RimWorld

RimWorld

Combat Readiness Check (Continued)
194 Comments
Mlie  [author] Nov 6 @ 12:26am 
@AnneCrankin90s Please see the Reporting Issues section described above
AnneCrankin90s Nov 6 @ 12:19am 
also this mod was added from the start of my run
AnneCrankin90s Nov 6 @ 12:19am 
hey I added this mod, im pretty late game now with 400k wealth, but all my quests are stuck at around $500 silver value, like very early game quests, I was wondering it might be because of this mod
Mlie  [author] Oct 19 @ 10:26pm 
@AlphaHawk59 Easiest to test is if you just removed the outpost and see if the numbers change
AlphaHawk59 Oct 19 @ 10:22pm 
that's the fair setting
AlphaHawk59 Oct 19 @ 10:21pm 
I did the debug output to log, and got:

Adapted caravan armoury points for World-Earth: 0 from caravan wealth 0
Adapted player wealth points for World-Earth: 1431.93 from player wealth 137450.4
Adapted Colonist Points for World-Earth: 31142.22(adaptation factor: 0.75)
Random factor for World-Earth: 1, Threat scale: 1, Point factor from days passed: 1
Unclamped Points for World-Earth: 7700
Recalculated incident-points to 7700

Does the colonist points look correct for 9 pawns? or more like 30 pawns (I have like 20 something pawns total in outposts)
Mlie  [author] Oct 19 @ 10:08pm 
@AlphaHawk59 Doubt it, but Ive never used the Outpost mod so not sure how they handle colonists
AlphaHawk59 Oct 19 @ 9:53pm 
Does the "Base threat points per colonist" factor in pawns that are at Vanilla Expanded Outposts? I have 9 pawns (3 aren't fighters) and I'm getting raids of 100+, but I have a lot of pawns in outposts.
Wolfen Sep 9 @ 11:07am 
One of the most important mods for this game ever, thank you.
☠BATTLE DONKEY☠ Aug 31 @ 5:58pm 
dis mod is actually perfect if you want really difficult quests / world quests / worksites but want whatever happens on your tile to be dialed back. or tune it however you'd like but thats what I use it for because I cant find anything like it anywhere else. YOU ARE THE BEST!
Polluxo Jul 26 @ 8:29pm 
I'd like to know the answer to that question as well.
☠Black Knight Jul 22 @ 1:48am 
Does anyone know how this mod works when you don't have wealth scaling difficulty on? I have mine set to scale based on time, not wealth. I got tired of burning all my stuff to make the game happy. Does this mod force wealth back into the equation?
Molay Jul 21 @ 12:36pm 
Thank you!
Western™ Jul 19 @ 6:40am 
@Molay
Western™ Jul 19 @ 6:40am 
It says safe to add and remove from existing saves
Molay Jul 19 @ 5:55am 
I have a question. I'd like to test the mod to see if it results in the raid sizes I want, but is it save to remove from a save later if I don't? It's an 60h+ save already, I wouldn't want to corrupt it! But vanilla raid sizes are kinda out of proportion for what I have combat wise.
Thank you for keeping all those mods alive Mlie!
major_mood Jul 17 @ 8:54am 
I would love it if we were also able to adjust how wealth from other items is counted. Just using buildings and armor feels too rigid.
kongkim Jul 17 @ 1:50am 
Anyone know if this mod works with Visible Wealth?
https://steamcommunity.com/sharedfiles/filedetails/?id=3461137081
Mlie  [author] Jun 30 @ 2:35pm 
@♂Dungeon Master♂ Please see the Reporting Issues section described above
♂Dungeon Master♂ Jun 30 @ 2:17pm 
When this mod is enabled on 1.6. Shots stop hitting enemies
Incursion May 30 @ 7:08pm 
Pretty essential mod if you use real ruins. A shame it's said to harm tps.
JOЯDAИ Apr 14 @ 4:35pm 
Thanks for keeping these mods alive, you're a legend.
Mlie  [author] Apr 12 @ 9:51pm 
@Q I dont take donations for continued mods as they are not technically mine. If you use any of my self-made mods however, you can find a donation link there 🙂
☠BATTLE DONKEY☠ Apr 12 @ 3:44pm 
I find this so much better than base game difficulty. Idk. For me rimworld always turns into an MGS V super base with stories of drama and me doing fun stuff like having a huge prison labor camp and a bunch of kids running around. Base game makes it so you need a killbox or cheese AI. with this game feels fair and like a real adventure. Maybe im just too big of a noob idk. been playing since alpha 14 when I was like 13. i still suck at this game and cant do 500% difficulty like all the youtubers and yuo hardcore rimworlders. with this mod my colonists still lose limbs and organs and some die when the game hits me with crazy combinations, but it feels really fair and not like im about to throw my laptop out the window. thanks for the update Miles)) any way to send you a donation?
LumberingTroll Mar 13 @ 11:11am 
It would be awesome if this had its own history graph readout so we knew where we were on the effective raid cap.
Adam Feb 2 @ 7:12am 
@Mlie regarding what Boss was saying about CE:
"Vanilla percentage based armor system is gone. CE replaces it with a deflection-based model where projectiles have armor penetration which determines whether a bullet penetrates and how much it's damage is reduced"
from the mod description, so it's reasonable to assume this mod doesn't take into the new armor stats
ShadowX116 Jan 15 @ 6:55pm 
@Big Bwana, By default, it makes things objectively easier than the base game because it makes the raids fair to deal with based on your colonists, their weapons, and how many combat critters you have (among other factors).

