RimWorld

RimWorld

Raider Swarm Compression
54 Comments
NUT 29 Jul @ 8:09pm 
Think it would be cool to have this with settlers to i maybe when you recruit them you can turn them into squads or have teams that can work like this.
s_m_w  [author] 29 Jul @ 1:29pm 
Just pushed a new update with a large number of bugfixes regarding manhunters:

- A manhunter losing a squadmate by being killed no longer heals its own Scaria in the process (leading to revenge message spam)
- Properly add scaria to squadmates so their graphics get the nice scaria overlay
- Improve pawn rendering for large pawns. Anything larger than a bear had its graphic cut off
- Fixed an bug that led to more squadmates disappearing per death than intended
s_m_w  [author] 29 Jul @ 1:32am 
That does sound annoying. I'll look into it
Im having an issue where manhunter packs constantly getting the "revenge" message everytime on of the compress animals dies cause another one would spawn
s_m_w  [author] 26 Jul @ 1:42pm 
@Hyndis
Oh that is a funny bug. I'll look into it!
Hyndis 26 Jul @ 12:34pm 
I love the mod, thank you, its brilliantly clever! I did find a hilarious bug though, visual only. If you have two maps active (main base and a ship visiting somewhere) and a big raid happens on one map you get ghosts on the second map. Purely visual, and a hundred tribal ghosts running through an asteroid is certainly visually striking. Ghosts might almost be a feature though.
Wednesday 24 Jul @ 3:21am 
Thanks :)
s_m_w  [author] 24 Jul @ 1:40am 
@Wednesday
Fixed!
s_m_w  [author] 24 Jul @ 12:32am 
@Wednesday
Thank you, I'll take a look!
Wednesday 23 Jul @ 6:43pm 
Hello,

Found a bug, I could reproduce it in dev quick test.:

1 - Set always replace 20% of raiders with fakes.
2 - Generate a maximum point 'distress call' quest

When trying to land with a gravship in a anomaly's 'distress call' quest map, the rendering breaks and a lot of errors appear.

https://gist.github.com/HugsLibRecordKeeper/92b894b3813df4140e7f28a996ae794f

When entering with a caravan in an anomaly's 'distress call', the game throws some errors, the location despawns and the caravan stays on the world map.

https://gist.github.com/HugsLibRecordKeeper/72925805831f6061d29da352bdeb2084
s_m_w  [author] 13 Jul @ 11:42pm 
Found and fixed the issue! Was a very silly mistake on my part..
nong 13 Jul @ 8:02pm 
I also experienced the same issue.
When I perform surgery to remove a body part, I get fractures with numbers like 29999 or 49999, and the pawn dies.
I'm sorry if my words sound strange—I used a translator because I can't speak English well
s_m_w  [author] 13 Jul @ 3:49am 
@GameofGames
Thanks for the report, I'll investigate!
GameofGames 13 Jul @ 12:58am 
Hey, heads up but I experienced a weird issue with my pawns instantly dying when removing a prosthetic or any body part. Removing mods one by one it seemed to be fix after I removed your mod. Might be an incompatibility somewhere, or just a bug in general if anyone else has the problem.
Roge 12 Jul @ 6:28pm 
Another genius mod.
A-1068242 11 Jul @ 10:22pm 
真是非常有创意的想法:steamthumbsup:
FlareFluffsune 10 Jul @ 9:42am 
This is an incredible idea! It will make my 100+ colonist colony a little more exciting and easier on the CPU when 1.6 drops lol Have some points.
Adam Smasher™ 9 Jul @ 12:03pm 
@latex santa

Same here brother, I really want to use it also, but not 1,5 compatible !
Latex Santa 9 Jul @ 11:59am 
Help! Help, I'm in love with this mod!
Ohhhh noooo, now the itch to play Rimworld just to try this mod out is becoming unbearable.
Alas, I have to wait for ODYSSEY to drop first. Thanks for a potentially brilliant mod, man.
Adam Smasher™ 9 Jul @ 11:55am 
Smart, very smart and much needed.
Paradox 8 Jul @ 5:23am 
oh this mod looks very cool
s_m_w  [author] 7 Jul @ 2:58am 
@모르는사람
Do you mean this mod, together with the "Compressed Raiders" mod? I'm not sure if it would work, wouldn't recommend it
모르는사람 5 Jul @ 10:19pm 
Thanks for great mod

Since compressed raid is not 'normal generation' can't the two modes be used together?
Fantasy System 5 Jul @ 2:46pm 
YAY!
s_m_w  [author] 5 Jul @ 2:07pm 
@Fantasy System
I've heard it works with CE, yes
Fantasy System 5 Jul @ 1:18pm 
CE?
Zyrean 5 Jul @ 1:17pm 
Its looking good man congrats.
Wednesday 5 Jul @ 12:18pm 
Nice, thanks :)

