RimWorld

RimWorld

Preemptive Strike
 This topic has been pinned, so it's probably important
Dr.Carl  [developer] 16 Oct, 2019 @ 7:48pm
Compatibility Issue Thread
Thanks to the character limit on the workshop description page, I have to start this new thread.
Theoretically speaking, only the mods that change the vanilla raid and incident spawning behavior MAY have conflicts with this mod. As for those mods which add new incident to the game, their incidents MAY still work in the vanilla way, because my mod is not able to intercept their incidents unless I made it so.


----------Completely incompatible----------
When using my mod together with the following mods, deadly errors will occur or some vital basic mechanics will break. Some of these issues may be caused by bugs in my mod, while some of them are caused by intrinsic mechanical incompatibility which is hard to fix.

- Optimization - RAID
Not Compatible. Raids cannot be triggered when the caravan arrives.

- Some time raids go wrong

- More faction interaction
Causing strange behavior, such as the constant spawning of trade caravans in the world map. Working on this

- Wave Survival

- Tenants

----------Not compatible----------
Although you can load my mod together with these mods without errors, some features of the two mods become unusable but not in a game-breaking way.

- Dire raid
Dire raids won't be triggered. It seems that my mod can intercept the dire raid incident but then execute it again as a normal raid. I'm still checking this problem.
fixed

- RimQuest
(Reported by players, not tested yet)Pawn with Rimquest question mark won't be spawned.
fixed

-Raid For Me
(Reported by players, not tested yet)the raid never appears.
fixed

----------Compatible but use with caution----------
Some of these mods may have several minor features which are incompatible with my mod. You can simply avoid using those features in that mod, or the problem is just not a big deal. Some of these are fixable while some are not

- Rimatomics
In Rimatomics mod, there is an upgrade component named ATOM to the TACS, which can be used to detect threat ahead of time. So if you want to use Rimatomics and my mod together, do NOT install the ATOM to TACS. Otherwise, there would be a dead loop between Rimatomics' detection and my detection.
- Hospitality
can work together without errors. But currently, my mod is unable to detect and predict the incoming of a visitor group, because the visitors group in Hospitality is a new incident (although it has the same name as the vanilla one). I'll see to it soon.

