RimWorld
No More Breach Raids
67 opmerkingen
HRV 29 aug 2024 om 12:33 
1.5?
Three 29 apr 2024 om 13:42 
Is it safe to use this in version 1.5? :guard:
Molecular Circuits 14 apr 2024 om 14:34 
1.5 please?
Windows XP 18 jul 2023 om 9:50 
You know when you're just minding your own business and then you get one of those events where it's like "toxic spawner: come attack this mechanoid base"? Can you make a mod that disables those?
* 10 mei 2023 om 19:30 
Love you too! Thank you!
Flesh Forge 30 okt 2022 om 14:56 
got annoyed watching 25 shotgun armed militors literally shoot their way through a mountain, not a fan of the vanilla breacher concept so thanks for this
Don't hack it 23 okt 2022 om 21:32 
@NoWayJose 🌊 Thank you!
No Way Jose  [auteur] 23 okt 2022 om 20:41 
@Wo Ai Tiananmen Yep! This is a really simple mod, it patches over the vanilla defaults with new values.
Don't hack it 23 okt 2022 om 20:33 
Thank you, can I put the mod in the file I'm already playing?
VelxraTV 23 okt 2022 om 18:45 
Thank you!
No Way Jose  [auteur] 23 okt 2022 om 18:29 
Updated to 1.4! I'm making a new mod with toggles for every raid type in the next few weeks!
Osseez 22 okt 2022 om 2:17 
Goated mod
Osseez 22 okt 2022 om 2:17 
Please please please
VelxraTV 21 okt 2022 om 14:33 
Please update to 1.4
Don't hack it 21 okt 2022 om 7:51 
plz 1.4
Xeonzs 18 mei 2022 om 4:19 
Drop pod raids can't crash through the proper mountian roof, they can crash through constructed roof and light rocky roof.

You can use https://steamproxy.net/sharedfiles/filedetails/?id=1776143665 you build steel roofs as a late-game investement, allows you to turn your redundant/overflow steel into droppod/siege immune ceiling.
Vodkavsky 10 mei 2022 om 21:45 
Can you please add a mod that stops any and all raids that use drop pods? I hate enemies crashing through both roofs and solid mountain into my colony and into some closet space after I littered the entire colony space with turrets
krunjar 10 mei 2022 om 18:54 
Oh thank the heavenly maker just having raids able to pickaxe through your walls is just stupid. I mean i get it muh realism but it just makes the game incredibly frustrating. You want that kind of realism re balance the game to make pawns a LOT more disposable FFS.
matishac 25 apr 2022 om 5:25 
I am not using CE. I will try change the mod order to bring this down to see if that helps.
starman01 24 apr 2022 om 0:50 
K, thanks. I just wondered, because it didn't happen in my last game. Maybe it's also related to the complicated mountain map I play, plus I play on an unsupported large map. Dev's warn it could cause issues.
No Way Jose  [auteur] 24 apr 2022 om 0:21 
@starman Raiders digging into your wall is normal if that's their cheapest path into your base. I've never used combat extended but there's a chance that might be tweaking their pathfinding. This mod only disables breach raids, it doesn't do anything to raider behaviors.
matishac 24 apr 2022 om 0:03 
@starman, I am experiencing this also
starman01 22 apr 2022 om 2:09 
Is this currently broken ? Third raid in a row (not even labeled as breach raid...Tribespeople with bow and shield, every single one is digging his own way through the wall... I'm also using combat extended, that a problem ?
Kim bosong 21 apr 2022 om 5:50 
Can you make advanced raid only mod for world?
i want center drop, siege, breach and sapper only. i want to remove normal raid, which is boring.
kmchsck 8 mrt 2022 om 5:29 
Breach raid is the most stupid thing in Rimworld. Thanks.
Rom 7 mrt 2022 om 11:53 
Does this work with 1.2?
Garffiljorg 16 feb 2022 om 9:50 
Do breach raids get re-enabled when you remove this mid save?
Yuuka 14 jan 2022 om 2:04 
good job!
JTHM 3 jan 2022 om 15:32 
Thank you so much for the info! I managed to cobble together something that combines both less mechanoid raids in general, and less breaches, and *way* less mechanoid breaches. I don't actually know what I'm doing, but it works with no errors, and the debug logging menu reflects the values I'm looking for. (in case you are interested: https://pastebin.com/QjNwX2V6)

I guess I'll give it a go. The vanilla mechanoid raid chance is like 40% when you get near 4000 points, which is insanity.

