RimWorld

RimWorld

Sometimes Raids Go Wrong
748 Comments
ephemeraltoast 10 hours ago 
Thanks for the update. It's always a delight when a raid shows up drunk or on fire!
Fungus Kreeman .$ 12 Jul @ 1:15am 
Thanks man!
RemingtonRyder  [author] 12 Jul @ 12:58am 
1.6 version is up. I actually fixed the mod late last night, but decided to take care of the update with fresh(er) eyes. Let me know if there are any issues!
chocoavena 11 Jul @ 12:52pm 
does this work on 1.6?
RemingtonRyder  [author] 8 Jul @ 9:50pm 
I did a test just now and it seems like it should work.
Basilisk837 8 Jul @ 8:24pm 
Compatible with Winston Waves?
RemingtonRyder  [author] 21 Jun @ 4:50pm 
I'm going to take a guess and say that some other mod isn't compatible with this one. Which is unfortunate, but, there's 14K other mods on the Workshop, there's bound to be some which just don't work together.

The only thing I can suggest is to (obviously in a new save) try again with just a handful of mods that you think will work with this one.

If you need any more help, just let me know.
Evono 21 Jun @ 1:05pm 
Okay so i checked in the command your raids dont appear , after playing a while it seems it wanted to fire but this error happened
System.NullReferenceException: Object reference not set to an instance of an object
at SometimesRaidsGoWrong.ThingsThatGoWrong.RunWild (System.Collections.Generic.List`1[T] list) [0x00067] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryRandomExecuteWorker (RimWorld.IncidentParms parms) [0x0031f] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00001] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.IncidentWorker.TryExecute_Patch1(RimWorld.IncidentWorker,RimWorld.IncidentParms)
at (wrapper dynamic-method) ...............
RemingtonRyder  [author] 12 Jun @ 9:36am 
Okay, those should both work.

If you're okay with enabling development mode, click the fifth icon on the development menu at the top of the screen and then pick Future Incidents Current Map (type fut to find it easier) then click OnOffCycle (ThreatBig). This will randomly generate some possible incidents in the debug log without trashing your home.

In the log you'll see a line at the bottom with "Test future incidents" - click that and expand the bottom half of the debug log to read the test's output. Under Incident count per def there's three columns, the first one should read ThreatBig, then the second is the incident (for example, RaidEnemy) and the third is the number of times it was fired in the test. Very handy stuff.

If the mod is working just fine then you'll see RaidEnemyGoesWrong in the second column somewhere. You might have to run the test a few times to get it to show up, because randomness.

