RimWorld

RimWorld

Ignorance Is Bliss
231 Comments
Hikistnyaicu 18 Oct @ 5:21am 
If it's not too much trouble, I'd really like to see support for mods "Vanilla Races Expanded - Archon" and "Alpha Animals".
The Archon that appears in the Tribal stage simply wipes out the entire colony, and many spider-like creatures from another mod do the same.
Wrath 13 Oct @ 12:06am 
@dominicawb no it's not a bug, the mecha hive is hard codded to do so about campements. you won't get raided at your colony tough
Sevatar the Sinner 18 Sep @ 6:34pm 
anyone having advice for preventing yttakin in warcaskets murdering my tribal village?
STEALTHY¥ 18 Sep @ 10:04am 
Noticed even with this mod tribals still raid with guns???
elĐeve 9 Sep @ 9:37pm 
seeing what factions get filtered is pretty useful
dominicawb 6 Sep @ 11:29am 
Still looking for an update to include restricting Siege events.
刘狗蛇 21 Aug @ 7:21am 
Hello! First off, I absolutely love this mod. It is essential for my tribal-to-spacer playthrough, as it protects the sense of progression perfectly. Thank you for creating it!
I have a gameplay question I was hoping you could clarify. When the storyteller triggers a raid from a faction that is filtered out by the mod (due to their high tech level), what happens to that raid event? Is the event simply cancelled, or does the mod/game attempt to "reroll" the raid with a faction that is eligible?
My main concern is that I don't want to inadvertently reduce the overall raid frequency and make the game too easy. I just want to ensure the threats I face are technologically appropriate.
Any insight you could provide would be greatly appreciated. Thanks!
dominicawb 18 Aug @ 12:37pm 
I really need this mod to be updated, it would be really great if you added a menu to set what EACH and every possible event was set to what tech level. That way you wouldn't need to update and adjust it yourself.
Get Donked On 8 Aug @ 2:22pm 
12 pounder cannons and molotvs can kill every mech. very easily i might add.. but check this mods settings. by defauilt it allows mechs to still raid you i think no matter the tech lvl
NotTheSolaire 31 Jul @ 1:05am 
sucks that im doing a medieval playthrough and mechanoids still build up stuff and i cant fight them due to CE
veldashok 23 Jul @ 8:09am 
This mod is quite good, it adds a lot to a progressive playthrough. For things that aren't covered by this mod, such as in my previous comment, I recommend people use cherry picker to temporarily remove content, as its pretty rare for higher tech stuff to get through.
dominicawb 22 Jul @ 11:57am 
A camp I settled got detected by mechanoids despite being neolithic, is this a bug?
GwinnBleidd  [author] 19 Jul @ 6:05am 
@veldashok yeah, that's what I suspected.
I'm not making any promises about a patch for that, too buy for now, sorry
veldashok 18 Jul @ 8:49am 
Seconded for siege raids from medieval expanded. The way the quest works is it spawns an initial off-map encounter in a nearby world tile, and then tells you in the quest description what it will turn into when it attacks your base if you don't go stop the easier encounter. So its not a classic raid nor quest reward, it's a quest triggered event pretending to be a raid.

Also the new trader's guild added in 1.6 appears to not give any damns about your mod's rules. :P
GwinnBleidd  [author] 18 Jul @ 4:00am 
@FrozenSnowFox it's possible if the normal raid mechanics not used
FrozenSnowFox 18 Jul @ 12:58am 
It seems the Siege Camp event from Vanilla Factions Expanded - Medieval 2 doesn't respect the tech lock. The event will spawn siege camps from high tech factions despite Ignorance is Bliss blocking all other interactions.
GwinnBleidd  [author] 16 Jul @ 6:07am 
Updated to 1.6.
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
Calidus 13 Jul @ 6:33am 
please update
Nexus57 12 Jul @ 9:00am 
I give kiss if updated
kongkim 30 Jun @ 2:51am 
Really hope you update it to 1.6?
Kylo 24 Jun @ 11:17pm 
Any chance we will get a 1.6 update?
Itsa me, MarDIO 8 Jun @ 7:20pm 
@... comment before you pushed someone else asking that exact same question back onto page 2. It looks like it refers to enemy tech levels so:

"behind" = "enemies x levels behind"

