RimWorld

RimWorld

177 ratings
Time-Based Dangers
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Mod, 1.0, 1.1, 1.2, 1.3
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265.265 KB
13 Jan, 2019 @ 12:06pm
27 Jul, 2021 @ 11:44am
18 Change Notes ( view )

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Time-Based Dangers

Description
Makes dangers (such as raids and ambushes) based mostly on time, rather than wealth.

Why do I get additional raiders just because I have three dead thrumbos sitting in my freezer...?
RimWorld's "raid points" system (how deadly the raids and other threats are) is mostly based on your wealth: colonists, animals, items, buildings.
While this creates a highly adaptable gameplay and a great sandbox experience, in my opinion it also feels rather pointless after a while. Why would you be happy to create a Legendary Minigun, when it's going to dramatically increase the threats you're going to face - much more than a normal version? Worse, why would you ever keep this Legendary Large Jade Sculpture when it's going to attract tons of raiders while being useless for combat?
Also, with this system the "optimal" strategy is to play as basically super-ascetic monks, with virtually no decoration, poor furniture, and even badly damaged weapons and apparels (because they're just as effective but are worth less and give less wealth!)

This mod means to change that, and also to add some balancing for turrets.
The main feature is that raid points are now largely based on time. Colonists still contribute in a different way (otherwise the best strategy would simply be to recruit each and every colonist you can, which is not the point), but threat progress is mostly time-based. Turrets, being inherently powerful, also increase points.

The following parameters have been removed, added, or changed:
- Colony wealth (colonists, animals, items, buildings) is no longer factored at all.
- Each day passed now increases raid points. This is a bit adjusted for your technology level and current map biome: lower technology levels and harder biomes increase these points less. They're still meant to be more difficult, though.
- Colonists still give some points, but less - and not based on market value, so bionics as much as you want. However, the mod recognizes that having more colonists means you're progressing faster: the daily points increase depends on your population - having more colonists means you're getting more points each day. (but this is not retroactive)
- Animals in vanilla give additional points (based on combat power) in addition to their wealth. The wealth part was removed, the combat power points were partially kept. But this is largely negligible, unless you're using a mod like GeneticRim to quickly and safely get lots of powerful animals.
- Adaptation (threats being modulated depending on your recent performances) has been removed. I mean, why would the raiders go easy on you because two of your colonists have died recently? Bad guys these days are just too chivalrous. Kick and loot them while they're down, I say!
- Automated turrets increase points. If you decide to use a lot of turrets, expect more difficult raids. This is for balancing reasons, and it also makes sense in-universe: if you're hiding behind dozens of turrets, raiders will expect that you're guarding something really precious, and will therefore make more effort to steal it.

- This mod also has consequences on caravan ambushes. In vanilla, these only use the caravan's wealth to calculate points, which usually results in a single naked Leeroy Jenkins attacking your caravan with a rusty knife.
With this mod, caravan ambushes are calculated in almost the same way as raids, except it only uses a portion of the points. Make sure your non-violent traders have a few bodyguards or strong animals in their caravan...

- Finally, expectations are now time-based as well. The longer you play, the more expectations your colonists will have. This also applies to caravans, although colonists in the wild will always have reasonable expectations even after several years.

Compatible with any mod that doesn't change threat points calculations. (to my knowledge, only Marvin's "Readiness" mods do that)
Can be added to existing saves.
Includes many options to customize raid points and change the original cap of 20 000 points.
212 Comments
Rur 14 Jul @ 9:53pm 
1.6 ?
AugustTheTitan 30 Oct, 2024 @ 10:20am 
Just use the Vanilla Wealth-Independant Progress Mode
Tommy Gray x Land Raider 21 Apr, 2024 @ 1:22pm 
1.5 plz
Bear 16 Jun, 2023 @ 5:01am 
I tried other mods, I really miss this one. :sadface:
TortillaWarrior 3 Jun, 2023 @ 8:19pm 
please update the mod, it has options that no other mod or vanilla settings/behavior can do.
mainly the option to set how many raid points are generated from each category
Saromal 24 Jan, 2023 @ 3:59pm 
Dead mod?
Nova Drayosix 25 Nov, 2022 @ 5:33pm 
This mod was awesome back in 1.3

I can't wait for 1.4 ^^
Tommy Gray x Land Raider 31 Oct, 2022 @ 11:25am 
1.4 update plz
Noodle 12 Jul, 2022 @ 1:26am 
They really are like

ALRIGHT CHUMS TIMES UP LETS dO THIS
Mahmen 1 May, 2022 @ 7:28am 
I can now confirm that this mod does not respect the reset of the archonexus quest. 10 mins after landing on the new tile the storyteller fired 15k+ point threats back to back. game kept crashing because there where almost 300 raiders on the map against 5 colonists and a campfire.

disabled the mod and loaded most recent save before the raid.. Raid came in and only 20 guys showed up.