RimWorld

RimWorld

The Mad Rabbits of Caerbannog
189 Comments
Fllo 28 Dec, 2019 @ 8:10pm 
Once i had one single yorkshire terrier attack a corovan of 6 *fully armed* colonists.
It did not go well for him.
"The" SeanMacLeod 5 Sep, 2018 @ 1:29am 
@Jack Bright
Yes. Please don't ask how I know (shudder)
Jack Bright 5 Sep, 2018 @ 12:12am 
Does this work on Thrumbos too
"The" SeanMacLeod 8 Jan, 2018 @ 4:12pm 
Ooo! Ooo! Me, me!!
MaarteN 8 Jan, 2018 @ 8:15am 
Who else just read those stories for entertainment? xD
ZorbaTHut  [author] 17 Dec, 2017 @ 1:27am 
@Rockon, raids, ideally, shouldn't do that, and there's some changes in B18 to make that less common. (Though it doesn't really fix the issue, just defers it a little.) It's also much harder to fix that issue with raids; it's also much *worse* with manhunter packs, since squirrels have a lower combat power than any possible raider.

Finally, raids don't usually get that bad until well after you're intended to have finished the game; there's always going to be a point where we kind of throw our hands up and say "okay, we can't balance this thing forever, you're welcome to keep playing but things are going to start getting weird", and it sounds like you're past that point.

Basically you've found a known issue with raids and ultra-post-game colonies. :)
Rockon 16 Dec, 2017 @ 1:45pm 
Sorry for the late reply.

My save file has a few mods attached to it, mostly QoL additions, and is from A17. Recently, I've been abusing the Inspired Art modifier to boost my colony's wealth to ridiculous levels.

Manhunter packs have stopped spawning altogether at my primary colony, even through Dev Mode. The only way to get them to spawn is the 'Execute Incident with...' option, selecting Manhunter Pack, and selecting the highest point value. This only spawns the aformentioned bears, rhinos, and Boatmurdered hellspawn elephants.

I know you wanted to limit the Manhunter pack size for performance reasons, but the standard Raids have no such limitation. My primary colony has been getting Pirate Raids of over 200 pawns. My last Infestation spawned 50-60 Hives inside this large underground space I've dedicated to such an event.

If Raids by any faction reach this level of ridiculousness, why must Manhunter packs be limitted to such an extreme?
ZorbaTHut  [author] 29 Nov, 2017 @ 12:10am 
@Rockon, started a Temperate Forest map and gave it a try; out of five manhunter packs, I got raccoons, yorkshire terriers, cats, chickens, and chinchillas.

Note that both the mod and the in-game implementation limit manhunter packs to species that are OK with the map temperature; you won't get, say, manhunter iguana packs spawning on an ice sheet. Also, the in-game implementation, unlike the mod, tries to keep pack size down for the sake of performance - if you have a late-game colony, you won't get manhunter packs of hundreds of chickens. (It also won't allow manhunter thrumbo packs.)

I think that's what's going on here - the highest-combat-power races are bears, elephants, and rhinos, and in fact with a *very* late-game colony that's all you'll ever see. (Which is sort of unfortunate but it's also unclear how it could be reasonably fixable.)

If you can post a link to your savegame I can take a quick look at it, but I'm willing to bet it's a combination of these two issues. :)
Rockon 28 Nov, 2017 @ 9:20am 
It appears that manhunter pack variety in B18 has decreased to match the current biome's native wildlife + the original defaults, and their spawning may be bugged as a result.

I tried to use Dev mode to force-spawn manhunter packs, but the event took multiple tries to actually work. When it did work, all I recieved in a Temperate Forest Biome were Rhinos, Elephants, Grizly Bears, and Polar Bears (somehow). Another colony in the same save file located in a Boreal Forest also recieved Rhinos, Elephants, and Bears, as well as Elk and Caribou from the native wildlife list.

