RimWorld

RimWorld

Ignorance Is Bliss
213 Comments
Calidus 30 minutes ago 
please update
Nexus57 22 hours ago 
I give kiss if updated
kongkim 30 Jun @ 2:51am 
Really hope you update it to 1.6?
Kylo 24 Jun @ 11:17pm 
Any chance we will get a 1.6 update?
Itsa me, MarDIO 8 Jun @ 7:20pm 
@... comment before you pushed someone else asking that exact same question back onto page 2. It looks like it refers to enemy tech levels so:

"behind" = "enemies x levels behind"

"ahead" = "enemies x levels ahead"
... 6 Jun @ 6:53am 
what does ahead and behind mean in the settings? does it mean the raiding faction or you?
ODevil 3 May @ 12:42pm 
It seems viking pillages from VFE - Medieval 2 can occur even tho the faction is not eligible.
ODevil 5 Feb @ 4:06am 
@fidelfs Change the techlevel of that faction to something higher. It's a very easy patch to make.
fidelfs 27 Jan @ 7:09pm 
so, using a modpack i've made, i am getting on animal tech level(vfe-tribal start) that n4-infected (V.O.I.D.) are able to atack me, how can i correct that?
ODevil 26 Jan @ 7:13am 
Would be dope if this could also restrict hospitality visitors, but otherwise works fine for me. At least so far I haven't gotten any mechanoid raids as tribals.
Seu Tata - 59 anos - Pai 25 Jan @ 3:25pm 
@silgryn713, it think is not gonna work.. Just received a fucking mechanoid ship in the middle of my base. Check the mod config and it is correct.
Silgryn713 21 Jan @ 1:37pm 
Will this work with VFE - Tribals storyteller?
Rapturous 20 Dec, 2024 @ 12:35am 
Could you add an option to force the tech level of equipment the raiders spawn with? I had a dude show up with a grenade launcher, lol.
kongkim 2 Aug, 2024 @ 12:23am 
@GwinnBleidd i tried playing with the settings in the screen and only got attacked by mech, so changed it down and seem to work.
GwinnBleidd  [author] 1 Aug, 2024 @ 4:38pm 
settings you have on the screenshot should work
GwinnBleidd  [author] 1 Aug, 2024 @ 4:38pm 
@kongkim if you want any tech behind you to keep attacking you, set it to -1, or any "big" value (3+, depending on your tech level)
kongkim 1 Aug, 2024 @ 5:43am 
Im not sure i 100% understand the raider level settings.
I want so tect level +1 above me attacks me, but all tech levels lower them me still attacks.
If i want that how do i set the settings.
Like this? or is that wrong? https://i.imgur.com/7MIfhhL.png
Flamangos 22 Jul, 2024 @ 10:50pm 
So if a raid come up that higher tech, does this mod remove it? Or does it change the faction to low tech and still allow the raid to happen? I seem to be getting way less raids.
GwinnBleidd  [author] 19 Jul, 2024 @ 8:56am 
@NöSTer ofc those will conflict as they do about the same thing and (I assume) derived from the same mod.
For the second question, I'm not familiar with Ferisses' mod version, so I can't speak of particular mod differences
NöSTer 18 Jul, 2024 @ 4:53pm 
Why do I have two of these conflicting?
I will use the one from GwinnBleidd as it has a descriptive descrption and a changelog.
Whats the differnce between yours and Ferisses?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3212720579&searchtext=Ignorance+Is+Bliss
GwinnBleidd  [author] 7 Jul, 2024 @ 10:59am 
@Dametri time control?
Dametri 7 Jul, 2024 @ 1:27am 
OK mod but where is Time Control?
Ranger Tau 29 Jun, 2024 @ 8:36am 
ok, good to know, thanks
GwinnBleidd  [author] 24 Jun, 2024 @ 1:02pm 
@Ranger Tau all techs are counted and affect the %, vanilla and modded
Ranger Tau 24 Jun, 2024 @ 2:39am 
So - some questions, and forgive me if this has been mentioned somewhere I might've missed

For the % option - It takes the % of the completed number of techs to determine your tech level, right?

