RimWorld

RimWorld

61 ratings
Prepare For Combat (Continued)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
159.845 KB
22 Sep, 2023 @ 1:12pm
28 Jun @ 12:55pm
5 Change Notes ( view )

Subscribe to download
Prepare For Combat (Continued)

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

Update of Bar0ths mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1722803450
based on the 1.3 version by Chisato https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2580106600

- Removed the HugsLib requirement in the 1.4 version



[discord.gg]
[github.com]


About
This mod allows you to change the default values used in threat calculations. When first loaded, threat severity will be identical to the vanilla game. In the mod options however, you can adjust several values.

Settings
  • Building Wealth %: 0-200 (Default: 100)
    Percentage of building wealth used.

  • Item Wealth %: 0-200 (Default: 100)
    Percentage of item wealth used.

  • Animal Combat Power %: 0-200 (Default: 100)
    Percentage of animal combat power used.

  • Only include capable pawns: True/False (Default: False)
    When enabled, only pawns capable of fighting will be included in the threat calculation. Pawns in a Cryptosleep Casket, pawns with less than 15% moving capacity, colonists incapable of violence, and animals not trained for release will be excluded. Sick and injured pawns (besides the aforementioned exclusions) are calculated as per the vanilla game.

Notes
  • All percentages are relative to the default values (ie: vanilla building wealth is 50%, and animal combat power is 8% - which are then modified by the percentages set in the mod).
  • Values higher than 100% will increase the threat severity.
  • Caravan threat calculations are not changed.

Incompatible Mods

Credits


  • 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 management
12 Comments
Mlie  [author] 25 Jun, 2024 @ 9:25am 
@dapperDad The debug output is not patched by the mod I think
cjs 25 Jun, 2024 @ 8:28am 
@Mile The values don't seem to show up int he Story teller inspector. If i move the building wealth slider to the max and then back down to the minimum the building wealth still shows the same in the debug inspector panel. Is this to be expected?
not_buddhanuff 10 Dec, 2023 @ 11:33am 
@Mile Fair enough, thank you
Mlie  [author] 9 Dec, 2023 @ 11:20pm 
@notbuddhanuff Not really, you will just have to compare the mod-settings I think
not_buddhanuff 9 Dec, 2023 @ 4:18pm 
Do you know what specifically is different in this mod to Combat Readiness Check? The description says it's "lighter," but what does that mean?
Mlie  [author] 27 Sep, 2023 @ 11:14am 
@Thundercraft Had just missed to add the tag, fixed now
Thundercraft 26 Sep, 2023 @ 6:58pm 
@Mlie
I do appreciate that this was updated. But I noticed the version numbers in the upper-right corner and had a question:

Why is it that this version has support for every version of RimWorld from 1.0 to 1.4...
except it lacks support for v1.3?
Tirith Amar 24 Sep, 2023 @ 9:10pm 
Cool, could we include 2 more things?
Tainted items and corpses.
Mlie  [author] 23 Sep, 2023 @ 10:40pm 
@Yonan This does not change what type of buildings that are counted towards colony wealth.
Yonan 23 Sep, 2023 @ 6:24pm 
Does building wealth include floors? I use a mod to negate that, would be nice if this would replace that mod but better.