Hope that helps!
Evono 12 Jun @ 8:31am 
mostly the perry one ( first one )
Evono 12 Jun @ 8:31am 
i used mostly this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2149702069 and another one i send you the link in the next message
RemingtonRyder  [author] 12 Jun @ 8:17am 
If you let me know which storyteller you've been using then I can look into it some more. :)
Evono 12 Jun @ 7:58am 
Ye i really dont know , sadly i also dont know how to analyze story tellers , the entire storyteller thing is weird you never know which ones support what
RemingtonRyder  [author] 12 Jun @ 7:25am 
Sorry to hear that. Probably another mod has changed how storytellers work, or you have a custom storyteller which doesn't use the usual incident types.
Evono 12 Jun @ 4:19am 
Somehow i never encountered such a raid in 2 full runs lasting multiple months with them enabled in VE events mod :/ quite weird
RemingtonRyder  [author] 12 Feb @ 7:09am 
Thanks, I updated the mod just now.
FerrisCG 11 Feb @ 8:39pm 
@RemingtonRyder Looks like inside ThingsThatGoWrong:MakeManhunters you have an inf loop (unused whileloop?) at the bottom of your method https://drive.google.com/uc?id=1XEU-cMfwL7xUjQTGOKpTl7ke-x7za0iD which will crash the game due to no escape
WiseArkAngel 26 Jan @ 6:00pm 
That explains it, I guess. I used it on a 33 year old.
RemingtonRyder  [author] 26 Jan @ 10:51am 
It should work on anyone, yes. It removes all things caused by old age and then rolls a random new age between 18 and 36. If the new age is older than the existing age (in other words, it would actually cause them to get older) then they stay at their current age.
WiseArkAngel 25 Jan @ 6:57pm 
Is Youth Serum not able to be used on healthy people in their middle age?
RemingtonRyder  [author] 5 Nov, 2024 @ 5:41am 
The big slider at the top (Overall weight for raids going wrong) in the mod settings is what you want to adjust. Drag that all the way to the right if you want raids going wrong to be a frequent occurrence, or over to the left to make it rarer.
L 5 Nov, 2024 @ 3:34am 
is there a way to increase chances of of raids going wrong? i seem to get a raid going wrong idk seems like once every 10 raids or so doesn't seem to happen much at all, and the mod settings in the options doesn't really have much of a interface
<color=#FF228F>kad 6 Aug, 2024 @ 6:10am 
Awesome!
BaguetteMan 19 May, 2024 @ 4:10pm 
great mod!
RemingtonRyder  [author] 30 Apr, 2024 @ 8:50am 
Updated the Russian translation of the mod today.
RemingtonRyder  [author] 29 Apr, 2024 @ 2:57am 
I don't have the new DLC yet. Sorry.
漆黑之梦 29 Apr, 2024 @ 12:25am 
Is there anything about the new DLC "Anomaly"?
RemingtonRyder  [author] 28 Apr, 2024 @ 1:09pm 
Tiny update tonight, added a Reset Settings button to the mod settings menu.
超赛神 28 Apr, 2024 @ 7:40am 
nice mod
RemingtonRyder  [author] 27 Apr, 2024 @ 7:39am 
New update is out. I added a check for Vanilla Expanded Events and if it is active then unfortunately you can't use the built-in weight slider for this mod, you'll need to use the one in VEE instead. There is a message to let you know this.

Also, I changed the default chance for a raid to go wrong to 1.85, which is a quarter of the chance for a raid. If you have already changed this setting then it won't be overridden.

This update also makes sanguophages, or pawns with the right xenogenes, unaffected by rapid ageing. It wasn't very likely that pawns with these genes would raid in, but I fixed it anyway.
RemingtonRyder  [author] 27 Apr, 2024 @ 6:23am 
Hey @RankLord123 I did some testing and yes, it seems that Vanilla Events Expanded does override this mod's settings. It's kind of annoying but chances are if you have VEE then you're going to be altering the settings there anyway.

I'll see if I can make them synchronise.
RemingtonRyder  [author] 18 Apr, 2024 @ 4:43pm 
Still works. I've been playing RimWorld recently.
RankLord123 9 Apr, 2024 @ 4:59pm 
Hi there, thanks for the mod. Ive been reading the comments, and testing myself, and I think i have worked out why a lot of people are saying they are getting loads of raids going wrong.

If you have Vanilla Expanded Framework + Vanilla Events expanded, "sometimes raids go wrong" is listed , with a weight slider for how often it should occur. The thing is this overrides the weight slider in Sometimes Raids Go Wrong settings, and they dont sync with each other.

I was getting raids go wrong maybe 50% of the time, even with a low weight in this mod's settings. I worked out that in the Vanilla Events expanded settings , it was still set to 7.4, which is the default this mod uses.

