RimWorld

RimWorld

No More Breach Raids
Ventus 5 Sep, 2021 @ 11:51pm
Still getting Breach Raids.
Here is the Dev Raid Strategy Debug Log


No raid stategy found, defaulting to ImmediateAttack. Faction=TribeSavage, points=35, groupKind=Combat, parms=target=Map-1-PlayerHome, points=35
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
RimWorld.IncidentWorker_RaidEnemy:ResolveRaidStrategy (RimWorld.IncidentParms,RimWorld.PawnGroupKindDef)
RimWorld.IncidentWorker_Raid:DoTable_RaidStrategySampled (RimWorld.Faction)
Verse.DebugOutputsIncidents/<>c__DisplayClass13_0:<RaidStrategySampled>b__1 ()
Verse.FloatMenuOption:Chosen (bool,Verse.FloatMenu)
Verse.FloatMenuOption:DoGUI (UnityEngine.Rect,bool,Verse.FloatMenu)
Verse.FloatMenu:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
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Showing 1-6 of 6 comments
Ventus 5 Sep, 2021 @ 11:53pm 
There are 20 factions, for whatever reason (i think androids and inscetoid added more beyond the default 11).

This error/log only appeared with the 1 faction. Not any others i sampled.
No Way Jose  [developer] 7 Sep, 2021 @ 9:16am 
I'm not amazing with code but that debug log is most likely from the breachers getting disabled and rerolled during the strategy test. Custom storytellers or factions might still be interfering with the patch. 20 factions is nowhere near normal, especially if you have androids.
Last edited by No Way Jose; 7 Sep, 2021 @ 9:16am
No Way Jose  [developer] 7 Sep, 2021 @ 9:18am 
Out of curiosity, what does your faction list look like? Also, do you have any modded storytellers?
Ventus 7 Sep, 2021 @ 4:46pm 
No custom story teller in use (plain jane Crashlanded with Phobee Chillax).

Regarding Factions, 11 is the recommended limit (in native vanilla rimworld), which i started with. However, after creating the game I added Androids and Vanilla Insectoid. Upon adding those mods, the first save load asks if you want to add those factions. (choices are basically no, yes, or dont ask me again). I said yes, which is why more than the recommend 11 exist.

I am apparently running 57 mods (including Core, Royalty, Ideology) which are mostly Oscar's Vanilla Expansion, with about 20 being Quality of Life stuff (OgreStack, KV RimFridge, Master of Cooking, RimHUD, Prepare Carefully, Wall Light, etc).

The bigger mods I tried to single out to see if I could find a senario where this was working for me. For that, i tried a save before I added Androids and Vanilla Expansion Insectoids.

However, i do also have Save Our Ship 2 installed, which is pretty big, but again, i went to a early save and still found this issue with SOME (but not all) of the factions.

Im going to start up a base game (royalty and Ideology only) and this mod and see if i can trigger this issue with 11 factions, and then try again with like 20 factions (you can add more factions in the base game, just recommends no more than 11 before performance hits).

Just wanted to follow up. It appears that most of the breaching raids are flat 0% or are not coming, so its not too much of a problem, but i was confused as to why THAT faction would be different than the others regarding breaching chances.

Cheers!


Originally posted by NoWayJose 🌊:
Out of curiosity, what does your faction list look like? Also, do you have any modded storytellers?
Ventus 7 Sep, 2021 @ 5:02pm 
Update: When i loaded my game and checked the faction list, i actually only had 13 (the base 11 plus 1 for android and plus 1 for insect, 13).

The 19 are the "Dev Mode Raid Strategy Sampled" list, which includes factions not on the faction list (like Ancients or AncientsHostile). Here is the faction list

From the World Map:
1- Civil Outlander Union (base game)
2- Civil Outlander Union (base game)
3- Civil Outlander Union (base game)
4- Rough Outlander Union (base game)
5- Rough Outlander Union (base game)
6- Gentle Tribe (base game)
7- Fierce Tribe (base game)
8- Savage Tribe (base game)
9- Cannibal tribe (base game)
10- Pirate Gang (base game)
11- Cannible pirate gang Ba
12- Empire of the Moon (royalty Shattered Empire)
13- Android enclave (android mod)

Using Dev Mode 'show all' reveals the other 6 not shown on the faction list (such as Ancients, Mechanoid, Insect groups).


Some Screenshots, if they help, set to auto delete after 1 month:
In Game Faction list (cropped together) https://ibb.co/m06sTZ8
The Dev Mode Raid Strategy Sampled List, https://ibb.co/Bcx3KJ6
SS of Android Faction (correctly showing no breach %) https://ibb.co/4dWp0Dr

SS of the Faction that showed up with Breachers. https://ibb.co/rym7Ljx
- You can see here a few things.
1) the game failing to load the Age Reducing Mech Serum (i just removed this mod right now, since base game has biosculptors now). Non-issue
2) Some minor issues with Fluffys breakdowns and Vanilla Expansion Batteries and SculptureLarge
3) some chicken null pawn jazz
and of course the No Raid Strategy Found.

I think its safe to assume that despite the desired Raid values clearly showing, for some reason this error is defaulting to some other table. We just dont know why!
Last edited by Ventus; 7 Sep, 2021 @ 5:14pm
Cadillac 17 Sep, 2021 @ 12:52pm 
Originally posted by Ventus:
I think its safe to assume that despite the desired Raid values clearly showing, for some reason this error is defaulting to some other table. We just dont know why!
I had the same problem for a bit but i think the problem was with my testing method and not the mod or the game itself. I was testing with the execute raid command and not the do incident command. Execute raid spawns breach raids and do incident doesn't. Kind of odd and ymmv but I'd be interested in what method you were using to test this.
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