My case must have been an interaction with other mods, since it happened in actual play, If it happens again I'll try to pinpoint better which mods might be causing it.
s_m_w  [author] 5 Jul @ 11:29am 
I've pushed an update which may or may not address both issues. The way it should work is that whenever a raider _would_ be downed, through any means, it instead expends a fake and heals to full. This works as expected in all tests I've done, but there very well could be some edge case that I am not properly handling yet. If it's still happening for you, more info would be greatly appreciated
s_m_w  [author] 5 Jul @ 11:10am 
@Wednesday
I should not be possible for a raider to be downed at all while it has fake pawns left. That sounds like a bug, I'll investigate.
The name in the mod options is a good shout. I was not sure how to name the mod initially. I'll change that.
Wednesday 5 Jul @ 11:03am 
An issue I noticed, is that when a raider fall due to pain, but do not die, the copy is still there looking menancingly but do not 'activate', only doing so after the raider is killed by someone.
---
The name in mod options is set as 'multi raiders', the first time I searched for it took a while to find.
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Also, would be nice to be able to use this performance trick with allies and trading caravans
s_m_w  [author] 5 Jul @ 9:04am 
The fake pawns are of the same type as the real pawn, so they roughly have the same gear. Only the real pawn's weapon matters, however, the fake pawns exist purely for the visuals and have no gameplay effect (other than dropping corpses when they "die")
Most Definitely a Mimic 5 Jul @ 8:40am 
Do they all copy each others gear and weapons? Or do the Unit copies randomize as well?
The though of Doom Launcher 5 man team sounds scary.
s_m_w  [author] 5 Jul @ 8:20am 
Good summary! And the disadvantage is only one until I (or the author of the other mod) adds compatibility, which really isn't very difficult.
Vex 5 Jul @ 5:47am 
@Hexacon.
Normal Rimworld: A raid of 100 pawns is generated. Laggy as shit
This mod: A raid of 20 pawns is generated, with each pawn looking like 5 pawns at once.

Advantage: Less lag. Raids still look big
Disadvantages: Only works if other mods don't modify the default raid spawn mechanics.
Hexacon 4 Jul @ 5:58pm 
I'm not sure I understand the mod correctly, I think it needs a better description :/
s_m_w  [author] 4 Jul @ 11:34am 
@armed_goose
Nice, glad to hear
armed_goose 4 Jul @ 10:29am 
@s_m_w, CE appears to work with your mod fine. The way you coded the mirror imaging as hediffs affecting fire rate and other pawn stats seems to make it compatible with CE.
s_m_w  [author] 4 Jul @ 3:32am 
@Luftwaffles
No explicit compatibility. It may work, but I am not certain since I have never played with CE myself
armed_goose 4 Jul @ 12:08am 
Incredibly clever mod! I've always wanted to keep the raids looking big as though my colony is fighting overwhelming odds. The compression using the mirror image system is very well done!
PinkPlinko 3 Jul @ 9:35pm 
Oh this is VERY Cool. Brilliant idea!
Luftwaffles 3 Jul @ 8:57pm 
Obligatory CE?
VelxraTV 3 Jul @ 7:00pm 
Long as we can adjust how far or how little any raid can be compressed then its a win.

I honestly dislike large 30+ member raids. Yet I dont want to fight a squad of super mans. Sometimes I just want my little two person colony in the middle of no where in the arctic mountains to fight a reasonable recon group. Instead of endless masses that shouldnt even know my location.
Mad Marl 3 Jul @ 3:27pm 
hell yeah, thats awesome. gunna have do do a zombie playthrough to check it out
s_m_w  [author] 3 Jul @ 2:21pm 
@Wednesday
Odd, but I did just observe that during testing as well. I'll look into it. It looks wonky, but does seem to correct itself and has no impact on the combat balance at least
Wednesday 3 Jul @ 2:15pm 
I was just raided by a Devourer that spawned in water and his 'mirror image' was upside down while walking towards my base.
But while fighting it corrected itself.

Besides this, the mod worked alright, I really liked this implementation of 'compressing' a raid, thanks
s_m_w  [author] 3 Jul @ 11:55am 
@Mad Marl
It now works with shambler swarms and manhunter packs. Manhunter still has an issue where the visuals lack the Scaria effect, I'll look into that later. If there are any incidents that I forgot, do let me know. Most use the generators I adjusted, but not all of them
Mad Marl 3 Jul @ 11:53am 
Righteous
OffYourTopic 3 Jul @ 11:01am 
Badass
s_m_w  [author] 3 Jul @ 10:40am 
@Mad Marl
I haven't actually tested Shamblers, so that's a strong "maybe" currently. If they don't work yet, I'll make sure to get them done in the near future