RimWorld

RimWorld

Raiders Never Die (Continued)
135 Comments
pgames-food 24 Mar @ 7:41pm 
"Sindobaddo 12 hours ago : @pgames-food may I see your base please?"

ah hi, sure, here you go: (part 1 and part 2) its a bit older but still looks like this today. (i have about 5 maps with much better bases fixed up from real ruins maps i managed to take over, after about 2 lots of 50+ raiders drop podded onto my head but i havent got any screens of those yet. (a mini video showing the bases and maps is still on my todo list) :lunar2019piginablanket:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3451585832
+
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3451586032
MonsterCock69 24 Mar @ 6:46am 
@pgames-food may I see your base please?
pgames-food 1 Dec, 2024 @ 6:25am 
@hewerine, 0.18? (that beats me) :) im still on v1.2 with my savegame and 500+ mods :)
caroline 1 Dec, 2024 @ 3:58am 
its fine, i wasnt really expecting an actuall 0.18 fork
Mlie  [author] 1 Dec, 2024 @ 2:44am 
@hewerine I have no means of doing that, sorry
caroline 30 Nov, 2024 @ 9:14pm 
this might be a dumb suggestion but could you possibly make a 0.18 version?
parrot 30 Oct, 2024 @ 5:08am 
@Wolf653 im completely fine with my colonists dying, its going to make the game more harder so i have to plan some raids instead of just putting my colonists behind a barricade and just watch.
ItsKairoKay 29 Oct, 2024 @ 8:46pm 
@parrot aight i've been thinking for this for awhile now but what you described with the grenade launcher isn't that just the result of colonist instant kill multiplier? if it damaged a required body part ofc. i assume the intent is you want the death on downed chance to apply to colonists which realistically speaking would just make medical useless with a population of around 15 per say because of population intent.
parrot 29 Oct, 2024 @ 5:19pm 
just for armour to work instead of having a colonist surviving a grenade launcher while wearing a poor human leather duster
parrot 29 Oct, 2024 @ 4:19pm 
is there going to be a opposite of this mod where colonists have the same death risk of a raider?
Ki Shuya 7 Sep, 2024 @ 11:29pm 
@Mlie Good Point, I'm not so sure about the Animals and Mechanoids. Just noticed it earlier today while I was going through my Mods Settings and starting a Test Save for performance checks.
Mlie  [author] 7 Sep, 2024 @ 11:10pm 
@Ki Shuya I guess, if there are settings for animals and mechanoids as well, this mod may not be needed
Ki Shuya 7 Sep, 2024 @ 10:53pm 
This is a Setting in the base game now in Custom Settings? Raiders Death of Down % same for Owned Pawns if I'm not mistaken.
PhearedPhantom 3 Aug, 2024 @ 7:19pm 
Raiders may never die but your frames will
Mlie  [author] 12 Jun, 2024 @ 1:03pm 
@The Pope Dlcs yes, multiplayer no idea
The Pope 12 Jun, 2024 @ 8:25am 
Does this mod work in multiplayer and with dlcs?
Goosey, the Whimsical 6 May, 2024 @ 11:58am 
yeah i actually just learned about that one myself lmao brilliant
Mlie  [author] 6 May, 2024 @ 10:44am 
@Goose You can always change the values in the storyteller settings. This mod is a bit redundant since they added the possibility to change it in the storyteller tbh
Goosey, the Whimsical 6 May, 2024 @ 9:11am 
@Mlie I have NO idea what im looking at tbh. I'll probably just go ahead and get rid of the mod and just deal with raiders dying all the damn time tbh. Thank you for your help.
Mlie  [author] 6 May, 2024 @ 8:30am 
@Goose The calculations are a bit complex, I think the simplest is if you have a look at the source

https://github.com/emipa606/RaidersNeverDie/blob/main/Source/RaidersNeverDie/HarmonyPatches.cs
Starts at line 47.
Goosey, the Whimsical 6 May, 2024 @ 7:51am 
It's okay, its just that the mod options were a bit confusing. A simpleton like myself would look at them and go "so the chance of a raider dying is 0%, unless i change it" Even now the animal death chance is still confusing. Its set to 100% (i believe that was default) which very much makes it seem like animals have a 100% chance of dying, but thats not the case.


So 0% would be the same chance of dying as colonists, does that mean 100% would be double the chance of dying? And is that the same for humans mechs and animals?
Mlie  [author] 6 May, 2024 @ 6:20am 
@Goose Added an additional explanation above the original description, hopefully this will clear things up.
Mlie  [author] 6 May, 2024 @ 6:15am 
@Goose Just tedious to explain things multiple times, nothing personal
Goosey, the Whimsical 6 May, 2024 @ 5:40am 
@Mlie, you dont need to be a prick. The mod options clearly says "raider death chance". It doesnt matter what the mod description says if the mod options can be taken differently.
Mlie  [author] 6 May, 2024 @ 4:41am 
@Goose Not sure how more clear the description could be. 0% means that the additional death-chance that raiders has is removed and they are treated the same as colonists.
Goosey, the Whimsical 6 May, 2024 @ 3:13am 
the description says "Raiders by default die more easily than colonists, even when using fists or melee weapons. This mod removes the additional death risk for raiders. Use the mod settings to change it to something in between."

