RimWorld

RimWorld

Expanded Incidents
102 Comments
TurtleShroom 19 Aug, 2021 @ 10:09am 
It's a shame that this doesn't work on V1.3 .
Master Sheesh 9 Oct, 2020 @ 11:23pm 
im intrigued about the sabotage thing because i use SoS2... "among us 2 confirmed"
Pyronormal 22 Apr, 2020 @ 4:30pm 
thanks for the update! <3:steamhappy:
Mlie 28 Mar, 2020 @ 2:54pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2039064466
Hope this helps anyone!
teenytinyneigh 23 Mar, 2020 @ 11:54am 
Please update at some point!
Sunlight88 16 Mar, 2020 @ 12:58pm 
Can you please update this to 1.1? :)
HappyHead 10 Mar, 2020 @ 12:04pm 
1.1?
Dizzy Ioeuy 5 Mar, 2020 @ 12:43am 
wow i wonder if it will now. suuuuuch a goooood mod! missing it
Azerbaijan_Technology 17 Feb, 2020 @ 12:16am 
This would be updated in the Future yes? :(
krafs 26 Jan, 2020 @ 1:59am 
I was hoping to do a PR, so you could add the change to the release. I'll just explain then:

There's a bug in the mod that makes it incompatible with any other mod that patches IncidentWorker_TryExecute.

There's an easy fix: Change your patch annotation from:
[HarmonyPatch(typeof(IncidentWorker_RaidEnemy), "TryExecute")]

to this:

[HarmonyPatch(typeof(IncidentWorker), "TryExecute")]

Everything works exactly the same, but it's compatible with other mods patching the same method.

Would this change be possible?
The Word-Mule  [author] 25 Jan, 2020 @ 8:33pm 
Oh, whoops. Misread. No, but the mod comes with its source code. Feel free to edit.
krafs 24 Jan, 2020 @ 12:57am 
But that's for Psychology. Do you have one for this, Expanded Incidents?
The Word-Mule  [author] 23 Jan, 2020 @ 11:07pm 
Yeah sure but don't expect me to update it any time soon. https://github.com/rwpsychology/psychology
krafs 23 Jan, 2020 @ 10:46am 
Hi @The Word-Mule. Do you have your mod on a git repo somewhere? I have an issue I'd like to raise.
Viix FR 31 Oct, 2019 @ 7:11pm 
The mod is cool but i'm afraid it is messing with the difficulty of the game.
Thief doesn't give me any challenge because they never attack and just run away when discovered and doesn't keep their loot.
Could you fix this ?
123nick 27 Oct, 2019 @ 4:41pm 
i think the sabotage event doesnt happen when used with fluffies maintenance due too how fluffys maintenance changes how breakdowns occur. i never see it happen despite seeing colonists with the potential saboteur hediff in dev mode.
123nick 16 Oct, 2019 @ 10:31pm 
every couple of seconds i get an error too the log: https://gist.github.com/12065745997f4cb386c4a077043a6cb2

something about cliques? i think it might be a clique not forming properly?
The Word-Mule  [author] 14 Sep, 2019 @ 7:55pm 
I think this doesn't interact well with Humanoid Races mods because that has its own pawn generator
Theblade12 14 Sep, 2019 @ 5:04pm 
Can thieves not be nonhuman? I found a thief working for a bunch of Warhammer 40k orks, but for some reason he was a regular human
velcroboy333 12 Aug, 2019 @ 10:17am 
In response to asa-iku's post...

Battle Bonds-formed during intense battles when pawn fight close to each other.

You saved my life-when one pawn rescues another.

Wanderlust-unhappy unless they get to go on caravans frequently.

Bro Fights-sometimes beating each other up brings us closer

Setting Down Roots (opposite of Homesick)-finally escaped the crowded, flashy Glitter Worlds, this pawn is happy to settle down on the rim

Annual Patriotism Day-Pawns gather to celebrate their accomplishments and sacrifices and put aside their differences. (Chance to counter the Cliques scenario)
The Word-Mule  [author] 5 Aug, 2019 @ 6:28pm 
Feel free to submit ideas if you come up with some.
Level E 5 Aug, 2019 @ 5:00pm 
Sounds awesome ! Very human
Would you consider making something similar with happy incidents ? New ways to form friendships or fall in love, new skill boosts or ways to get new colonists ? Than would add so much to this very fun, but also very frustrating game lol
Darg 29 Jul, 2019 @ 8:45pm 
@psina Me and my friend got a 9 hour playthrough with this on. So far we didnt see any events from this mod. We did desync 3 times though.
The Word-Mule  [author] 29 Jul, 2019 @ 5:02pm 
Nope!
ArmoredStone 29 Jul, 2019 @ 4:21pm 
Just found this mod. Out of curiousity, can visitors from Hospitality be potential thieves or saboteurs? I'm trying to do a hotel playthrough and that could be a fun little twist :)
The Word-Mule  [author] 18 Jun, 2019 @ 7:16am 
The mod lets you know when a thief makes it off the map with your stuff. I'll look into the patch conflict.
K 17 Jun, 2019 @ 8:56pm 
Just to give a little more detail to @Armeline~!'s comment, I'm the author of GlitterNet. It seems that your Harmony postfix patch on the RaidEnemy incident worker patches the base IncidentWorker class, not only the RaidEnemy derived class. I believe this is because you target the TryExecute method, which isn't overridden by the RaidEnemy worker, causing Harmony to patch the original method. You might want to instead consider patching the TryExecuteWorker method, which I believe would have the same effect as patching TryExecute without the compatibility issues.
Himawari 🌻✨❤ 17 Jun, 2019 @ 8:44pm 
Hey there, having a conflict issue between this and GlitterNet's story line incidents. It's breaking the incidents and causing them to overflow with a new, identical incident every tick.

