RimWorld

RimWorld

[D] Ignorance Is Bliss
53 Comments
Fiish 20 Apr, 2024 @ 5:00pm 
@Azylacus I completely agree, it seems like this is the only functionality missing from medieval play through that would make them so much better.
Azylacus 7 Sep, 2021 @ 9:55am 
Would it be possible to customise what tech level you can be raided by, depending on your current tech level. So for example Neolithic and Medieval colonies can only be raided by Medieval and below. But when you reach Industrial tech level, you can be raided by tech levels higher than you.

It would be nice to have this, so we can do medieval playthroughs, but once we cross the barrier to industrial tech, spacers, ultratech and archotech enemies will come after us.
BaCaz 17 Aug, 2021 @ 7:02am 
Thank you @Gwinnbleidd
GwinnBleidd 22 Jul, 2021 @ 12:38pm 
GwinnBleidd 22 Jul, 2021 @ 10:58am 
it doesn't work with 1.3
Flat 21 Jul, 2021 @ 8:48pm 
does this work for 1.3? this mod is fantastic.
SuperPox 21 Jul, 2021 @ 2:46pm 
has anyone tried this on 1.3 even though its 1.2? curious if it works, might try myself
LunaW0lve 21 Jul, 2021 @ 11:22am 
Highly necessary mod for any progression-based playthrough.

Hoping for a quick 1.3 update!
SuperPox 21 Jul, 2021 @ 11:06am 
this is a mod I found recently and now never want to play with out. I would love a 1.3 update :)
_̨̙̯̗̖̔͋̇̒̌͢͠͝͞͞ 21 Jul, 2021 @ 12:27am 
Please update! :good_shot:
Mythos 14 Jul, 2021 @ 2:15pm 
Just wanted to say there is desire for a 1.3 update. Thanks for the wonderful mod.
ashhhh2 11 Jul, 2021 @ 8:23am 
i just want to note this because i'm not sure if this mod is the cause but all my raiders are naked (yes i have medieval factions and considering i have like 250k wealth i don't think raid points are the issue)
Shattered 1 Jul, 2021 @ 3:36am 
Thanks a lot! Getting raided by Spacer Factions at Neolithic Level is not fun lmao
Paradichlorobenzene 28 May, 2021 @ 9:48pm 
This does not work with Surprise Raids, as it still sends factions with inappropriate tech levels when it launches a surprise raid.
† Horton Hears a Hatecrime † 14 Mar, 2021 @ 4:56am 
Just wanted to say a huge thanks for this! It's nice to be able to use VFE without having medieval dudes raiding you with guns. Such a hidden gem of a mod.
GwinnBleidd 24 Feb, 2021 @ 11:02am 
...continuation of the previous post...

Would it be possible please to update your mod's patches so that human raids don't spawn when the temperature is extreme?

It's just gonna be an extra condition in Patch_FactionCanBeGroupSource_Postfix, like:
bool inTemp = (f.def.allowedArrivalTemperatureRange.Includes(map.mapTemperature.OutdoorTemp) && f.def.allowedArrivalTemperatureRange.Includes(map.mapTemperature.SeasonalTemp));
__result = __result && IgnoranceBase.FactionInEligibleTechRange(f) && inTemp;

Thanks!
GwinnBleidd 24 Feb, 2021 @ 11:00am 
@Dametri awesome mod, thanks. Together with Arcane Technology mod it makes tribals fun, and, at the same, time playable even with CE. Tribals forever lol.

There is a small issue with allowedArrivalTemperatureRange when playing in extreme biomes, though. The thing is, by default, when the temperatures are extreme and no human factions can arrive, the game just throws mechanoids at you.

But when mechanoids are disabled by this mod, and there are no eligible human factions to create a raid due to the temperature, the game just generates a raid with desperate flag = true, so the raid arrives and dies to extreme temperatures, which is kind of sad and immersion breaking. (see IncidentWorker_RaidEnemy.TryResolveRaidFaction for a reference, there are 2 call at the end of the method, the second call passes desperate = true).

Would it be possible please to update your mod's patches so that human raids don't spawn when the temperature is extreme?
CatLover366 25 Nov, 2020 @ 6:08pm 
Is this(or could even possibly be) compatible with Rim War?
pgames-food 24 Oct, 2020 @ 8:28pm 
takis mod has some nice early era items
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1672676409&searchtext=taki
(and tasty porridge too) :lunar2019piginablanket:
pgames-food 24 Oct, 2020 @ 8:27pm 
ah ok, well, maybe if you delete a high tech weapon they give you, you could always swap it in for a caveman club or bow :)
Kamui 24 Oct, 2020 @ 4:36am 
I have been looking for a mod like this since 0.17, so i was very happy when i found it. The only problem is that sometimes drop pods deliver you weapons etc, but you can always limit yourself and delete them with devmode. I think traders will still be higher tech. Enemies being higher tech was the biggest problem though since you couldn't do anything about it.
pgames-food 23 Oct, 2020 @ 7:32pm 
this mod sounds interesting,
one of my friends made a way of doing a "from caveman to cosmos" thing (which you might also like kamuy), and i wanted to try it too, but it was always a manual process of needing to use godmode to zap future tech items by hand, and then conjure up equivalent lower tech level stuff, so this could be just the mod i need to help with automating things :)

