RimWorld
Vanilla Storytellers Expanded - Winston Waves
316 σχόλια
Zombiemaster 22 Νοε, 8:30 
it didn't work :(
Zombiemaster 22 Νοε, 8:03 
i might try the Xenotype Spawn Control mod
Zombiemaster 22 Νοε, 7:56 
i love the idea of a zombie wave survival thing, like this + Fungoids
Zombiemaster 22 Νοε, 7:54 
i tried before i asked for compatible, it didn't not work. it worked with normal raids that i trigged in the dev-menu with the mod on
Sarg Bjornson  [Δημιουργός] 22 Νοε, 7:48 
It overrides the xenotype, but the patching might not work with the way this mod spawns the enemies. Or maybe it does, try it and tell me!
Zombiemaster 22 Νοε, 6:48 
ok, i just thought it would be overriding the xenotype. anyway thank you for the great mod
Sarg Bjornson  [Δημιουργός] 21 Νοε, 11:58 
Probably not
Zombiemaster 21 Νοε, 11:43 
is there any way for this to be compatible with the VRE Fungoid apocalypse mode
Outdoor 11 Νοε, 12:46 
@novatrium nice work!
Novatrium 10 Νοε, 14:26 
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 Νοε, 14:23 
😄
Sarg Bjornson  [Δημιουργός] 5 Νοε, 8:44 
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 Νοε, 8:11 
Indeed he has, that's why I love being here :buzzed:
Chromium 5 Νοε, 8:11 
GG
Tigertickles.ttv 5 Νοε, 8:01 
Author has an attidude
I unsubscribe to thread
I refuse to report bugs
Sarg Bjornson  [Δημιουργός] 4 Νοε, 13:04 
That's a bug, and you report it
Mr BurningToast 4 Νοε, 12:17 
Rewards just sometimes not show up, like i survived a wave of pain after pain. for no rewards
Sarg Bjornson  [Δημιουργός] 1 Νοε, 14:55 
Yes, yes you are
trash
Able 24 Οκτ, 4:46 
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 Οκτ, 5:38 
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 Οκτ, 4:41 
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  [Δημιουργός] 21 Οκτ, 13:42 
Absolute nightmare
TreeasaurusRex 21 Οκτ, 13:24 
Sarg is it even feasible to make a compat patch between this and RimWar? Or is that just nightmare fuel?
Sarg Bjornson  [Δημιουργός] 21 Οκτ, 9:58 
Yeah, keep doing that instead of reporting properly
Kristoff 16 Οκτ, 11:35 
Maximum ammount of raidpoints before the mod breaks and deactivates seems to be around 5,4 mio.
Pika 15 Οκτ, 16:48 
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 Οκτ, 12:15 
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  [Δημιουργός] 12 Οκτ, 2:35 
Indeed!
Chromium 12 Οκτ, 1:55 
Sarg you really need to write this in the FAQ 😂
Sarg Bjornson  [Δημιουργός] 12 Οκτ, 0:29 
You can't. This mod makes no sense with gravships
LordShotGun 12 Οκτ, 0:27 
How can I make the waves not reset when I move my gravship?
flamingo 10 Οκτ, 20:17 
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 Οκτ, 11:47 
bruh 😆
DqrksxcvII 6 Οκτ, 10:46 
why the wave wont continue after i defeated all the waves mob bruh and it just stuck there
Blurbo 4 Οκτ, 20:00 
"(X) until wave" UI breaks upon reloading a save
Sarg Bjornson  [Δημιουργός] 25 Σεπ, 5:08 
Haven't ever been able to replicate that bug
Pbb 25 Σεπ, 5:07 
meteor storm never stops. have to reset waves every time I see raids that would trigger it
Book 25 Σεπ, 0:31 
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  [Δημιουργός] 24 Σεπ, 2:02 
No, this mod is just not compatible with gravships, and I have no plans to reworking it to make it so
😁 24 Σεπ, 1:57 
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 Σεπ, 23:27 
:steamthumbsup:
DreamFree 22 Σεπ, 14:13 
Perhaps a penalty for running away? Next wave harder, no rewards, colonists get abducted or assassinated or some ♥♥♥♥
Rex705 5 Σεπ, 16:05 
@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 Σεπ, 14:26 
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 Σεπ, 14:03 
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 Σεπ, 13:24 
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 Σεπ, 1:44 
orbital bombardments and flashstorms are doubled and wont go away
Mr Big Penis 28 Αυγ, 21:56 
Sarg, ur flawless king x
Sarg Bjornson  [Δημιουργός] 28 Αυγ, 7:38 
That'd explain why I never got it, and the bug reports about it are always a mess