RimWorld

RimWorld

Better Distress Signal
112 Comments
Margera 2 Aug @ 1:42am 
pls translate this
TheBronzeWarrior 31 Jul @ 1:36pm 
hey it seems to just spit a name instead of the description - whenever i find a shambler signal, it just says "BoC_Shamber" or smth like that
GetUrAssToMars 29 Jul @ 4:10pm 
https://gist.github.com/HugsLibRecordKeeper/5f1d2126528fa017893ac2c75f05cee3

My caravans travel across the map as fast as the shuttle whenever I get one of these distress missions. Its humorous but also busted as hell xD
Goblins4Lyfe  [author] 29 Jul @ 6:17am 
@Smoker I would really appreciate if you can give us a proper error report in our new error report thread.
Goblins4Lyfe  [author] 29 Jul @ 6:17am 
@Filipino Goku Yes, whenever you rescue and heal someone, and they leave the map safely, you get +15 reputation with their home faction. It requires a bit of babysitting till they get back on their feet, so make sure you keep your people fed and housed until the villagers can escape the area.
Smoker 28 Jul @ 9:56pm 
Dang worked great the first time I did the quest late. This time flew there day 1-2 after getting the quest and the ship and map tile just vanished. Love the mod tho.
Filipino Goku 28 Jul @ 12:34am 
This is an amazing mod. I have a question, though, do we get any relationship bonuses for saving people? Like, rescuing them and releasing them when healed?
socks 27 Jul @ 12:50pm 
Amazing mod
swaggy 24 Jul @ 6:34am 
@radiohead thanks for tha response, i was reading through 1.6 patch notes and noticed something about genies not being "disproportionately selected for early game raid" so im gonna assume they fixed that problem:cchearts:
Goblins4Lyfe  [author] 23 Jul @ 9:51pm 
@swaggy The reason that genies show up is because of event point buys, the game storyteller will calculate your wealth and weigh points against it, along with how long you've survived, how many colonists you have, and then when it has a threshold of points met it will calculate out a scenario event. You might get a 1000 point event, a 2500 point event, or a 5000 point event. Genies are very low on point value, as they are weak and easily downed. That's why they usually tend to show up in the Horax cult events.
swaggy 22 Jul @ 9:56am 
are cultists still overwhelmingly genies for some reason? kind of unrelated to this mod in particular, but still curious and remember it happening once before on this mod
Nimn 21 Jul @ 6:49am 
Got my own bug report, which thankfully isn't a big deal. Unless it was intentional. Landed at a distress signal via shuttle, and the note said chimeras, the place was being attacked by devourers. And a slight idea i'm not sure is possible, hostile faction distress signals not being hostile somehow. It was an enemy faction i landed at, Otherwise, epic mod. Adds in much needed variety in what would basically be a glorified scavenger run.
Goblins4Lyfe  [author] 19 Jul @ 7:37am 
Hey everyone, appreciate you're trying to help us diagnose the error. But we need a proper log report. Please follow these instructions to help us find the problem and get the mod in line with 1.6

Attach your log to help diagnose the problem. Copy and paste the log to a text sharing website like pastebin and link it here.

If you're on windows the log file is located in:
Users%USER%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Player.log

:etgpilot:
Stupid Sexy Grand Foreskin 19 Jul @ 6:44am 
Yes, I also experienced the same bug that people above did, and the log message read: Exception from long event: System.MissingFieldException: Field not found: System.Collections.Generic.List`1<Verse.PawnKindDef> RimWorld.FleshbeastUtility.AllFleshbeasts Due to: Could not find field in class
[Ref 592AF25D] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()


Have a nice day!
Margera 19 Jul @ 5:34am 
translate pls <3
mir_38 17 Jul @ 7:54pm 
tbh i'd love a variant that just has a town of unharmed friendlies... until you activate the obelisk that mysteriously appeared in the middle. you could probably just blacklist attacking/deconstructing the walls and whatnot until a fight breaks out so people dont just take all their shit and leave
Gleem 15 Jul @ 9:19pm 
Not sure how exactly I should DM you since steam doesn't allow DMs unless you're friends with someone, and your Discord is set to not allow non-friend non-server DMs. But if you get a friend request on Discord for Gl33m, I have a commission.
Nalzurin  [author] 15 Jul @ 2:10pm 
Can you provide the full log
Sharp Kisses 15 Jul @ 7:52am 
not sure if its a mod incompatibility or just a bug, but I'm having the same issue. got a distress call, caravaned there, when it tried to load the map, the site just disappeared with the caravan on top of it. spat out this error https://pastebin.com/gCgUjeYZ
Cato 13 Jul @ 5:39am 
Also playing Odyssey, also an error when trying to load the distress map. Difference to other user is that I caravanned the normal way there.
Nalzurin  [author] 13 Jul @ 4:54am 
Wish i could help but i dont have the new dlc rn so nothing i can do unfortunately
Blob [FBI] 13 Jul @ 12:19am 
Hey
Came across a bug where during my odyssey playthrough, I got the distress call and decided to fly out and go there early to help those guys out. When i selected the tile, lift off, and travelled there, the moment I made it over the tile the game suddenly went multi-colored, and said "error while generating a map"