Regular Rimworld does not *really* care about those things when generating threats. Just their worth in monies.
Big Bwana Jan 15 @ 4:36pm 
Would this mod make raids easier? I have like 10 pawns and got raided by +20 with stronger weapons than me. my only wealth is like 80 farm animals. I think they make up for like 80% of raids strengths without this mod.... how much would this help me?....
ShadowX116 Dec 5, 2024 @ 5:51am 
Ah, found it. I apparently still have Incident Disabler on, and raids were turned off. My bad. xP
Mlie  [author] Dec 4, 2024 @ 10:26pm 
@ShadowX116 This mod does not change the type of events, only the calculation of threat points. Your issues are due to something else
ShadowX116 Dec 4, 2024 @ 4:46pm 
The storytellers only ever send manhunter packs for me. I have loads of stuff, 8+ colonists on avarage, and even a couple charge weapons, plus a horde of combat critters (Hippos, Lions, Elephants, and Megasloths). I play on custom difficulty, but all I change is the chance for death on down for all pawns.

What settings do I need to change to see people raids? Or what difficulty can I set it to that isn't setting it straight to a Losing is Fun equivalent?
Mlie  [author] Oct 19, 2024 @ 5:49am 
@Stony Rock I mean, you choose it yourself in the mod-settings
Stony Rock Oct 19, 2024 @ 4:09am 
For those who are bad at math, does this mod make raids harder or easier for player in general? From what i understand, it makes things generally easier?
Mlie  [author] Oct 4, 2024 @ 10:33am 
@lish7 Even after translation, I have no idea what that means
lish7 Oct 4, 2024 @ 10:29am 
림린이면 차라리 난이도를 낮추는게 낫다. 이거 하면 뭔가 곡선 커브가 심심해
Mlie  [author] Aug 27, 2024 @ 10:28pm 
@Boss Dont know about CE, never used it. Perhaps they can add support for it.
There are a lot of options already in this mod, what option specifically are you missing?
Boss Aug 27, 2024 @ 3:58pm 
Weird question. Does this work with CE? If armor is calculated by a value CE doesn't use...

Also, can we get option to calculate SOME of the wealth we have? It's making it hard to balance this mod.
Mlie  [author] Aug 11, 2024 @ 10:05pm 
@Awrawra You can turn on the debug-logging in the mods options to see when and what it does
Awrawra Aug 11, 2024 @ 4:43pm 
How do I know if this mod is working? I'm wondering this because in my actual colony, in the second raid I'm getting 7+ raiders attacking me, and I have only 4 colonists (one of them don't fight). Ok that I'm playing on hard mode with Cassandra Classic, but I think the raid difficulty is increasing very quickly and it's not the first time
Mlie  [author] May 18, 2024 @ 9:45am 
@That Guy Yes, that is the point of the settings
That Guy May 18, 2024 @ 9:06am 
Makes raids pointless. You'll never see another challenge if you keep default settings.
Bittersalt May 17, 2024 @ 10:50pm 
Vanilla calculation method is very illogical and irrational. I'm glad this mod exists.
Mlie  [author] May 5, 2024 @ 8:06am 
@Dubs™ The description shows inf regarding saves
VodkaBoi May 5, 2024 @ 7:58am 
okay to add midsave?
Mlie  [author] Apr 19, 2024 @ 2:46am 
@THROBERT Please see the Reporting Issues section described above
Airdog20 Apr 13, 2024 @ 9:39am 
great this mod updated thanks. my base gets swarm because im in the medieval and i like making art from gold and silver so i get around 30 to 45 man raids while i have about 5 people. this helps a lot for wealth base players like me/
bmmb Mar 25, 2024 @ 5:40pm 
What is the default value?
BIGDICKOSKAR#420 Mar 23, 2024 @ 11:16am 
Which setting do you recommend for ce
GrahammerTek Mar 21, 2024 @ 5:07pm 
@THE BRAINCELL KING - It works without issue, though you may want to increase the default values as they're way too easy for CE's combat.
Mlie  [author] Mar 21, 2024 @ 2:30pm 
@THE BRAINCELL KING Not that I know of