on my end then, and not the mod at all. I generally hate sappers, so I have that strategy set to 0 chance, in a personal mod of my own, for raid-strategies.xml

I have a couple mods that adds factions; namely tiberium rim factions, glittertech, tempta foundation, and one more, that adds blue moon corporation (but dunno which mod adds them); I do not have any mods that modify existing factions.

I do know that the mod "Sometimes Raids Goes Wrong" conflicts, so I got rid of it. Otherwise unsure what combinations of my mods create issues.
Meme Turtle  [author] 17 Dec, 2017 @ 3:21pm 
It must be related to some illegal combination of raid spawn parameters. The mod is just a wrapper and it uses vanilla methods to resolve raid faction, strategy and other parameters. So, if something goes wrong it means vanilla spawn algorithm could not spawn raid with specified parameters.

Are you running any mods that add or modify existing factions? In A17 I used to have problems with Rimsenal. Pure vanilla game might have problems as well with extremely low spawn point limit. Using forceRaidType option can also cause issues if raid is not suitable for dropping or sieging.

To troubleshoot your issue I need modlist and exact mod settings list to be able to reproduce it.
Palandus 17 Dec, 2017 @ 12:14pm 
Hi, sometimes the mod fails to work properly, and I'm unsure why. I have in the mod settings set where it can spawn up to 6 more raids, with 100% chance of spawning extra raids. Sometimes I do get the full 7 raids at once, but I've frequently seen it only spawn a single raid, with no extras. Or, sometimes, with the debug window on, the game will try to spawn a raid, but fails, and mentions your custom incident as the culprit in the error.

Also, had one game, where it only spawned mechanoids for the raids, starting at day 1, and got over 20 raids as mechanoids only. What would cause that?

What do you think might be causing this?
The Rabid Otter 19 Nov, 2017 @ 8:13pm 
Awesome!
Meme Turtle  [author] 19 Nov, 2017 @ 7:00pm 
Yeah, they will.
The Rabid Otter 19 Nov, 2017 @ 6:53pm 
Will the different factions fight each other if they are hostile to each other?
Gon 19 Nov, 2017 @ 3:02pm 
nice
Tarsis 19 Nov, 2017 @ 2:54pm 
Thanks!