https://ludeon.com/forums/index.php?topic=51032.30
svlla 23 Oct, 2020 @ 6:57pm 
anyone know if this works with multiplayer?
Kamui 20 Oct, 2020 @ 2:53am 
You can adjust if you want tribal enemies or not.
(≡◉‿‿◉≡) 19 Oct, 2020 @ 8:53pm 
Hey so does this affect the lower tech raid as well? Like if I'm in industrial, I won't get raided by tribals?
svlla 16 Oct, 2020 @ 8:14pm 
tysm:broflex:
Nimrod 10 Oct, 2020 @ 10:32am 
Awesome mod! Thank you!
Kamui 10 Sep, 2020 @ 6:10am 
This is the mod i've been looking for! I always liked the progression from tribal to modern, but raids with guns ruined it and playing with Phoebe to delay the raids gets boring after a while.
DarcClan 10 Aug, 2020 @ 12:12pm 
Awesome, thanks Dametri!
Dametri  [author] 10 Aug, 2020 @ 10:21am 
@Darc Clan Actually, I was able to patch so that invited Hospitality factions should no longer be substituted.
Dametri  [author] 10 Aug, 2020 @ 1:57am 
@Darc Clan I'll look later but I'm pretty sure I know why that happens and that it would be difficult to fix. Basically, you won't be able to invite factions outside of the allowed faction tech range.
DarcClan 9 Aug, 2020 @ 11:41pm 
Dunno what causes this but there seems to be a compatability issue with Hospitality, if you set your tech to say the lowest possible and try to invite a civil outlander group or the fallen empire, it seems to choose another "valid" choice from your acceptable attacker types (for me in testing it was the enemy medieval groups from Vanilla Factions Expanded, if I set the options to allow all types of enemies the function of inviting someone worked as expected. Is this a issue that can be fixed on your end or Hospitality's end or is this just something you have to live with?
Dametri  [author] 28 Jul, 2020 @ 10:55am 
@AuntyDonna depends on your settings, but by default, yes. I like to start tribal with strict settings and then loosen them once I tech up, so that I can get Ultra raids once I'm industrial. Just depends on your playstyle, which is why everything is customizable.
Nishe 28 Jul, 2020 @ 10:49am 
I meant to say mechanoid raids, not sure where "mods" came from lol. Right, so basically you likely won't see mechs until you're spacer level?
Dametri  [author] 28 Jul, 2020 @ 10:37am 
@AuntyDonna Yes, mechanoid raids are specifically disabled (including clusters and so forth). They're classified in the base game as Ultra, so I kept them there.
Nishe 28 Jul, 2020 @ 10:00am 
Does this also disable mechanoid mods depending on your tech level? What tech are mechanoids classified as? Archotech? Spacer?
mage. 12 Jul, 2020 @ 1:11am 
love this mod
Riven is my waifu 5 Jul, 2020 @ 9:39am 
That's perfect, thank you so much again! Favorite mod author by far.
Dametri  [author] 5 Jul, 2020 @ 9:22am 
Have to claim them first if they're not "yours"
Dametri  [author] 5 Jul, 2020 @ 9:21am 
@Riven no, once you enable it and restart you should see a button when you select buildings that can be printed
Riven is my waifu 5 Jul, 2020 @ 9:05am 
Oh woah! Thank you tons, I didn't check comments on it. How does it work? Is it minified buildings only?
Dametri  [author] 5 Jul, 2020 @ 8:23am 
@Riven Done. Also, I added printing buildings to techprinting.
Riven is my waifu 5 Jul, 2020 @ 2:48am 
Can we have a option to disable the quest threat changing? I'm a fan of high risk reward quests with mechanoids
Riven is my waifu 2 Jul, 2020 @ 12:30pm 
Yeah that's what I figured, it's a shame. Thanks anyway!
Dametri  [author] 2 Jul, 2020 @ 9:07am 
@Riven As it's written, that would actually require some significant changes that would make the mod less compatible with other mods
Riven is my waifu 2 Jul, 2020 @ 1:03am 
Wondering if it's possible to separate raid and traders somehow so that a tribal colony doesn't get raided by pirates but can receive outlander traders and tribute collectors.
Pyresryke 17 Jun, 2020 @ 10:04am 
I wish more people used that version of asking for a thumbs up, the one I see constantly is obnoxious.

Mod looks good, too.
Dametri  [author] 1 Jun, 2020 @ 7:45pm 
Ok, I lied. I went ahead and fixed things. Quests will now substitute an out-of-tech-range faction for an in-range one. Threat level will be kept approximately the same. The text of the quest won't change (I don't think), so just be aware of that.

Note that this can cause some wild things [i.imgur.com] to happen with very hard quests (extreme example).
Dametri  [author] 1 Jun, 2020 @ 6:53pm 
@Bosh @Muu Will work on it tomorrow, gonna have to figure out how to separate quests out from normal events.
Bosh 1 Jun, 2020 @ 5:56pm 
May have found a bug, I was playing as tribals and got a quest to lure raiders to my base. The thing is, the raiders were around industrial/spacer level tech whereas I was still medieval. As a result the raiders never arrived and I got a temporary pawn pretty much permenantly.