RimWorld

RimWorld

Threat Point Cap
99 Comments
Mephistoau Jan 5 @ 6:50am 
Yeah i feel like this isn't working for me now :( Just had a raid over my cap....
Lioness Jess Oct 5, 2024 @ 2:22pm 
This doesn't seem to be working for my game anymore, are there any known mod conflicts that could be messing it up? Love the mod! Makes the game fun for me :)
axl Sep 8, 2024 @ 1:08am 
@Inquisition Time! u can gradually increase the cap and see what works for you. its been working for me so far.
Inquisition Time! Aug 5, 2024 @ 2:38am 
Can it prevent my game from freezing trying to create something to throw against my many million wealth colony?
StarNate Aug 1, 2024 @ 5:33pm 
tyvm
Murmur  [author] Aug 1, 2024 @ 5:24pm 
yes that is correct.
StarNate Aug 1, 2024 @ 4:44pm 
So.....higher number means harder? Lower lower? Or....
Murmur  [author] Jul 24, 2024 @ 4:48pm 
I thought I tested it myself and found that it was working, I could be misremembering though, i'll look into it.
moure Jul 24, 2024 @ 10:35am 
I have tried, and it doesn't work. And i found someone said "I tested it, it doesn't raise threat point cap beyond 10k, because cap is hard-limited by slider, not the re-writable slot. Slider, on it's side, is limited to 10k only" in last year.
Murmur  [author] Jul 23, 2024 @ 11:43pm 
You can type in a cap up to 999999.
moure Jul 23, 2024 @ 11:42pm 
Can you unlock the 10000 points limit? plz
condottiere Jun 23, 2024 @ 6:59pm 
@Goat Boy you can use the mod Raid and Event Manager. It lets you control all raid types, including separate toggles for the different drop pod raid types.
Goat Boy Apr 27, 2024 @ 12:35pm 
Thank you for this! If you ever choose to expand on this, I think a checkbox for turning air drop pod raids on/off independently of the raid difficult cap would be SO awesome.

I've looked high and low and can't find any raid mods that have an option specifically for keeping pigmen from crashing through the ceiling of my base- taking a child or two with them in the process. I don't mind the size of raids I'm getting in general, or even the frequency- I just hate getting unpreventable drop-in raids that do catastrophic base damage.
Rasta Mar 12, 2024 @ 4:41am 
Thank you for this mod! :steamthumbsup:
Murmur  [author] Oct 15, 2023 @ 10:38am 
Yes those should also be limited.
kzs583 Oct 15, 2023 @ 1:33am 
That's cool. Could it be that the difficulty of quests like Bandit Camp can also have an effect?
No Meds Jul 15, 2023 @ 12:37am 
@The Blind One, pretty sure you should only be getting solo'd raided at the very start which is a scripted 'tutorial' raid, also if you want realism you're playing the wrong game.
The Blind One Apr 16, 2023 @ 3:25am 
Ya know what would be a neat additional feature?

A minimum threat cap as well

Too often I'm starting a new game and I find that I get attacked by a lone raider who has absolutely zero % chance of winning yet still tries to attack me anyway. A minimum threat point slider would prevent ridiculous raids from occuring that just feel unrealistic to me.

Just an idea I hope you will consider.

Much love <3
Rasta Feb 19, 2023 @ 5:26am 
OMFG Thank you so much for this!!!!!
SageMan Feb 17, 2023 @ 8:25pm 
Thank you, now my colony won't have to deal with 100 Pig Men lagging my game and destroying my poorly defended base.
Murmur  [author] Feb 14, 2023 @ 9:56pm 
@gav_sobaken, I'll look into it sometime, I only make mods for myself primarily, I haven't really looked into it before because it's not a feature I would use personally. I'm not after subscribers. Wall Light gives me more subscribers than I ever imagined and it's been a never ending source of headaches for me because of it.

If I were to implement something like that I'd probably add a checkbox that when enabled makes the slider able to go up to like 1,000,000 or something.
gav_sobaken Feb 14, 2023 @ 9:19pm 
Slider, on it's own, should rewrite the game's cap as final value, and should not be affected or patched by any other mod. I'm not entirely sure, but there are mods like Threat scale changer etc.
Your mod should, possibly, do it all, to be a swiss-knife-mod for threat points all-in-one.
gav_sobaken Feb 14, 2023 @ 9:15pm 
https://steamcommunity.com/id/Mmuurrmmuurr
I tested it, it doesn't raise threat point cap beyond 10k, because cap is hard-limited by slider, not the re-writable slot. Slider, on it's side, is limited to 10k only.
The strong suggestion for author: please consider designing slider to 25-30k scale.
Thus, it will not only follow the needs of low-scale seekers, but also versa.
Literally, this will double followers of your mod.
Pestdoktor Nov 23, 2022 @ 1:04pm 
Hey Blitzred, there is a mod for you :D "V.O.I.D." https://steamcommunity.com/sharedfiles/filedetails/?id=2883208829
Murmur  [author] Jun 22, 2022 @ 2:14am 
I feel exactly the same way.
Cookie Jun 22, 2022 @ 1:38am 
This works. I usually don't like to over deploy a lot of weapons to defend my village, because I don't like it, but with the inevitable growth of wealth, sometimes my village can't withstand too many enemies in the late game.
Of course, so did my computer hardware.
Apparently this mod gives players like me an opportunity to play the games they want to play.:steamthumbsup:
Murmur  [author] Jun 14, 2022 @ 9:20pm 
I think it would work, since this mod overwrites the cap, never tested it though.
Blitzred Jun 14, 2022 @ 8:02pm 
Is it possible to use this mod to raise the threat cap beyond the normal 10k cap in base game?