What happens when a mod adds new techs, or new tech tabs? How do those factor into the equation?
Would those count towards the % too, so we'd need to unlock a ton more stuff to go up a tier? If so, is it just stuff in the standard research tab, or stuff from every tab?
Or is it just a flat % based on the number of techs in vanilla, and unlocking modded stuff makes us progress faster?

Mostly curious so I can judge what an appropriate % to set it to would be
GwinnBleidd  [author] 23 Jun, 2024 @ 2:40pm 
@Avila no, this mod doesn't do such thing
Avila 23 Jun, 2024 @ 8:47am 
Does this mod also makes it where only same level tech pawns spawn from random recruitment events or is that vanilla/another mod?
Flamangos 16 Jun, 2024 @ 8:14am 
I had mine set to the setting where it takes your tech level from other mods and it worked perfectly. Tech level progressed as i advanced the tech with that tribal mod
Babashunday
AlmostMidnight 15 Jun, 2024 @ 7:28pm 
Does tech level changing work with the one add in Vanilla Expanded Tribals?
GwinnBleidd  [author] 9 May, 2024 @ 10:02am 
@Victor This mod mostly limits raids. It may try limit quest threats, but it's on case-by-case basis, and many of those patches were not updated since the original mod author stopped supporting the mod
Victor 9 May, 2024 @ 7:18am 
I got a quest as a Neolithic tech level from a Cannibal Pirate Gang, that I suppose is industrial, which isn't showing up on the list of factions above my tech level on the mod options, in fact, many factions do not show up there. This faction is optional from Ideology and must be enabled on world creation.
It was from a quest in which a child asked to join but didn't tell what the threat was.

https://gist.github.com/HugsLibRecordKeeper/ce30d321fdc47c79d9dede98e7b9c80a
Lucas Edwards 18 Apr, 2024 @ 9:52pm 
I tried to play the game without this mod. "What could possibly come after me? I am just a little group of tribals, sure we might be kind of wealthy right now but we have bows and arrows, ain't my fault I have a lot of corn surplus right now."

Then I was attacked by space pirates with a level 10 psycaster wielding a laser cannon, a man that nearly ripped our entire clan apart.
It was in that moment where we realized that it might be best to embrace isolation, and hide away from the strange fleshy warm ones with their fire cannons.
bukowa 15 Apr, 2024 @ 6:54pm 
can you recommend any mods for guns / armors spawning on pawns raidS?
GwinnBleidd  [author] 12 Apr, 2024 @ 3:01pm 
this mod doesn't control what weapon raider will have. It controls only faction's tech level.
Robot_Prince 12 Apr, 2024 @ 1:39pm 
@Failpail Was it a mod weapon? If yes its possible the tech is wrong in its own file, and possibly has nothing to do with this mod.
FailPail 12 Apr, 2024 @ 12:54pm 
I had a raid from a tribal faction and one of them spawned in with a gun?
GwinnBleidd  [author] 1 Mar, 2024 @ 9:42am 
@TeH_Dav I don't remember how quest exclusion was implemented, since I'm not the original mod author, but it's likely due to technical differences.

There are Quests (QuestScriptDef) and the are Incidents (IncidentDef).
Depending on what exactly they do those 2 could look similar, but they still different in how they are triggered and managed by game.
Quests appear in your quest journal, and generally you have more control over them, while incidents just happen to you.

And I think this mod's dealing with quests, while the Hunting party is implemented as incident.
Plus, I'm not even sure that option works anymore. I personally don't use it, and use this mod only to limit raids, not quest.

