RimWorld

RimWorld

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Raid Limiter (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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659.458 KB
25 Jan, 2021 @ 2:17am
23 Jun @ 2:08pm
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Raid Limiter (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Greeps mod
https://ludeon.com/forums/index.php?topic=42721.0

- The settings are now editable in game. Will only use the xml-based values on first run.



[discord.gg]
[github.com]


Have mods that wildly inflate your wealth?
Don't like Tynan's vision of infinitely ramping up raids?
Just a wimp?

Then download raid size limiter now!

Here's what the settings do (To change them, open the mod-folder, then defs, and edit settings:

-CapByDifficultySettings: Leave this on "YES" if you want my raid system to pick a value based off your storyteller's difficulty

-CapByDifficultySettingsMultiplier: Change this number to the base value multiplied by your difficulty. At 4000, the starting multiplier, this means on rough you will end up with 4000 raid point cap, on medium a cap of 2500 or so.

-RaidCap: If you just want to set it manually, change -1 to a number. 1600 is what v2 uses.

-RaidPointsMultiplier: This is not a cap, but just a straight multiplier on top of your difficulty. Maybe you want Rough, but slightly less rough? In that case you can choose rough with your storyteller and choose 0.9 here for example. Or maybe you want extreme's other effects but not it's raid sizes? Choose extreme and 0.5 here.

-RaidCapPointsPerColonist: Does what it says. Change from -1 to a number you want if you want to use this and your raid cap will be based off your number of colonists. If you have 25 colonists and you set this to 10, your raids will be capped at 2500.

-Colonist Multiplier: The base game adds points for every colonist you recruit. Maybe you don't want that! Change from 1 to 0 and colonists have no impact on raid points. Or choose some positive multiplier for it to work the way you want.

-Combat animal Multiplier: Same

-Wealth multiplier: Same. but be careful of tweaking this too much as most of your points come from wealth.

SoftCaps and adaptation probably shouldn't be touched unless you like math ;)

Soft caps basically have a soft cap at a certain raid value rather than completely cutting it off
-SoftCapBeginTapering: Change this from -1 to a raid point amount to start considerably slowing raid points rather than capping them at this value
-SofSoftCapExponent: this is the exponent that will be used if you use this.
Example: with 2000 and 0.9, if you had 3000 raid points, it would instead give 2000 + 1000^.9 points

Adaptation tags change the in game ramping up. The game basically punishes you for flawless victories, these can soften (or worsen, but whyyyy?) that effect. The cap you're changing is the multiplier on raid points from adaptation.
-AdaptationCap: I default this to being on. This caps the adaptation so you're never getting raids 50% higher than you otherwise would have. Change it to -1 to let the game do what it does normally, change it to 1 to completely get rid of adaptation altogether.
AdaptationSoftcap/exponent. These work just like the raidsoftcaps only for adaptation. These really aren't useful. I don't know why I added them lol, since the game already massively slows down adaptation after a point. If you want to use it knock yourself out.

Debug set to anything but YES will shut up the log warnings but you probably want them.

The Logger should give warning logs for every active setting except some of the per item multipliers using a "before" and "after" so you can see how your tags effect the overall raid points.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: wealth limit
88 Comments
Olaf the Merchant 27 Jul @ 4:12am 
This is heaven-sent. I hate the base game's difficulty scaling nonsense so you have a dozen or so pawns trying to hose down several hundred hostiles. Tweaked the multipliers down and ran a few test raids, already looking much better with hostiles capping around 50.
StockSounds 23 Jun @ 5:54pm 
You think this is good for me who would like to eventually get my colonies into a stable situation instead of the game slowly scaling past my capabilities until I can't keep up anymore?

I'm not wanting to remove the challenge, what I'm wanting is to not have to choose between getting an ending or seeing my colony overrun
Killsode 19 May @ 8:16pm 
RIGHT! sorry! Unfortunately it appears this was all a big goof on my end, i double-checked mod settings and realized debug mode was on. I dont think i turned it on intentionally, but i may have forgotten or something else i did turned it on.

Terribly sorry for the erroneous comment, thank you for maintaining this mod.
Mlie  [author] 19 May @ 6:22am 
@Killsode Perhaps you could share the log of this?
Killsode 19 May @ 6:14am 
Not sure if this is always how its worked but i've recently noticed raidlimiter absolutely spamming the console with updates to the point it'll even be culled to avoid spam.
Is this typical behaviour when the colony's wealth changes at any time and i've just not noticed it until now, or is there some interaction i've got going on thats making things bug out?
As i dont think its supposed to flood the console, is it?
Axem 6 Apr @ 8:37am 
Can please someone just tell me increase or decrease these x options to reduce the amount of raids? I don't understand these caps.
Yuka 2 Apr @ 9:11am 
Sadly compressed raid is now abandoned... all the continuations.
xKamikaze3x 30 Dec, 2024 @ 6:52am 
WIll do, thanks m8!
Mlie  [author] 28 Dec, 2024 @ 4:21am 
@xKamikaze3x You should probably use a mod like Compressed raids instead that lets you keep the challenge without a swarm of units in the raids