Sorry I know it's kind of the opposite of what you made mod for, looking for a way to upscale challenge later game
Murmur  [author] May 28, 2022 @ 4:55pm 
You're welcome, I always thought the vanilla threat point system was the worst part of the game. I think a better system would be for the threat points to only be based on how well you handled the last raid, instead of some arbitrary "wealth" calculation. Maybe something I'll look into in the future.
Karmapowered May 28, 2022 @ 4:20pm 
@Murmur I see, that suddenly makes more sense to me.

Thank you very much for your help, and restoring part of my sanity in attempting to grow a tech-locked tribal colony out of stone age without getting crushed within mere minutes. I intend to increase it back to max, but *gradually*, whenever *I* decide it's time for my pawns to die, or not. The mod is back to "keeper must-have" status for me.
Murmur  [author] May 28, 2022 @ 2:48pm 
The uncapped value means what the value was before the cap is applied, hence "uncapped".
Karmapowered May 28, 2022 @ 2:22pm 
The mod unfortunately doesn't seem [i.ibb.co] to work for me.

Would my mod list be of help ? I would post it, but it's quite long (but fairly bug free), so I think some educated detective work is in order, at least at first. Anything that could explain the threat cap gets bypassed ? Because of the Vanilla Expanded mods or other custom raid generators ? Or just some mistake I'm doing in using the mod ?

Your assistance would be appreciated.
star Apr 29, 2022 @ 10:55pm 
Is it possible to make a mod to see raid points in real time even while not being attacked? Just current raid points counter that will be applied if raid attacks. So you can notice what factors affect raid points, not dealing with formulas.
Murmur  [author] Apr 9, 2022 @ 3:05pm 
When you get a raid, the uncapped value should be shown in the menu so you can set the cap to the uncapped value, not sure if that's what you mean.
RoboSpongie Apr 8, 2022 @ 6:28pm 
Is there a way to reset the threat point cap?
Nero Dec 12, 2021 @ 9:58am 
Iam with you, sometimes rimworld wants to force you to play a certain way and will litterally take control away from you. Another great mod for that issue is "no forced slowdown"
It saves a ton nerves
Trigger Aug 21, 2021 @ 2:50pm 
All good thanks, this is great as well I had to use the slider so it was perfect.
Murmur  [author] Aug 21, 2021 @ 2:45pm 
I have no idea
Trigger Aug 21, 2021 @ 7:05am 
whats the other mod that does something similar to this, with instead of wealth its colonist based, or time based.
Murmur  [author] Aug 8, 2021 @ 12:16pm 
Yes.
Kellnaved Aug 8, 2021 @ 12:07pm 
Since I removed it the raids are much smaller. Shure it is save to add and remove?
hellosharkness Jul 17, 2021 @ 5:57pm 
This brings me great joy
Murmur  [author] Jul 3, 2021 @ 2:46pm 
It's a long shot but try moving this to the bottom of your load order and try again.
La__fonzi Jul 2, 2021 @ 7:04pm 
this mod does not work for me im assuming its a mod conflict some were but i have to many mods to test :steamfacepalm:
Dzarkon Jun 17, 2021 @ 1:26pm 
Or maybe not even the threat level, but the the wealth points from colonists themselves. Something like that.
Dzarkon Jun 17, 2021 @ 1:22pm 
A question (a request, even) to the author, Murmur:

I will literally pay you $5 if you can code a thingy that will stop counting colonist points towards threat level. I think the baseline amounts of points is 42, and then it grows from there. If you can somehow cap it at 42 or make it not count colonist points towards threat level, those $5 are yours.

Sorry, can't make it $50, I'm fucking poor.
SlackerMcSmacker May 29, 2021 @ 12:52pm 
Yeah it would seem so, I don't expect you to fix it just thought I would let you know lol.
Murmur  [author] May 29, 2021 @ 9:34am 
I'm pretty sure the expanded mechanoids do not use the vanilla threat point system, I seem to remember them having their own mechanics for raid sizes.
SlackerMcSmacker May 29, 2021 @ 1:04am 
After a lot of play testing it may seem its incompatible with "vanilla factions expanded: mechanoids". It isn't capping those raids at all from what it looks like. It very well could have been a mission I accepted (I have a mission that states will send mechanoids at 2x the size) but I have my threat capped at 1000 and I kid you not, 30 mechs dropped on my map and leveled the whole area in a matter of seconds. Not game breaking but definitely unexpected.