I know this mod is outdated and won't recieve any more updates, but since you're a Rimworld Developer now, do you think you could take a look at this potential bug? I miss having hoards of Iguanas and Cats descend upon my colony.
nekys 20 Nov, 2017 @ 3:30am 
Is there a holy grenade of Antioch to go with the mod?
ZorbaTHut  [author] 28 Aug, 2017 @ 1:58pm 
@linkfanpc, he is correct! I'm a full-time Rimworld dev :)
lonkers 26 Aug, 2017 @ 7:20pm 
@Cpt. Blondbeard

Whoa whoa whoa, wait what?!
Tank330 9 Aug, 2017 @ 3:46pm 
i just wanted to say that i love your mods, not because they are useful, which they are or were, but the descriptions make my day.
Cpt. Blondebeard 11 Jun, 2017 @ 6:43pm 
well seeing as he was hired by Sylvester....
"The" SeanMacLeod 5 Jun, 2017 @ 5:42pm 
"Only the sands it time will te-"
DizzyChimera 5 Jun, 2017 @ 12:02pm 
Is it a good thing or a bad thing that most of your mods were integrated into the vanilla game?
"The" SeanMacLeod 28 May, 2017 @ 3:33pm 
heheh "So good it should be vanilla"....oh, wait....wow, man, cool....
.....sorry, I was just at the "Space Weed" mod:BoomBoom:......
ZorbaTHut  [author] 28 May, 2017 @ 3:18pm 
@Jigger, yes it was! You will still be assaulted by hordes of yorkies.
Chazz Hazzard 28 May, 2017 @ 8:15am 
Was this one intergrated into the game with A17?
I'm gonna miss the army of Yorkshire terriers and The Vermintide destroying my colonies....
ScaryNed 27 May, 2017 @ 9:43am 
Me too. It was glorious.
ZorbaTHut  [author] 26 May, 2017 @ 5:03pm 
@Drizzly, Anytime! :D
Omnom 26 May, 2017 @ 4:56pm 
I just had a pack of rabbits murder my whole colony in a17.

Thanks.
ministrog 11 May, 2017 @ 1:35pm 
I had a pack of cobras once (in UA17), and it wasn't pretty. I thought they were going to be easy kill since they got low HP. What I didn't know was that they have a high attack damage and they move like super quick. Scary as hell in a pack.
Aronir Satinor 23 Apr, 2017 @ 1:28am 
No problem, just wanted to inform you :P I dealt with them using dev tool lightning strike xD
ZorbaTHut  [author] 22 Apr, 2017 @ 2:18pm 
@Aronir, oof :V I've been thinking of tweaking it so that it won't choose creatures that would require far too many spawns, but I don't have a lot of time to work on it right now. Maybe after A17.
Aronir Satinor 22 Apr, 2017 @ 3:44am 
soooooo.... any way you can make it so we can uncheck certain animals from manhunters? had it spawn the cropeaters from the mod that edit blights... and with higher diff storyteller is spawned around 2.4k of them xD
Malikyte 19 Apr, 2017 @ 9:53pm 
Get an embrasure mod for some of the harder animals like Thrumbos and some modded animals if you're that worried about it. There are a couple good ones on the Workshop, including some that let enemies shoot back at your pawns through the holes instead of just being magical one-way walls.
pmlivingston.va 19 Apr, 2017 @ 6:51pm 
@explodochamp It looks like this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=882741916

1. Restrict everyone to stay within the walls & save your game
2. Visitors enjoyed their stay & leave to die ... & you get blamed
3. Use jogger in power armor to rescue survivor. Learn possible, but thrumbo chase & 6 break a granite door very fast!
4. Reload
5. Build wall to block door. Watch pack move to next door. Repeat 2 & 4
6. Watch a visitor overdose & die rather than leave. Repeat 2 & 4
7. Start building walls to block every door. Watch someone haul stone just outside a door for no reason. Watch thrumbo attack. Repeat 4
8. Repeat 4 until RNGods keep visitors inside long enough for most thrumbo to leave.
9. Attack when numbers are similar to rare thrumbo visits. Butcher dead thrumbo
10. Build a few animal beds OUTSIDE your walls. Try to rescue & treat surviving thrumbo. Watch colonist bond with one while treating it. Feel glory of being selected as RNGods' chosen one! :D
ZorbaTHut  [author] 18 Apr, 2017 @ 7:00am 
@explodochamp, remember that manhunter packs don't force you into a fight. You can always retreat indoors and hide until they fall asleep - when they wake up, they'll have lost the Manhunter status.

