RimWorld

RimWorld

[A17] Expanded Incidents
76 Comments
Dashidian 18 May, 2018 @ 9:44am 
I dont care about everything else, but the thiefs sound awesome, looks like who's stealin ends on Death Row now.
Chalchiutlicue 20 Feb, 2018 @ 11:24am 
Not compatible with B18
Strix6969 6 Jan, 2018 @ 9:33am 
I dont think this is redundant with
Rumours And Deception tho,it only adds incident not the whole mechanic of apologizing and more conversations
mr drug man 26 Dec, 2017 @ 8:15pm 
Just a heads up, the tag and name are still 0.17.
The Word-Mule  [author] 2 Dec, 2017 @ 3:38pm 
Updated to B18.
Radical Rust 21 Nov, 2017 @ 11:39am 
Ok, cool :)
The Word-Mule  [author] 19 Nov, 2017 @ 6:03pm 
Yes.
Radical Rust 19 Nov, 2017 @ 6:33am 
Is this going to be updated to B18?
>70K = Cheater 15 Jul, 2017 @ 4:23pm 
Yes, I'm on macOS 10.12.5.
The Word-Mule  [author] 15 Jul, 2017 @ 11:31am 
@Anarcraft You are on a Mac, I'm guessing? I noticed the same problem. I'm looking into it.
>70K = Cheater 15 Jul, 2017 @ 8:05am 
This mod makes my game crash when the RNG rolls it appears. It always just says:
"Receiving unhandled NULL exception
Obtained 0 stack frames."

I have 195 mods. Tried loading it near the top and bottom. Here's the log. https://drive.google.com/file/d/0By7K1480AGn_LWxja2k4OEt1ZEk/view?usp=sharing
The Word-Mule  [author] 14 Jul, 2017 @ 9:30pm 
Yep, it is
Trix 14 Jul, 2017 @ 9:23pm 
Is this save friendly? Btw love your mods!
The Word-Mule  [author] 8 Jul, 2017 @ 11:59am 
Fixed.
123nick 8 Jul, 2017 @ 2:50am 
nvm it happens repeatedly even after it occurs for a colonist, it can occur too the same colonist again.
123nick 8 Jul, 2017 @ 2:49am 
actually, the preivous error only seems to have happaned one time for each colonist, idk whats causing it but it hink it stops after each colonist errors.
123nick 8 Jul, 2017 @ 2:48am 
huh ok- do potential saboteurs do anything then? also, i have a bug report- i loaded up the save and now i keep getting this error: http://i.imgur.com/1ElAxdZ.png randomly.
The Word-Mule  [author] 6 Jul, 2017 @ 8:21pm 
Potential saboteurs can't do anything. Actual saboteurs will try and handicap your colony for raiders.
123nick 6 Jul, 2017 @ 8:17pm 
also, what can potential saboteurs do?
gajop 6 Jul, 2017 @ 6:41am 
It seems like this mod has the author "Psychology" while the actual Psychology mod has the author name as "Linq". Shouldn't it be set to the same person (as it seems to be)?
123nick 5 Jul, 2017 @ 10:19pm 
appears to be fixed :D
123nick 5 Jul, 2017 @ 9:14pm 
it says fix for non-psychology users, yet im using psychology- was the bug with my prisoners fixed?
123nick 5 Jul, 2017 @ 11:11am 
yay :D
The Word-Mule  [author] 5 Jul, 2017 @ 9:30am 
Yep, I'll fix it tonight
123nick 5 Jul, 2017 @ 9:17am 
http://i.imgur.com/1updB6B.png another error when i tell kyra to recapture the prisoner.
123nick 5 Jul, 2017 @ 9:16am 
http://i.imgur.com/V0bsOAO.png theres a bug, when my warden is building rapport with a prisoner, sometimes prisoner just becomes guest, and i get error message. i feel like its supposed to be something to do with the sabotage event, but the error seems unintended, and its happenign repeatedly, idk if it just happens randomly when building rapport or times where i wouldve succsessfully recruited eend up gettng glittched. the imgur link shows the error bug.
Rahbaek™ 3 Jul, 2017 @ 2:20pm 
and another fine work from the Wobbly :D
The Word-Mule  [author] 2 Jul, 2017 @ 8:22pm 
This mod is now updated to A17.
Bazalisk 1 Jun, 2017 @ 9:29am 
any word on whether this works with a17 in its current form or does it need updating?
Martin Harris 29 May, 2017 @ 7:09am 
Can you make a video reviewing your mod? I want to see how all these works (With commentary idealy)
The Word-Mule  [author] 28 May, 2017 @ 9:06pm 
Hopefully soon!
Lenin's Cat 28 May, 2017 @ 9:58am 
When is A17 coming out?
The Word-Mule  [author] 2 May, 2017 @ 1:24pm 
@XMorph Okay. I really don't care. Download whatever mods you feel like.
The Word-Mule  [author] 2 May, 2017 @ 1:21pm 
@XMorph They can open doors and walk through them. They spawn at the edge of the map and leave by it.
The Word-Mule  [author] 27 Mar, 2017 @ 3:32pm 
@Chaos Legion This mod adds incidents. That's it.
Chaos Legion 27 Mar, 2017 @ 2:25am 
Having security cams, scanners, motion detectors and its own tech tree would be so much better. I could even buy just event triggeribng based on how well the room is secured .
Citrea 25 Mar, 2017 @ 4:20am 
I agree (now). What I didn't know at the time of writing that comment (and since I cannot edit, I'll just "fix" it here) was, that some sort of mod conflict(probably?) Somehow removed all the other factions from my map. Stuff was also disappearing from a base, bustling with activity AND multiple turrets right next to the only entrance door. I speculate the broken part here is the event triggering, when there is no other factions to generate pawns from, in wich case it throws and error into the console and just removes one item from your stockpile.