----------Fully compatible----------
I don't even need to list these mods here because they have no issues at all! But some of them are frequently asked about, so I just post them here:
- Combat Extended
- Let's Trade!
Last edited by Dr.Carl; 31 Oct, 2019 @ 9:17pm
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Showing 1-15 of 65 comments
LimeTreeSnake 16 Oct, 2019 @ 11:23pm 
Heyo, my mod Tenants seem to be incompatible as it adds a raids and tenant events. Tenants seem to appear and work just fine although not able to detect them coming in as far as I can tell.
Last edited by LimeTreeSnake; 16 Oct, 2019 @ 11:26pm
Dr.Carl  [developer] 17 Oct, 2019 @ 1:12am 
Originally posted by LimeTreeSnake:
Heyo, my mod Tenants seem to be incompatible as it adds a raids and tenant events. Tenants seem to appear and work just fine although not able to detect them coming in as far as I can tell.
Thanks for letting me know this! I will work on this problem after finishing fixing some fatal compatibility issues with several other mods.
Vortek Gamer 17 Oct, 2019 @ 11:12am 
So Just thought about this and would be nice to see if there a way that you could see any "Space part" that is comming down from space when using the mod called Crash Landing and that can have fixed speed as well since it is coming from space.
Dr.Carl  [developer] 18 Oct, 2019 @ 12:23am 
Originally posted by VirtualGaming:
So Just thought about this and would be nice to see if there a way that you could see any "Space part" that is comming down from space when using the mod called Crash Landing and that can have fixed speed as well since it is coming from space.
Hah, This is a good idea. I'll consider making this mod work together with those "space parts"
Vortek Gamer 18 Oct, 2019 @ 12:43am 
Originally posted by Dr.Carl:
Originally posted by VirtualGaming:
So Just thought about this and would be nice to see if there a way that you could see any "Space part" that is comming down from space when using the mod called Crash Landing and that can have fixed speed as well since it is coming from space.
Hah, This is a good idea. I'll consider making this mod work together with those "space parts"
Sounds good just want to let you know there is an event that will start using the insdent event that will spawn the "space parts" and then there will be one at the end when it is over. so there is a cryrochamber, ship engine, ship Reactor, and just ship broken part, and few more that i cant remember on top of my head.
illAligned 18 Oct, 2019 @ 8:01am 
I will test if it is compatible with Vanilla Furniture Expanded - Security's artillery later. (artillery can fire mortar shells to other tiles, so I wanna bombard enemy caravans that get to close with it, I'll be testing if that's possible, if not, I'll tell you.)
Dr.Carl  [developer] 18 Oct, 2019 @ 8:27am 
Originally posted by ckennedy2:
I will test if it is compatible with Vanilla Furniture Expanded - Security's artillery later. (artillery can fire mortar shells to other tiles, so I wanna bombard enemy caravans that get to close with it, I'll be testing if that's possible, if not, I'll tell you.)
Hah, you don't need to run the test. it's not possible, cuz currently I disabled the function to generate new maps for enemy caravans because there are some mechanics issues. This feature maybe will be in my next update.
Last edited by Dr.Carl; 18 Oct, 2019 @ 8:31am
CaptainPiker 18 Oct, 2019 @ 10:03pm 
Are mods that add their own factions compatible?
Dr.Carl  [developer] 18 Oct, 2019 @ 10:21pm 
Originally posted by CaptainPiker:
Are mods that add their own factions compatible?
They should work fine with my mods, cuz there aren't any faction-ralated logic or modification in my mod.
Leri-Weill [FRA] 19 Oct, 2019 @ 12:35am 
Hey, I'm posting my message here again because I think it's better than on the main page :do you think you could make you mod compatible with Dynamic Diplomacy https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1875168898 ?
The mod makes it so that faction relations can change with time, and they can attack each other. Do you think you could change it to be raid caravans like in your mod, that we could intercept?
Anyway, thanks for what you've already done, your mod is great :D
Dr.Carl  [developer] 19 Oct, 2019 @ 1:54am 
Originally posted by Leri-Weill FRA:
Hey, I'm posting my message here again because I think it's better than on the main page :do you think you could make you mod compatible with Dynamic Diplomacy https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1875168898 ?
The mod makes it so that faction relations can change with time, and they can attack each other. Do you think you could change it to be raid caravans like in your mod, that we could intercept?
Anyway, thanks for what you've already done, your mod is great :D

Thank you for your suggestions. I will run some tests to check the compatibility with that mod. and raid caravans among other mods, that really sounds like an awesome idea. I will consider doing that in the future, and yep, after solving all these existing issues in my own mod. XD
Unon 19 Oct, 2019 @ 1:59am 
What exactly is the Strange Behavior relating to More Faction Interactions so I can keep an eye out for it?
Dr.Carl  [developer] 19 Oct, 2019 @ 2:09am 
Originally posted by NPC:
What exactly is the Strange Behavior relating to More Faction Interactions so I can keep an eye out for it?
one or two people reported to me that they got drop pod assault alarm every hour but the assault never comes. But during my test with more faction interaction, I never encountered that problem.
Last edited by Dr.Carl; 19 Oct, 2019 @ 2:09am
Rosco 19 Oct, 2019 @ 7:31am 
Seems like Expanded Incidents is incompatible somehow.. When a raid/caravan/manhunter pack is about to enter my map, nothing happens and I get this error :
No IncidentDef or parms in InterceptedIncident!
Verse.Log:Error(String, Boolean)
PreemptiveStrike.Interceptor.InterceptedIncident_HumanCrowd_RaidEnemy:ExecuteNow()
PreemptiveStrike.IncidentCaravan.TravelingIncidentCaravan:Arrive()
PreemptiveStrike.IncidentCaravan.TravelingIncidentCaravan:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Stormtail 19 Oct, 2019 @ 9:33am 
Ah yeah i just got the same error as Rosco. So its expanded incidents huh! Here's my own liblog to see if there is anything more wrong :D https://gist.github.com/HugsLibRecordKeeper/9ee86bbfbcce9c17c2925711dd0aa960
Last edited by Stormtail; 19 Oct, 2019 @ 9:34am
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