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"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
Regular Rimworld does not *really* care about those things when generating threats. Just their worth in monies.
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?
There are a lot of options already in this mod, what option specifically are you missing?
Also, can we get option to calculate SOME of the wealth we have? It's making it hard to balance this mod.
You can use the in-game Mod Settings menu to adjust some of the settings for how points are generated. Select Combat Readiness Check, and edit the values. They will stay in effect as long as you're using the same saved game folder.
Would this still work with RimSaves since it stores saves for each new game in separate folders?
Animals only counts for releasable animals.
Another small query while I'm at it, the weapons counting toward wealth, do they count full points like building, no matter their HP? Or they just count for their actual value (e.g. since in this game damaged weapon has no incidence on their efficiency, in vanilla I used to burn them to make them cheap, and while I don't intend to cheese it with this mod on, I'm curious, especially because of all the weapons raiders drop).