RimWorld

RimWorld

Vanilla Storytellers Expanded - Winston Waves
310 Comments
Sarg Bjornson  [author] 16 hours ago 
Probably not
Zombiemaster 16 hours ago 
is there any way for this to be compatible with the VRE Fungoid apocalypse mode
Outdoor 11 Nov @ 12:46pm 
@novatrium nice work!
Novatrium 10 Nov @ 2:26pm 
Hi! First thanks for the reupload, I've loved this mod for years. I saw your refusal to adapt it for gravships, fair and understandable it's your free time, so I published a patch myself.
I already specified on the mod page and in the logs that players need to report bugs to me not here.. but you know, users won't listen, so I wanted to give you a heads up

Sources are bundled, you can remove my post if it counts as spam
Chromium 5 Nov @ 2:23pm 
😄
Sarg Bjornson  [author] 5 Nov @ 8:44am 
I love how people think their being unable to enjoy the mod due to not reporting the bugs properly affects me in the slightest lol
Chromium 5 Nov @ 8:11am 
Indeed he has, that's why I love being here :buzzed:
Chromium 5 Nov @ 8:11am 
GG
Tigertickles.ttv 5 Nov @ 8:01am 
Author has an attidude
I unsubscribe to thread
I refuse to report bugs
Sarg Bjornson  [author] 4 Nov @ 1:04pm 
That's a bug, and you report it
Mr BurningToast 4 Nov @ 12:17pm 
Rewards just sometimes not show up, like i survived a wave of pain after pain. for no rewards
Sarg Bjornson  [author] 1 Nov @ 2:55pm 
Yes, yes you are
trash
Able 24 Oct @ 4:46am 
Hello. After I finished the raid and chose 5 vampires to join, only 1 vampire joined. Is there a problem? No error appeared after making the selection.
Chromium 22 Oct @ 5:38am 
Usually the op units have those, with the purpose of not farming the bionics from them, you down a few and you have a lot of bionics, not good
TaikaJamppa 22 Oct @ 4:41am 
Hi!
Would there be possibility for an option or a way to disable the death super acidifiers? I find them rather annoying, as I am trying to capture some raiders... for recruitment purposes, and having a choice to disable them would be the best option IN MY OPINION. :smokeybear:
Sarg Bjornson  [author] 21 Oct @ 1:42pm 
Absolute nightmare
TreeasaurusRex 21 Oct @ 1:24pm 
Sarg is it even feasible to make a compat patch between this and RimWar? Or is that just nightmare fuel?
Sarg Bjornson  [author] 21 Oct @ 9:58am 
Yeah, keep doing that instead of reporting properly
Kristoff 16 Oct @ 11:35am 
Maximum ammount of raidpoints before the mod breaks and deactivates seems to be around 5,4 mio.
Pika 15 Oct @ 4:48pm 
Please reconsider making the counter persist across launches, as others have suggested.
If this is too much work, a devmode command to type in the wave manually (current one only does multiples of 5 up to 100) would suffice when accompanied by pen and paper...