If you get hit with a manhunter thrumbo pack, you may want to do that.
Vermillion 17 Apr, 2017 @ 8:02pm 
is the ship full of cats included or sold seperately?
Malikyte 17 Apr, 2017 @ 6:54pm 
You get fucked, champ. That's what happens.
But on the bright side if you survive, you get rich.
explodoboy 17 Apr, 2017 @ 6:18pm 
What happens if it's a Manhunter Thrumbo pack?
"The" SeanMacLeod 10 Apr, 2017 @ 7:45pm 
I personally have contended with manhunting Redra and Pekodra (from the mods of the same names), plus Megasquid and Gigantelope from the Beasts of the Rim mod.
pmlivingston.va 10 Apr, 2017 @ 6:32pm 
@Asterai I've had mashgon and tailteeth from the FishIndustry mod. As if manhunter sea life on land was not strange enough, remember you can rescue injured animals. I'm just waiting for a chance to rescue, tame, and breed land-loving blueblades!
"The" SeanMacLeod 9 Apr, 2017 @ 5:06pm 
Yes, it does [=8
Read through a few previous pages to see manhunter mashgon packs! (Mashgon are added by Rikiki's FishIndustry mod:engi:)
Asterai 9 Apr, 2017 @ 4:14pm 
Neat!

Will this spawn packs of mod-added critters?
Goaton 27 Mar, 2017 @ 4:52am 
ok thx
ZorbaTHut  [author] 27 Mar, 2017 @ 4:33am 
@Goaton, same frequency as manhunter attacks were before. The only change is that, instead of choosing a creature type out of a small list, it chooses a creature type out of a much larger list.

Most attacks in the game are point-based - that is, the attack generator gets a number of points to spend on attackers, and it spends points until it's out of points. Manhunter packs work the same way. Creatures are (in theory) tuned so that the point costs are roughly accurate; this means that, say, a 1000-point attack might be four rhinos or literally a hundred squirrels.

In general, you'll get smaller numbers of big animals, and bigger numbers of small animals.
pmlivingston.va 26 Mar, 2017 @ 5:48pm 
@Goaton, in my experience, it's about as frequent as manhunter packs. I expect the number of animals are random, but I've had about a dozen hares, 15 or so rats, and about 50 mashgon in separate attacks
Goaton 26 Mar, 2017 @ 10:28am 
how often are these attacks and how many things are it just one group of them?
ossifrage™ 26 Mar, 2017 @ 9:19am 
@ZorbaTHut Oh I realize, wasn't blaming the mod nor you. It's still ridiculously funny to see a horde of cats trying to take down your colony.
ZorbaTHut  [author] 26 Mar, 2017 @ 8:15am 
@Xig\Xag, yeah, the game engine doesn't deal well with enormous numbers of hostile pawns. It's a downside to the mod, and there isn't anything I can practically do about it. Welp.
ossifrage™ 26 Mar, 2017 @ 3:04am 
Immensely fun mod. My colony has been threatened by both hordes a horde of cats, and one comprised of hens and roosters.

The performance hit with all of them was severe, though. Bad enough to cause glitches to occur throughout the time they attacked - frustrating, but still fun.
Malikyte 22 Mar, 2017 @ 5:24pm 
Yeah, that's happened to me before too. Lots and lots of free food lol
pmlivingston.va 19 Mar, 2017 @ 5:52pm 
Thanks to this mod & FishIndustry, I just got a manhunter pack of mashgon!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=887438930
"The" SeanMacLeod 17 Mar, 2017 @ 12:05am 
My point was about the horde, not what makes it up.
Malikyte 16 Mar, 2017 @ 11:31pm 
Walking corpses? What mod adds that? I used to have a zombie mod for A15 but it never got updated.
"The" SeanMacLeod 16 Mar, 2017 @ 11:10pm 
"Quantity has a quality all its own."
~Joseph Stalin

The horde of walking corpses surrounds and eats the five supersoldiers. Every time.:BoomBoom:
ZorbaTHut  [author] 16 Mar, 2017 @ 2:09pm 
@notacactus, it turns out that huge swarms of things are dangerous in their own special way. The mod is actually rather difficult when that happens :D