But the mod settings is default on 0% raider death chance? what do i need to change it to to have it be the same as my colonists?
Pie row jekter 17 Mar, 2024 @ 9:41am 
o thanks imma download
Mlie  [author] 14 Mar, 2024 @ 2:19pm 
@Pie row jekter I mean, the description explains the mod in detail
Pie row jekter 14 Mar, 2024 @ 2:16pm 
so does this mod completely remove the chance that raider will die no matter what you do or does make it give then the same chance of your colonists dying
Mlie  [author] 24 Feb, 2024 @ 12:54am 
@blockermocker Nope
wild bard 23 Feb, 2024 @ 11:55pm 
infinite organ glitch!?
Nirahiel 14 Feb, 2024 @ 11:15am 
Haha, yeah, no, I don't think that will be necessary. But yeah, I originally though this would let me down all raiders without killing them. Unless "finish off", but yeah.
Mlie  [author] 14 Feb, 2024 @ 10:24am 
@Nirahiel Just be sure to tell the original author that they named their mod wrong
Nirahiel 14 Feb, 2024 @ 10:22am 
Well then it's not "raiders NEVER die" :P
Mlie  [author] 14 Feb, 2024 @ 6:01am 
@Nirahiel Well, raiders can still die. This mod just removes the increased chance compared to colonists.
Nirahiel 14 Feb, 2024 @ 5:57am 
I still get some raiders to die. Though I also have "faction raid cooldown", "no one left behind" and "enemy self preservation", could one of these be the culprit ?
Eclipse 31 Aug, 2023 @ 11:51am 
Is not there a storyteller option to disable extra chance?
Oatmeal 30 Jun, 2023 @ 2:55pm 
Thanks!
Mlie  [author] 30 Jun, 2023 @ 2:07pm 
The issues with raiders always dying should be fixed now. Setting it to 0% got an inverted result in game causing 100% death-rate instead
Oatmeal 30 Jun, 2023 @ 10:55am 
I'm currently getting an issue where 100% of my raiders are dieing, anyone got a fix? mod options don't appear in game too btw
Magaion 17 Jun, 2023 @ 1:34am 
i just tested with @KingRapid mentioned and he is right i set mine to 500% death chance and not a single raider died.
KingRapid 16 Jun, 2023 @ 8:55pm 
I, too, almost 100% of the raidars were dead. Instead, I raised the radar's probability of dying to more than 100% in the mode setting, so many radars survived. I've only tested a few raids yet, but I think this is the solution.
Eldar Farseer 11 Jun, 2023 @ 2:35am 
i have the same experience atm.
[MwG] fyzzo 25 May, 2023 @ 9:20am 
I noticed the same. I only have the royalty Addon.

This mod should be called "Raiders always die" :D

Isn't there also now a custom difficulty thing?
XSainth 25 May, 2023 @ 8:29am 
Yep.
All raiders die almost all the time. 10 raids, total of around 60 people, only one guy lived. Not for long, but he downed at least.
Sindusk 24 May, 2023 @ 5:38pm 
This mod is entirely broken right now. It also breaks the same implementation that is done by Combat Extended, which functions properly in isolation. I noticed that every raider died when I added this mod, which was jarring. So I tested a scenario. I spawned 10 pirate pawns, then set them to my faction and drafted them. I then spawned 10 tribal archers about 10 tiles away and made my faction enemy to them. I did this three times with 3 mod configurations, with the only other mod being Harmony loaded before Core: Vanilla, Raider's Never Die, and Combat Extended. Here are the results:

Vanilla: https://i.imgur.com/C5ahoGz.jpeg (2 downed, 6 dead, 2 escaping)
Raider's Never Die: https://i.imgur.com/lgEgKl5.jpeg (0 downed, 7 dead, 3 escaping) [Bad picture, there are 3 additional dead above]
Combat Extended: https://i.imgur.com/kFM0Kg3.jpeg (6 downed, 0 dead, 4 escaping)
Mlie  [author] 12 May, 2023 @ 11:18am 
Should work better for deathless pawns now
76561198023963578 28 Mar, 2023 @ 6:17pm 
I used dubs performance analyzer. It gave me massive tick spikes in large battles pointing to this mod.
Mlie  [author] 27 Mar, 2023 @ 3:34am 
@LesbianFistingSex Could you verify that? Its not much to go on
76561198023963578 27 Mar, 2023 @ 12:07am 
This mod may bug out and give extremely low performance. If your game is lagging... might be this mod.