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UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
StaggeredRaids.IncidentWorker_Raid_TryExecuteWorker_Patch:Prefix (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms,bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch1 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker (RimWorld.IncidentParms)
RimWorld.IncidentWorker:TryExecute (RimWorld.IncidentParms)
RimWorld.Storyteller:TryFire (RimWorld.FiringIncident,bool)
RimWorld.Storyteller:StorytellerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
https://gist.github.com/HugsLibRecordKeeper/1bb45f40d7c22028dba019f5a864f4fe
Could not resolve raid faction.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:StaggeredRaids.IncidentWorker_Raid_TryExecuteWorker_Patch.Prefix_Patch0 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms,bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch2 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker (RimWorld.IncidentParms)
(wrapper dynamic-method)
I can't seem to replicate it, but it's the only mod that modifies raids and it was mentioned in the error. i can send huglib log if needed. I hope you can fix it, thanks!
– https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3475786927
I hope you can improve it. Thank you!
As in if you turn on the "Dynamic staggering" option, it'd match your number of colonists or double it whatever you wanna do, so that way when you have 5 colonists, raids can't be bigger than 5 and that way as you play and your colony gets bigger so do raids but they're still limited so as to not break performance with 300 man raids.
But either way, super good mod for me to keep in the must have list now.
Like 1-50 will always be in 1 raids....
51-100 will be broken up into 2 raids.
101-151 will be broken into 3 raids.
Anything greater will be broken into 4 raids with the potential to go higher than 50 on each of them.
Something like that.
Thanks oomfie
So thank you Scorpio (And Taranchuk and Lynn)
I love setting down with a well-equipped team and seeing how long I can survive. This'll make raids a little less taxing on the TPS, as well as a bit more difficult... can't just lob explosives and wipe half of them out in one go if they're in waves, after all.