So , perhaps there is a need for a compatibility check /something to make them sync, or simpler just a notice in the description here that you need to adjust BOTH settings. Thanks for making this mod
RemingtonRyder  [author] 26 Mar, 2024 @ 2:13am 
Hey there! I added a discussion titled Suggestions. I wrote a little bit about things which go wrong, hopefully it helps.
Starei 24 Mar, 2024 @ 4:10pm 
Great mod! Curious where I could go if I'd like to suggest some changes and ideas for more types of raid failures?
Pheace 19 Mar, 2024 @ 3:43am 
Still a great mod to have, thanks!
RemingtonRyder  [author] 18 Mar, 2024 @ 8:28pm 
New version is up for anyone who is currently playing the unstable 1.5 branch. Fixes for 1.5 compatibility and Russian translation. I tested all of the events and made sure that the youth serum still works, but as with any update it's always possible that I missed something. Let me know if you see any unexpected behaviour while testing 1.5 and I'll fix it up as soon as possible.
Ginga 25 Feb, 2024 @ 11:41am 
ah so this is the mod that causes rapid aging lol, i thought it was some funny bug
pgames-food 11 Dec, 2023 @ 12:16pm 
(ooops sorry, i forgot im still using v1.2 of rimworld) :lunar2019grinningpig:
RemingtonRyder  [author] 11 Dec, 2023 @ 7:57am 
That's an old config. The val_MinimumRoll and val_MaximumRoll settings don't exist any more.
pgames-food 10 Dec, 2023 @ 8:31pm 
btw when i first added the mod and in my v1.2 game, i was using these to help me get raids that can go wrong :)

in "Mod_1551336515_SRGW_Loader.xml"

<?xml version="1.0" encoding="utf-8"?>
<SettingsBlock>
<ModSettings Class="SometimesRaidsGoWrong.SRGW_Loader+SRGW_Settings">
<val_MinimumRoll>1</val_MinimumRoll>
<val_MaximumRoll>4</val_MaximumRoll>
<mode_debug>True</mode_debug>
</ModSettings>
</SettingsBlock>

maybe you can edit your config file in a similar way to adjust more or less raids?
RemingtonRyder  [author] 10 Dec, 2023 @ 9:02am 
Overall weight is like the chance that a raid which goes wrong gets chosen. The higher the weight, the greater the chance. The default weight for a regular raid is 7.2, so if you have overall weight set to 7.2 then there's an equal chance of a raid being normal or going wrong.

The storyteller has more than just raid and raid-gone-wrong to pick from, though.

Hope that makes it clearer!
pyatr 10 Dec, 2023 @ 12:04am 
How does Overall weight work? I seem to be getting a lot of events - 4 raids, 2 manhunters, 1 pod malfunction. Is that just a chance of raid going wrong?
RemingtonRyder  [author] 24 Nov, 2023 @ 12:56am 
The only thing I did notice is that when there are two possible raids for the storyteller to choose from (RaidEnemy, the original, and RaidEnemyGoesWrong, from the mod) randomness means that in the short term you might see one of them more than the other even when the weights are similar (in other words, not zero). Over a long run you would see them tend towards being rolled equally.

Hope this helps.
RemingtonRyder  [author] 24 Nov, 2023 @ 12:47am 
Hey there! I had a look at how often a raid would go wrong using the dev output tool (Test future incidents) on my current saved game.

When the overall weight is set to zero, none of the future incidents were raids going wrong.

I don't know how you're getting raids going wrong with the weight set to zero, the game literally is telling me that's impossible.
Madpup 23 Nov, 2023 @ 5:00pm 
Even set to 0, it seems like raids go wrong almost 1 out of ever 2 or 3 raids.
isiarca 10 Nov, 2023 @ 8:14pm 
A suggestion inspired by the associations my brain came up with when I read the phrase "burning man": a variation on the drunken raid where they're stoned on smokeleaf instead.
RemingtonRyder  [author] 26 Oct, 2023 @ 5:14am 
When the overall weight is set at 0 then you won't get any raids going wrong.
Dave 26 Oct, 2023 @ 4:38am 
@RemingtonRyder and @Nine-toes I may be talking complete rubbish but I had this exact same thought just now (not seeing any raids go wrong in forever). I've clicked on the options and the weight is set at 0. Does this affect it? I saw below it used to be 7.4 so I've just increased it on my game. Fingers crossed!