"ahead" = "enemies x levels ahead"
... 6 Jun @ 6:53am 
what does ahead and behind mean in the settings? does it mean the raiding faction or you?
ODevil 3 May @ 12:42pm 
It seems viking pillages from VFE - Medieval 2 can occur even tho the faction is not eligible.
ODevil 5 Feb @ 4:06am 
@fidelfs Change the techlevel of that faction to something higher. It's a very easy patch to make.
fidelfs 27 Jan @ 7:09pm 
so, using a modpack i've made, i am getting on animal tech level(vfe-tribal start) that n4-infected (V.O.I.D.) are able to atack me, how can i correct that?
ODevil 26 Jan @ 7:13am 
Would be dope if this could also restrict hospitality visitors, but otherwise works fine for me. At least so far I haven't gotten any mechanoid raids as tribals.
Seu Tata - 60 anos - Pai 25 Jan @ 3:25pm 
@silgryn713, it think is not gonna work.. Just received a fucking mechanoid ship in the middle of my base. Check the mod config and it is correct.
Silgryn713 21 Jan @ 1:37pm 
Will this work with VFE - Tribals storyteller?
Rapturous 20 Dec, 2024 @ 12:35am 
Could you add an option to force the tech level of equipment the raiders spawn with? I had a dude show up with a grenade launcher, lol.
kongkim 2 Aug, 2024 @ 12:23am 
@GwinnBleidd i tried playing with the settings in the screen and only got attacked by mech, so changed it down and seem to work.
GwinnBleidd  [author] 1 Aug, 2024 @ 4:38pm 
settings you have on the screenshot should work
GwinnBleidd  [author] 1 Aug, 2024 @ 4:38pm 
@kongkim if you want any tech behind you to keep attacking you, set it to -1, or any "big" value (3+, depending on your tech level)
kongkim 1 Aug, 2024 @ 5:43am 
Im not sure i 100% understand the raider level settings.
I want so tect level +1 above me attacks me, but all tech levels lower them me still attacks.
If i want that how do i set the settings.
Like this? or is that wrong? https://i.imgur.com/7MIfhhL.png
Porknelius 22 Jul, 2024 @ 10:50pm 
So if a raid come up that higher tech, does this mod remove it? Or does it change the faction to low tech and still allow the raid to happen? I seem to be getting way less raids.
GwinnBleidd  [author] 19 Jul, 2024 @ 8:56am 
@NöSTer ofc those will conflict as they do about the same thing and (I assume) derived from the same mod.
For the second question, I'm not familiar with Ferisses' mod version, so I can't speak of particular mod differences
NöSTer 18 Jul, 2024 @ 4:53pm 
Why do I have two of these conflicting?
I will use the one from GwinnBleidd as it has a descriptive descrption and a changelog.
Whats the differnce between yours and Ferisses?

https://steamproxy.net/sharedfiles/filedetails/?id=3212720579&searchtext=Ignorance+Is+Bliss
GwinnBleidd  [author] 7 Jul, 2024 @ 10:59am 
@Dametri time control?
Dametri 7 Jul, 2024 @ 1:27am 
OK mod but where is Time Control?
Ranger Tau 29 Jun, 2024 @ 8:36am 
ok, good to know, thanks
GwinnBleidd  [author] 24 Jun, 2024 @ 1:02pm 
@Ranger Tau all techs are counted and affect the %, vanilla and modded
Ranger Tau 24 Jun, 2024 @ 2:39am 
So - some questions, and forgive me if this has been mentioned somewhere I might've missed

For the % option - It takes the % of the completed number of techs to determine your tech level, right?

What happens when a mod adds new techs, or new tech tabs? How do those factor into the equation?
Would those count towards the % too, so we'd need to unlock a ton more stuff to go up a tier? If so, is it just stuff in the standard research tab, or stuff from every tab?
Or is it just a flat % based on the number of techs in vanilla, and unlocking modded stuff makes us progress faster?

Mostly curious so I can judge what an appropriate % to set it to would be
GwinnBleidd  [author] 23 Jun, 2024 @ 2:40pm 
@Avila no, this mod doesn't do such thing
Avila 23 Jun, 2024 @ 8:47am 
Does this mod also makes it where only same level tech pawns spawn from random recruitment events or is that vanilla/another mod?
Porknelius 16 Jun, 2024 @ 8:14am 
I had mine set to the setting where it takes your tech level from other mods and it worked perfectly. Tech level progressed as i advanced the tech with that tribal mod
Babashunday
AlmostMidnight 15 Jun, 2024 @ 7:28pm 
Does tech level changing work with the one add in Vanilla Expanded Tribals?
GwinnBleidd  [author] 9 May, 2024 @ 10:02am 
@Victor This mod mostly limits raids. It may try limit quest threats, but it's on case-by-case basis, and many of those patches were not updated since the original mod author stopped supporting the mod
Victor 9 May, 2024 @ 7:18am 
I got a quest as a Neolithic tech level from a Cannibal Pirate Gang, that I suppose is industrial, which isn't showing up on the list of factions above my tech level on the mod options, in fact, many factions do not show up there. This faction is optional from Ideology and must be enabled on world creation.
It was from a quest in which a child asked to join but didn't tell what the threat was.

https://gist.github.com/HugsLibRecordKeeper/ce30d321fdc47c79d9dede98e7b9c80a
Lucas Edwards 18 Apr, 2024 @ 9:52pm 
I tried to play the game without this mod. "What could possibly come after me? I am just a little group of tribals, sure we might be kind of wealthy right now but we have bows and arrows, ain't my fault I have a lot of corn surplus right now."

Then I was attacked by space pirates with a level 10 psycaster wielding a laser cannon, a man that nearly ripped our entire clan apart.
It was in that moment where we realized that it might be best to embrace isolation, and hide away from the strange fleshy warm ones with their fire cannons.