Here's the log I sent to GlitterNet's author: https://gist.github.com/56c4235af678257778d90b3cb620a83a
Jinn 17 Jun, 2019 @ 12:05pm 
What is the sight range for spotting the thief? I've had at least a dozen different events where I've suddenly lost all my components or silver and am certain it's the thief event, but I can't for the life of me figure out how to protect against it.
Mack 16 Jun, 2019 @ 6:21pm 
Personally I like that this mod is all negative events. Once you add a few mods to Rimworld and get some experience under your belt, the game becomes too easy, even on Savage difficulty. Mods that add new content and increase difficulty are very much welcomed.
Mur Derer 3 Jun, 2019 @ 6:18am 
is this okay with multiplayer?
Brigon 11 May, 2019 @ 10:42am 
Ideally the negative incidents should be balanced with some positive ones.
Jabeesus 2 May, 2019 @ 9:13am 
Awesome mod as is.
Nagothos 27 Apr, 2019 @ 11:08am 
Sounds awesome (and very human :D), will try
Vas 25 Apr, 2019 @ 11:44am 
I was offering insight, advice. But whatever. You don't need to be hostile towards everyone.
The Word-Mule  [author] 25 Apr, 2019 @ 11:31am 
I don't particularly give a shit if you subscribe or not. That's your business
Vas 25 Apr, 2019 @ 9:15am 
I would have to agree a bit with Daedelus. I mean, its all negative events, kinda nothing here makes me want to subscribe because the game already has a stupidly high volume of negative events. You need some good events here that make the mod more worth subscribing, something to balance it out basically.
The Word-Mule  [author] 20 Mar, 2019 @ 8:49am 
Don't like, don't subscribe
daedelus 19 Mar, 2019 @ 10:25pm 
Oh good, all negative incidents
Lurmey 19 Mar, 2019 @ 4:01pm 
That certainly seems to be what's happening, but I can't confirm nor deny whether the same issues would have happened if I had known about the thief before reloading the autosave. Thanks for taking the time to investigate this!
The Word-Mule  [author] 18 Mar, 2019 @ 8:14pm 
OK, sounds like reloading a save with a thief in it is buggy? I'll look into it.
Lurmey 18 Mar, 2019 @ 3:29pm 
Logs being removed..? Thanks, Steam.
Lurmey 18 Mar, 2019 @ 3:29pm 
Okay... I just tried again and here's another log. There seems to be a lot more errors here now. All I did was gather my guys up to fight the thief again and we downed him, then I heard a very fast volley of attacks go off and he suddenly died. Strange... {LINK REMOVED}
Lurmey 18 Mar, 2019 @ 3:24pm 
https://drive.google.com/file/d/1rG4wbazx2W2JzlSvIfJHwLLxjoPZu-Ug/view?usp=sharing

Here's a copy of the save, too. (Hopefully you'll be able to download it...) You can see the thief directly left of the dining room. Ad, the Cook, armed with a revolver and wearing what appears to be a plainleather parka.

(There are a lot of mods on this save, but loading it without any of the mods shouldn't cause issues. Some items and buildings may disappear, I expect. I can go through deleting all modded items and reupload if needed.)
Lurmey 18 Mar, 2019 @ 3:05pm 
I don't know if the log would help but here it is anyway: {LINK REMOVED}
Lurmey 18 Mar, 2019 @ 3:04pm 
I'm having problems with the thief event, too. I got the message that a thief had stolen some silver, I reloaded to the latest autosave and could see the thief in my base heading to the silver. I moved people to intercept, they attacked them and after a second, the thief turned invisible but still got attacked and eventually just died after only a few melee hits, staying invisible (they had like 20 attacks on them all over the body even though they were only attacked two or three times).

I reloaded again, tried to avoid killing the thief to capture them and instead placed all my colonists around them without hitting them to try and reveal them. Nothing. They never get revealed by anything. It's just really buggy.
The Word-Mule  [author] 16 Mar, 2019 @ 9:42am 
You can disable any incident when you start a game.
Torbaz 16 Mar, 2019 @ 2:35am 
Ok, new question: is there a way to disable the thief event? Somehow the thieves are walking through the research room(people are always in there) into the freezer(cook is always there) and walking out with my food.
The Word-Mule  [author] 9 Mar, 2019 @ 7:38pm 
Yep, but not very well