I'll try to test it on weekend, may be it doesn't work anymore
TeH_Dav 29 Feb, 2024 @ 6:20pm 
For some reason events like "Hunting Party" from Vanilla Events Expanded, as well as all the events from [SR]Raid Extension are unaffected by this mod. I just had a hunting party show up to my effectively paleolithic colony - set to not accept anyone above Neolithic - wielding laser miniguns to kill the animals.

Is there any way to patch those mods to be affected by this?
GwinnBleidd  [author] 27 Feb, 2024 @ 8:18am 
@Robot_Prince got it, i'll see what I can do
Robot_Prince 27 Feb, 2024 @ 8:03am 
@Gwinn close I mean, a toggle of "always eligible/never eligible" I think would be perfect.
GwinnBleidd  [author] 27 Feb, 2024 @ 7:35am 
@Robot_Prince do you mean you want to have a list of factions, and if some faction's checked, it will be excluded from all rules and always eligible for raid selection?
Robot_Prince 26 Feb, 2024 @ 3:44pm 
@GwinnBleid

I see, and many thanks for checking. Its not possible to even have a checkmark for all factions like we have for Empire and Mechanoids? I think that would straight up allow anyone to custo,ise his raids, (and AFAIK there is nothing like this)
GwinnBleidd  [author] 12 Feb, 2024 @ 8:32am 
I reviewed the source code, and while your suggestions are great, they feel like a different mod.
I'd probably implemented them if I were the original mod author, but they are too significant to be done under this mod's title, imo
Freaky Teto 12 Feb, 2024 @ 6:59am 
I agree with wilsteir, it would be cool say if a faction was too low it still has a 10% chance of raiding, too high and it still has a 5% chance etc
Robot_Prince 22 Jan, 2024 @ 3:21pm 
@Wilsteir I think a better and simpler implementation would be just have a chance (adjustable) of a raid completely ignoring the limitations you had set on which faction it chooses.
GwinnBleidd  [author] 20 Jan, 2024 @ 5:44pm 
@wilsteir This is technically possible, but unfortunately, I don't have time to spare right now to implement it.
wilsteir 19 Jan, 2024 @ 10:21am 
Absolutely love the mod, really makes me think about my research as I progress rather than rushing into electricity right away!

Have a question though, would it be possible to add a weighting system?
So rather than straight up removing the faction from a pool of raiders, make it so they can appear but with a low chance

Something like: say your tech level is medieval, that puts you at: 40% neolithic raid, 50% medieval raid, 10% industrial raid
Robot_Prince 6 Jan, 2024 @ 3:15am 
@Gwinn It seems my old response might not go though so I will retype it :

1. The map normally should no be checke frequently, I mean how frequently do new Faction bases appear, even with mods like Rimwar (which would be incompatible anyways by being a doublicate function)

2. Safely hidden away mod already does this in some way, but there is no filter and no indication on which factions can reach you and when. Very opaque mod, while yours already has miles better UX.

3. Mechanoids and other special factions are already a separate toggle, why not keep them as such?

P.S. I am just a novice but maybe I can help if you are busy? Do you have a depo?


@Furfante always post a crash log if any and your mod list, else a dev will never be able to troubleshoot your issues
Furfante 3 Jan, 2024 @ 10:17pm 
Does not seem to want to work while in the Animal tech level with VE Tribles. Keep getting modern people showing up and gunning down my simple people. Could you take a look?
GwinnBleidd  [author] 29 Dec, 2023 @ 7:30am 
@Robot_Prince It's a great idea, and I think it's possible, but I need to check the source code.

I remember there's a patch for a method when visitors are about to arrive and that method affects both raiders and traders arrivals. I'd need to patch that, but I gotta do some things first:
1. confirm that map checking doesn't affect the performance (depending on how often it's called)
2. split the traders/visitors from raiders (or they will be affected by range limit too)

What about mechanoid raids, btw? They don't have map presence in vanilla as far as i remember.

I'll try to look into it, but i don't have much time right now, so it may take a few weeks