Thank you again!
No Way Jose  [auteur] 3 jan 2022 om 15:02 
@JohhnyR 1. You can either make a local copy in the mod menu or download my mod from github. Check out the pinned thread I have if you need more help with that. 2. I can dig around! It seems like there were old no mechanoid mods around 1.0 but they don't seem to work anymore. 3. Yep, dev tools! Go to the debug logging menu and use 'Raid Strategy Sampled.'
JTHM 3 jan 2022 om 14:46 
And last question, sorry, how did you get the screen yo show in the preview? Dev tools?
JTHM 3 jan 2022 om 14:21 
Also, do you happen to know how I could lower the chance of mechanoid raids in general? (Maybe another mod idea for you, wink wink :)
JTHM 3 jan 2022 om 14:19 
Can I subscribe to the mod and then make changes, or do I need to load the mod manually if I want to use half/ or less? Thanks!
Thomus 29 dec 2021 om 16:28 
Thanks, I had deduced the order too, after looking in the files.
No Way Jose  [auteur] 29 dec 2021 om 15:44 
@Thomus 100% compatibility! I would recommend loading my mod after Turtle Friendly Raids, but there should be no issues. Also: check out the discussions if you want a slightly altered value.
Thomus 29 dec 2021 om 12:39 
Hi, maybe a lighter/alternative version, with very few Breacher instead of removing them entirely?
Compatible with "Turtle Friendly Raids" ?
Don't hack it 29 dec 2021 om 12:12 
Thank you!
Arinthian 28 dec 2021 om 16:01 
Thank you!! Happy holidays!
No Way Jose  [auteur] 28 dec 2021 om 13:00 
@all I fixed some wording in the code. 1.3.3200 added an exception for mechanoids that I didn't realize went around the patch. It should work for everyone now! :2017stickyhotdog:
Don't hack it 28 dec 2021 om 4:21 
Waiting for the patch of this mod. Is there any reason why the patch isn't working?
Gaazhagens 17 dec 2021 om 14:43 
I am also hopeful for an update. I don't mind breach raids once in a while and I enjoy the change in tension for human breach raids (so long as they're not the only kind of raid, that is), but the mech breach raids are too much and mechs are breachers, like, 90% of the time still. It's tiring to see the map landscape destroyed and them go through a hillside or mountain ridge instead of at least just through the walls, at least. If not for the environmental destruction, I wouldn't mind it so much, but the home map ends up looking like crap and that's just sad and wasteful, imo. I don't want to disable mechs or breach raids entirely; I just wish they were programmed differently relative to the map landscape.
Bear 9 dec 2021 om 14:56 
It's still working for me and in fact, I haven't seen a sapper or mortar strike for 7 in-game years spanning two games. I'm going to uninstall this and see what happens.
Flo 9 dec 2021 om 13:54 
hope this can be updated. thanks for your work
ṧт✺℘ 9 dec 2021 om 8:38 
waiting for patch. cheer you
No Way Jose  [auteur] 2 dec 2021 om 20:07 
@Bubbeenator I'll check it out this weekend! :2016gameingame:
Gnatz 2 dec 2021 om 19:46 
Yeah I complained on the forum about this and got a bunch of kids crying its fine, Breaching has ruined the game for me yet people try to defend it while telling me I now need to play different. Breaching raids are dumb they are not designed well for this game they where even attacking traps up to the point of the update I dunno if they still do but there where attacking anything that slowed them down, meta gaming is ruining games everywhere.
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 2 dec 2021 om 12:06 
After the latest Rimworld update I loaded my game and within minutes a mechanoid raid dropped with thump cannons and started breaching my walls.
I did not have any breachers before the update with this mod installed.
The 'good' news is that they took more shots to get through but there appears to be some new code that will require an update to this mod.
Dampback 1 dec 2021 om 18:49 
Dev just noticed that 90% BS on mechanoids and lowered it for V1.3.3200, lol