So, knowing what I do now, as long as your map isn't broken, this mod works fine ^_^

(I also want to apologize for jumping to conclusions earlier; I completely missed there not being any other factions until I opened the relations tab to see, why I wasn't getting ANY raids from a supposedly raid-heavy storyteller :/ )
The Word-Mule  [author] 24 Mar, 2017 @ 10:31am 
@Elandar That's most certainly not true. Thieves can be detected by turrets, animals, and colonists (colonists being the best at doing so) based on their Sight stat, the light level, and the thief's Movement stat, and they use normal pathing to get to the item and get out, they simply aren't considered hostile until they're discovered so they can use your doors. If you're perceptive you may notice a door opening itself rarely. That's a stealthed thief.
Citrea 23 Mar, 2017 @ 4:40am 
@MiamiHurricane Dangerous? Not really, although you can apparently sometimes get thieves digging around your defenses, making random holes everywhere. The thief incident in general seems to be a bit broken right now though (Apparently, thieves are comepletely undetectable and can walk through walls).
MiamiHurricane 22 Mar, 2017 @ 4:12pm 
these sound hard, are they dangerous to colonies? seems impossible to fix the social problems
Chaos Legion 20 Mar, 2017 @ 11:48am 
For me mods add complexity to the game. More details, more content, more stuff to deal with. But there is nothing you can really do about thieves. Thay are like forces of nature that clear your stocks of AI cores on a regular basis. Im fine with randomness of events but having something that you can nothing to do about and just saying that you are -1 "something valuable" is just not my style. Have to remove this mod until things change.
<'##>< 3 Mar, 2017 @ 9:36pm 
Has anybody ever had invisible thieves? My colonist suddenly fires her pistol, but the only visual indication is the exclamation points that comes from being downed. I had someone capture the thief, but they remained invisible even as they were being carried and even in the prison bed. I wonder if this could just be a mod conflict.
тетеря, блин 24 Feb, 2017 @ 8:26am 
@WOBBLY, how do you think is it possible to make this real?

https://ludeon.com/forums/index.php?topic=30782.0
тетеря, блин 20 Feb, 2017 @ 7:44pm 
I suggest you to publish your mods here, so they could be maintained by the game developers:

https://ludeon.com/forums/index.php?topic=29505.0
Fumblesneeze 4 Feb, 2017 @ 5:46pm 
Apparently they survive, it just feels really weird to get robbed in the middle of no mans land where nothing survives for a whole day.
The Word-Mule  [author] 4 Feb, 2017 @ 3:06pm 
@Fumblesneeze They have to actually come into your base from the edge of the map, if it makes you feel better, so if they're not equipped for the conditions outside they will die.
Fumblesneeze 4 Feb, 2017 @ 3:39am 
I'm on a ice sheet. There's nothing for hundreds of kilometers around the base with -60° outside, but I still regularly get thiefes. Tough ones.
The Word-Mule  [author] 29 Jan, 2017 @ 1:14am 
@Kellen - Sick ASF You can also just disable any incident you don't want at the scenario level. So my plans to implement a switch in the mod options are approximately zero.
The Word-Mule  [author] 28 Jan, 2017 @ 5:43pm 
@waywardKing No. It's an incident. They are randomly generated by the storyteller. That's just how Rimworld works.
waywardKing 28 Jan, 2017 @ 5:40pm 
Two of my colonists just had a quarrel in the middle of the night while sleeping in separate beds on opposite sides of the base. I didn't realize until now that this event wasn't caused by actual interaction like social fights. Are there any plans to change that?