RimWorld

RimWorld

Enhanced Raiders 1.1
83 Comments
Kukurumi 9 Oct, 2023 @ 2:03pm 
Can I disable this mod in mid game?
Bobby_Hill (♀) 13 Oct, 2021 @ 8:08am 
1.3 update pls
PearificPear 14 Sep, 2021 @ 11:07am 
Not going to nag for an update, just wanted to let you know this mod is duly missed. Was a great add-on for making raids a bit more interesting.

Looking forward to the day - whenever it may be - when it is updated!
Orion 26 Aug, 2021 @ 7:29am 
Update?
Vakaria 19 Aug, 2021 @ 9:20pm 
Does anyone know if this works for 1.2, or if there is another mod that does something similar to this? With mods, raiders are ridiculously underequipped and unevenly matched. This mod sounds like what I was looking for.
TheBiggestMatt 3 Aug, 2021 @ 7:21pm 
@Zyrixion Thanks for the hard work and the answer.
Zyrixion  [author] 30 Jul, 2021 @ 7:49pm 
@TheBiggestMatt *sigh* eventually, I don't play Rimworld right now and I haven't since I last updated this, once I come back to it, it'll get updated. I don't have the most impetus to do it otherwise, since it is not going to be a trivial fix, since the way they do things changed (which is why it hasn't been updated already). I apologize for this, I hadn't foreseen actual structural changes happening to the simple things this mod deals with.
Zyrixion  [author] 30 Jul, 2021 @ 7:49pm 
@Dominolan I don't intend to do so, the intent of this mod was to bridge a logical inconsistency, so raiders who've obviously been on-world longer than you have access to more than just the sticks and rocks you do. It's not intended to change their nature; they're bandits, not a Glitterworld standing army, their technology and equipment is more like to be pillaged than produced, so entire raider armies equipped with pristine, high quality power armor and such is further logically inconsistent with their theme. There are other mods that add factions that ARE such well-equipped challenges as you are looking for, however.
TheBiggestMatt 30 Jul, 2021 @ 10:47am 
Will this mod be updated for 1.3?
sex_defender 13 Jul, 2021 @ 5:35pm 
I really like this mod, but could you add a slider or mod options letting raiders use many times more points instead of just more of them? Like having raiders in full marine or plate armor and excellent quality everything? It's kind of disappointing and unsatisfying never seeing anyone stronger than you only 3 years into a game
Zyrixion  [author] 7 May, 2021 @ 10:12am 
@Major0Noob The real answer is I'm not sure, but the technical complexity of doing so, if possible, is *well* outside not only this mod but my own capabilities. Raids are just lag engines in Rimworld, we kinda just have to accept it, this mod doesn't mess with raid sizing or anything of the sort (for this very reason), so it's not any laggier than vanilla. Also technically speaking this isn't fully, cleanly compatible with 1.2, because they rewrote some of the files this modifies in 1.2, and I haven't updated it because I haven't played Rimworld since, and also I had just finished rewriting the mod for xpath like two weeks before 1.2 dropped, and I had no desire to rewrite it *again*.
Major0Noob 7 May, 2021 @ 5:23am 
hey is it possible to force the raiders to work on something or do recreation?

they lag the hell out in 50+ groups.
my 50+ colony doesn't lag, killing all but one of my colonists and every plant/animal on map did nothing.
the only thing that worked was getting them to steal stuff and run. using dubs performance analyser i noticed the biggest change was the job search. after they all had a steal stuff job the lag was gone.
so is it possible to edit the raider behaviour to reduce lag?
Eladriel 14 Feb, 2021 @ 3:05pm 
Works fine in 1.2, if the 1.1 notifcation annoys you, just change the about def on your own. I haven't found any issues for this mod in 1.2
CTH2004 14 Jan, 2021 @ 8:27am 
any timeline for 1.2?
onestrongbow GocleCD 11 Jan, 2021 @ 10:34pm 
a must have mod , hoping for someone to make a 1.2 compaible version
Goosey, the Whimsical 22 Nov, 2020 @ 10:17am 
1.2? :(
Asmitha 24 Oct, 2020 @ 2:22pm 
any plans on 1.2?
eg7560251 25 Sep, 2020 @ 2:05pm 
Save compatible?
Zyrixion  [author] 12 Sep, 2020 @ 5:19am 
@Qenblz Theoretically this should be fine for 1.0, as far as I know, since it's also not updated for 1.2. That said, whenever this updates, I somewhat doubt it will be compatible, so you might want to make a local copy if you don't intend to play on 1.2. I have no timeline for updating this though, could be today, could be weeks.
Qenblz 12 Sep, 2020 @ 3:06am 
May I get the mod for 1.0 game version? I've searched but didn't find. Or is mod on this page compatible to 1.0? Still playing 1.0 game.
Zyrixion  [author] 15 Aug, 2020 @ 2:56am 
*BIGSIGH* Of course it did, why would I ever assume it would survive updates, given Tynan. I'll figure it out sometime soon.
Doc 15 Aug, 2020 @ 12:30am 
1.2 made this one have beef with the outlanders and pirates strangely enough, ugh still trying to figure out where the rest of the red is coming from
Zyrixion  [author] 6 Aug, 2020 @ 8:43pm 
@Ashen Also, for future reference, it's generally proper courtesy in modding circles to ask people before using their work for something posted publicly, especially if it does not have a stated usage license. Incidentally I don't have an issue, but it's a good point to make regardless. :v
Zyrixion  [author] 6 Aug, 2020 @ 8:39pm 
@peterfield You definitely would have to have been playing on the highest difficulty or had other mods affecting raid points in order for that to happen (or had a very high wealth for some reason). This mod does not alter raid points in any way, and is still rather random with what it gives you, it would be very, very unusual to see that many with power armor and/or charge rifles even half a year into a run.
Ashen 5 Aug, 2020 @ 1:12pm 
@peterfield
I tried editing this mod to make an "Enhanced Raiders Lite" where raiders can still spawn with better prosthesis and equipment, but their gear allowance is the same as vanilla. It should be somewhere in the recent section of the workshop.
peterfield 5 Aug, 2020 @ 12:35pm 
perhaps add some customizability to the enhancements? i like difficulty but 10 powerarmor clad charge rifle wielding supersoldiers is a BIT too much just a few days after landing
Ashen 23 Jul, 2020 @ 12:42pm 
Nevermind again. I tested on an isolated mod list with only faction resources, Enemy self preservation, and Enhanced Raiders, and I saw no problems. I am genuinely confused.
Ashen 23 Jul, 2020 @ 7:20am 
Nevermind, there is a bit of a problem. When a raid happens, double the amount of resources are used compared to what is displayed, but the displayed amount is returned when raiders manage to flee. So whenever an enemy faction sends a raid, they'll always lose twice as many resources as they normally would, making enemies run out of resources pretty quickly late-game.
Ashen 22 Jul, 2020 @ 6:51am 
@AuntyDonna
I'm using the two together at the moment, and I haven't encountered many problems or errors as of yet. I'll need to do more testing to be sure though.
Nishe 9 Jul, 2020 @ 1:46am 
Well faction resources makes it so a faction has points that have to replenish after raiding you to remove the feeling of an inexhaustible horde to which weekly losses in the hundreds are nothing.