I do see how the mod doesn't make much sense when the player can just run, but this is very normal in Rimworld. Many people self-enforce commitment mode while playing with the reload anytime setting. Maybe we just want to land the gravship and fight to the bitter end... then move across the globe, take a break and do it again later.
LordShotGun 12 Oct @ 12:15pm 
A www, I had hoped it was like the oddessy space ship start with the mechanoids constantly following you, but raids instead. Oh well, I'll still ask "please make it work with grav ships?" but thats probably just wishful thinking. <3 Oh well, thanks for all the other "Vanilla" mods :steamthumbsup:
Sarg Bjornson  [author] 12 Oct @ 2:35am 
Indeed!
Chromium 12 Oct @ 1:55am 
Sarg you really need to write this in the FAQ 😂
Sarg Bjornson  [author] 12 Oct @ 12:29am 
You can't. This mod makes no sense with gravships
LordShotGun 12 Oct @ 12:27am 
How can I make the waves not reset when I move my gravship?
flamingo 10 Oct @ 8:17pm 
best storyteller on the workshop, always wished there was a way to have raid timers randomly vary between two values, for example where you are raided somewhere between 2-10 days after the previous raid.
Chromium 6 Oct @ 11:47am 
bruh 😆
DqrksxcvII 6 Oct @ 10:46am 
why the wave wont continue after i defeated all the waves mob bruh and it just stuck there
Blurbo 4 Oct @ 8:00pm 
"(X) until wave" UI breaks upon reloading a save
Sarg Bjornson  [author] 25 Sep @ 5:08am 
Haven't ever been able to replicate that bug
Pbb 25 Sep @ 5:07am 
meteor storm never stops. have to reset waves every time I see raids that would trigger it
Book 25 Sep @ 12:31am 
Fire mod! Probably my favorite mod in a while. Unfortunately, opening a stockpile (Odyssey) will bug out the wave counter so people planning to do so be prepared for disappointment, but that is a small cost for waves of endless fun. Good work king.
Sarg Bjornson  [author] 24 Sep @ 2:02am 
No, this mod is just not compatible with gravships, and I have no plans to reworking it to make it so
😁 24 Sep @ 1:57am 
The count resets whenever a new area is entered. Is it possible to fix this?
Pleeease, it's way too easy like this! Can we fix it, pretty please? 🥺🥺🥺
Chromium 22 Sep @ 11:27pm 
:steamthumbsup:
DreamFree 22 Sep @ 2:13pm 
Perhaps a penalty for running away? Next wave harder, no rewards, colonists get abducted or assassinated or some ♥♥♥♥
Rex705 5 Sep @ 4:05pm 
@Chromium Your not running away you are being chased like in Odyssey. Your still fighting the waves just without a base and all the tools keeping you safe. An endless enemy assault hunting you to the ends of the earth. Would be super fun and intense.
Chromium 5 Sep @ 2:26pm 
What would be the point of this mod then? if you just run away from a threat that you are unsure if you can defeat
Rex705 5 Sep @ 2:03pm 
Had a cool idea of a nomad colony under constant threat as they travel across the planet. Would be super cool if you could make that happen.
Rex705 5 Sep @ 1:24pm 
So I guess this mod stops working if you move maps between raids? I moved to a new map and abandoned the previous. The timer was still up I saved the game quit and came back and the timer is gone.
Yes? 2 Sep @ 1:44am 
orbital bombardments and flashstorms are doubled and wont go away
Mr Big Penis 28 Aug @ 9:56pm 
Sarg, ur flawless king x
Sarg Bjornson  [author] 28 Aug @ 7:38am 
That'd explain why I never got it, and the bug reports about it are always a mess
Mr Big Penis 28 Aug @ 7:21am 
Furthermore the bug with negative countdown is attributed to this and is not a bug within winston waves, it is from a nullreferenceexception due to a conflict OR changing load order/removing mods and to fix this you must uninstall and delete winston waves completely, reset game configurations and reset mod configurations (use rimsort so its easier) and then load up the save without WW then save and quit to OS, then reinstall WW and it will work as normal.
Chromium 28 Aug @ 5:16am 
Well done big P
Mr Big Penis 28 Aug @ 5:01am 
If you have the issue where you cannot fast forward, delete the winston waves config and then do not re-enable the storyteller. I haven't found a further fix but at least mid-save you can have the ability to fast forward again after winston gets bugged.

Also the issue is due to an error in loot distribution or calling an empty collection

Hope that helps anyone :)
Chromium 27 Aug @ 9:26am 
ban all the other races from the pool in the mod options
Quilava 27 Aug @ 9:19am 
Can i set up for one modded race to spawn only in wave? Same question for the reward cause tho race im using cant wear vanilla clothes :cta_emo4:
Big Cheese 23 Aug @ 3:55pm 
How will having Rimwar enabled change this mod?