couldnt do anything but Alt + F4
https://imgur.com/a/ZrSPxc1
Nalzurin  [author] 12 Jul @ 7:57am 
Yeah its a false positive from mod error checker, it thinks that AllFleshbeasts doesn't exist in the FleshbeastUtility but it does.
Kaden Ha 12 Jul @ 6:13am 
Yep I have the same error. Here's the log [gist.github.com]
blackbw 12 Jul @ 5:24am 
Yep I do. Error comes from Mod Error Checker:
https://pastebin.com/Vdsy4bqe
Nalzurin  [author] 12 Jul @ 5:06am 
Well that doesn't make sense, are you certain you have anomaly dlc active?
blackbw 12 Jul @ 4:57am 
Gives assembly error for method: SiteParkWorker_BetterDistressCall_Fleshbeasts:ScatterCorpsesAroundPitBurrows
System.MissingFieldException: Field not found: System.Collections.Generic.List`1<Verse.PawnKindDef> RimWorld.FleshbeastUtility.AllFleshbeasts
Velosid 9 Jul @ 7:36am 
It's probably some kind of mod incompatibility with something on my current mod list. I just left that notice in case some people were having the same issue. By items i meant all items that have qualities in their names, like, example "steel long sword (good)" or "wool parka (poor)" or even sculptures. Having this mod on removed them and just kept them as plain "steel sword" and "wool parka", with no quality modifiers to their stats. I don't know why myself really, it happens after load, Like: you can create an item and that item does get the quality stuff added to them but, after saving and loading the name, that item (and well, all items) get their quality removed.
Nalzurin  [author] 9 Jul @ 6:29am 
@Velosid, im going to need more information, which items? when does that happen? I can't really help without further info
Velosid 8 Jul @ 9:40pm 
This mod, for some reason, removes the quality levels (good, normal,excellent, etc) of items in my modlist, dunno why; i don't see how. Regardless, deactivating this mod brought them back.
Dead_videos 7 Jul @ 11:09pm 
Would it be possible or within the scope of this mod to have some kind of additional reward, likely faction goodwill, if you actually put in the effort to save people on the map? as it is, they EVENTUALLY get up and leave the map and that does give a relation boost, but like, if i tended everyone here, and dropped them all into a room with their food supplies, then left the map, would it be possible to get a +goodwill as if all those people had left the map healthy?
AKEKHQ 3 Jul @ 6:23am 
Not that i noticed.
Nalzurin  [author] 3 Jul @ 5:28am 
Do you have any errors in the log when you enter the map? Because I don't alter the way the pawns generate
AKEKHQ 2 Jul @ 11:43pm 
i have a weird issue, every time i respond to horax attack distress call, all the cultists are genies every time, i dont think thats intended
Dead_videos 29 Jun @ 5:00pm 
I'm playing a run as "good" guys. and its really discouraging whenever i get a distress call and only find dead bodies, even if i immediately drop pod into the signal. This is exactly what i was hoping to find!
MeatBeatMarv 4 Apr @ 6:14am 
idk if it is even in the scope of the mod, but it might be a good idea to increase the number of monsters based on the number of survivors on the map. anytime I go to a distress signal, the survivors are just grouped up, and unleash hell on whatever threat is there. I usually don't get to do anything to actually help.
Nalzurin  [author] 5 Feb @ 1:14am 
None, the variants are hard coded and the descriptions are only for select entities and factions, vanilla ones.
xkp92110(orick) 5 Feb @ 12:56am 
which variants can spawn other mod entities?
pawns enter the distress call site without custom descriptions.

i get rusted soldiers from New Anomaly Threats.
is this vanilla distress call but entities change?
or other mod setting?
sorry,my english is poor.
LULZferBAKON 26 Jan @ 7:27pm 
Can confirm what Matstar said, twice I went to distress calls and both times I got non-hostile Chimeras who wouldn't go aggro even if I shot them.
Matstar 11 Jan @ 12:34am 
Chimeras generated from Distress Call are not hostile.
战地记者 射命丸 28 Dec, 2024 @ 8:27pm 
Indeed, the Horax is a bit too much to take on.
lilwhitemouse 18 Dec, 2024 @ 5:33pm 
(let me emphasize for the record, that I think this is an awesome mod ;) )
lilwhitemouse 18 Dec, 2024 @ 5:33pm 
Wait, for the Horux cultist, you have up to 1.3x threat strength and then turn nearly half of them into ghouls who don't feel pain or bleed out?
lilwhitemouse 18 Dec, 2024 @ 4:35pm 
Oh, and if you remove all faction data from all structures (maybe not from turrets, tho), then anyone can walk thru doors and no one should get unhappy about things being destroyed? You can just set all the factions to null, iirc
lilwhitemouse 18 Dec, 2024 @ 4:27pm 
The cultists are super hard and near impossible to live through with a mid-game team! A dozen ghouls, half of them super-charged, against my team of 6 people? TPK.
xkp92110(orick) 13 Dec, 2024 @ 3:34am 
i see chimera and obelisk in distress Call map.
but both of them still lock in entity List.(no new entity and research letter)
sorry,my english is poor.
The Dude with shogun 9 Dec, 2024 @ 11:19am 
Claim stuff as you enter map.
微月吨日亿万千的马甲 7 Dec, 2024 @ 8:29pm 
which could fixed by freeze the relations i suppose?or at least add some sort of relations each time player killed some of the enemy?
It may be difficult to implement with code, but the current judgment mechanism makes this mod difficult to use.
Nalzurin  [author] 7 Dec, 2024 @ 7:14pm 
Yeah, I know it is a problem, but thats how rimworld works, if you damage faction's buildings the relationship is always going to fall, im looking to find a work around for that for the next update
微月吨日亿万千的马甲 7 Dec, 2024 @ 6:29pm 
I think this problem needs to be solved:

——————————————————————————
Relations with factions have been reduced from 100 to 95 (attack buildings)
Relations with factions have been reduced from 95 to 90 (attack buildings)
……………
Relations with factions have been reduced from -70 to -75 (attack buildings)
Factions now consider you an enemy
……………
Relations with factions have been reduced from -75 to -76 (nearby polluted)
Your transport has arrived at its destination
————————————————————————————

To be honest, if this is the result, I think the mod is not handling it properly