So you're sure this points system wouldn't conflict with this mod attempting to make raiders more powerful?
Zyrixion  [author] 8 Jul, 2020 @ 7:56pm 
@AuntyDonna At this point the mod should be compatible with everything, since it just uses xpath patching. Also, I don't think Faction Resources messes with pawns at all, so it should be fine. I don't use FR though.
Nishe 8 Jul, 2020 @ 8:04am 
Would this be compatible with faction resources?
Zyrixion  [author] 1 Jul, 2020 @ 2:19pm 
@Tactical Idiots That's the spirit! Become one with the madness! I would certainly start out with a capable shooter and decent weapon though lol.
Skelsh 1 Jul, 2020 @ 5:49am 
I'm going to hate this but'll I'll install it
OttersHoldHands 21 Jun, 2020 @ 4:30pm 
Awesome :D
kvasok 11 Jun, 2020 @ 7:47am 
Finally! THANK YOU! @velcroboy333 @Zyrixion
Zyrixion  [author] 11 Jun, 2020 @ 4:38am 
UPDATE'S HERE NERDS! HAPPY DYING!
velcroboy333 20 May, 2020 @ 1:24pm 
Updated for 1.1 here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2103347849

@Zyrixion I rewrote this mod to use patches instead of overwriting vanilla defs and updated for 1.1 If you ever want to take it over again, let me know.
JessieFeathers 19 May, 2020 @ 7:59am 
1.1?
Bazbo™ 5 Mar, 2020 @ 2:07pm 
Пробывал кто запускать на 1.1 работает?
Who tried to start working on 1.1?
Zyrixion  [author] 4 Mar, 2020 @ 10:13pm 
@TTV_Torritorr aka Best Loli Torr I can't confirm, but unless they changed the structure of PawnKindsDef (which I doubt they did), then it should be fine, but I believe some of the defs for npc pawns changed in 1.0 -> 1.1 (as well as at least one new prototype being added), and this has not been updated to reflect that, as I am currently not playing Rimworld.
Torritorr - TTV 4 Mar, 2020 @ 2:25pm 
this says its for game version none. Will it still work for 1.1?
Zyrixion  [author] 3 Mar, 2020 @ 7:40pm 
@Punishing Screech What the mod does is basically double the *maximum* budget that npc pawns get for gear. You'll still see a variety of gear and qualities of shit they have, as such, but overall they're much more capably equipped than vanilla on average.
Snowstorm 2 Mar, 2020 @ 1:39pm 
Update: Apparently this mod either A: spawns raiders with actual gear (rarely), or B: spawns shitty crap gear raiders that just give vendor garbage and not actually powerful weapons.
Snowstorm 27 Feb, 2020 @ 4:01pm 
also 10/10 would have a colonist with a limb dismembered not to beefed up raiders (this mod fucking gives drifters guns and armor), but to a fucking rhino
Snowstorm 27 Feb, 2020 @ 6:22am 
Somehow this works in 1.1 without any noticable errors.
Tellik 1 Dec, 2019 @ 11:13am 
XML Conflict errors, https://pastebin.com/0je1417L vs Core game for PawnKinds_Tribal. Console is getting red error messages of duplicate XML Node names in the XML blocks for various Tribal entries.

Since I'm just being picky about console error messages, I feel like this doesn't cause any harm. But from what I can tell, it looks like using patch operations would result in changing the node vice adding a duplicate node.
Anon 20 Nov, 2019 @ 8:38am 
Should I load this before or after CE?
Zyrixion  [author] 2 Nov, 2019 @ 3:52am 
@Furman Unfortunately the structure for that just doesn't readily exist in the game. Also, crafting weapons can a little obsoleted for the first year, yeah, until you really want to care about craft quality. Also, using Combat Extended greatly diminishes the usefulness of all the random weapon drops, since maintaining ammo for a wide variety of guns is a pain, and you usually want to prototype your army out for ease of supply. For reference, I do only play with Combat Extended.

That's just kind of a "failing" of the mod, is it sacrifices a small part of the usual early game plans for greater overall difficulty throughout the game for raids.