RimWorld

RimWorld

Time-Based Dangers
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.
Mooneye 14 Mar, 2022 @ 6:15pm 
Im confused. Why is there a mod? You can set it in gameoptions since years... whats the difference?!
Apoz 3 Feb, 2022 @ 12:45am 
Are these metrics configurable?
Mismagius 6 Dec, 2021 @ 6:45pm 
hey uhh, just so you know, this mod of yours causes massive amounts of lag after like 30 through 60 in game days.
M00nStalker 24 Sep, 2021 @ 2:16am 
Has anyone used this mod longterm with the Diego industrial storyteller? That storyteller explicitly scales with wealth (not just raids, other events too). Short-term (a few hours) it seems to work fine but I'm looking for long term performance.
Nales  [author] 22 Sep, 2021 @ 11:32am 
The mod takes into account if you move your settlement to a different tile and abandon the current one, but I don't know how it would work for such a quest, sorry.
Mahmen 22 Sep, 2021 @ 3:20am 
@Nales.Oh I see.
That quest basically makes you sell your base and relocate to another world tile with 5 pawns and resets your tech back to zero. Base game makes it so that you get a certain grace period before certain incidents fire and since you start with no wealth it will in essence reduce raid strength.

I was worried since this mod bases things on time rather than wealth.. I might end up facing a high threat raid with only 5 guys and no tech...
Nales  [author] 21 Sep, 2021 @ 11:31pm 
Arco nexus? Sorry, I'm not playing the game right now so I don't know what this is. But this mod changes the core calculation of threats, so if the quest uses the regular threat system then yes.
Mahmen 21 Sep, 2021 @ 6:48am 
When I do the soft reset for the arco nexus quest, will this also reset the threat scale based on time?
Xurker 6 Aug, 2021 @ 12:28am 
@wakko151 what are you on about? you randomly came here and told me this isnt compatible with MCRC as if I didnt already know that, meanwhile i never even asked if they are nor did I even mention that mod, are you sure you replied to the right person?
@Nales thank you so much for taking feedback into consideration :lunar2020ratinablanket:
Nales  [author] 5 Aug, 2021 @ 2:24pm 
@Tamm There is no end, although there is a limit to raid size but it can be increased in this mod's options.

@Xurker I'll try to do some of these changes soon.
Tam 5 Aug, 2021 @ 2:07pm 
Greetings, is there an end for the curve ?
I mean, the longer I live. the bigger raids are until I cant handle them at all and die ?
WaKKO151 31 Jul, 2021 @ 7:44am 
@xurker you should have read the description and you should have read my comment. Then you wouldn't have needed to reply. Maybe I said it in a way that upset you. I can't be empathetic about that because you wrote a comment that upset me. And then I posted why. If you had read it in its entirety you would have realized that. In both instances. Have a wonderful day.
Xurker 31 Jul, 2021 @ 6:22am 
@wakko151 uhhh im fully aware, what does this have to do with my comment? I didnt even mention MCRC @Nales hey thank you for replying, you said in the description under "parameters removed added or changed" that colonists market value doesnt count towards points so I was under the impression that it does in vanilla(if it doesnt then nevermind that), and yeah adaptation is like you said in your description "Adaptation (threats being modulated depending on your recent performances)" which is a vanilla thing
Nales  [author] 31 Jul, 2021 @ 5:20am 
@Xurker I can add an option to add a percentage of the wealth-based threat. I don't think colonist market value is a factor in vanilla, and what's adaptation again? Is it reduced threat when some bad stuff happens to you, something like that?
WaKKO151 30 Jul, 2021 @ 3:15pm 
@Xurker it literally says right in the description that this does not work with Marvins Combat Radiness Check mod.
Xurker 30 Jul, 2021 @ 3:25am 
this seems like a better alternative to the vanilla time based danger mode, im curious if there is a way to make wealth still a factor in danger but just a smaller one? there is a mod called Prepare For Combat that lets you scale the percentage of wealth of items and buildings, could these 2 mods be used together somehow or give this mod the option to re-factor wealth into threat calculation? also could there be a way to toggle colonist market value and the adaptation mechanic in mod options? if not then atleast do it ourselves somehow through file editing. great mod either way and thank you for making it!
Reianor 29 Jul, 2021 @ 11:31am 
"Why do I get additional raiders just because I have three dead thrumbos sitting in my freezer...?"
Dude, you just made me wanna raid your freezer.
...And that probably answers the question.
Jiopaba 29 Jul, 2021 @ 11:13am 
That's fair! I'm pretty happy with wealth-based, but this is definitely a very well-put-together setup. Certainly, it's much more complex than the vanilla linear scaling.
Nales  [author] 28 Jul, 2021 @ 1:13pm 
You aren't crazy, but I looked at the code and this option is, to be honest, fairly simplistic - it literally only factors time for threat. So the best strategy is basically to recruit as many colonists as possible, which, in my opinion, is not very interesting gameplay-wise.
Jiopaba 28 Jul, 2021 @ 9:12am 
So, call me crazy, but isn't this basically vanilla now, under your storyteller options for a custom difficulty? It's the option all the way on the bottom right, I believe.
Racso Navi 27 Jul, 2021 @ 2:47pm 
I tested it and is working fine now. Thank for the update.
Nales  [author] 27 Jul, 2021 @ 1:22pm 
No you're not, it should actually cause at least +20. The expansion added some stuff with expectations that messed up this mod's system. I pushed an update that should fix it.
Racso Navi 26 Jul, 2021 @ 2:04pm 
Hi, I'm not sure if this is a small bug or an intended feature. When I send a caravan to a mission they get a mood debuff of -20 related to expectations. This basically causes mental breakes on the people . The people who aren´t in the caravan have the "Low expectations" mood.

I'm not sure if I'm doing something wrong.
Jirki88 25 Jul, 2021 @ 11:05am 
Ahhh, okay, unsubbing and resubbing worked! Thanks. :)
Nales  [author] 25 Jul, 2021 @ 10:38am 
Yes that's the error I had before I fixed it, I think you don't have the latest version, have you tried to unsub and resub?
Jirki88 25 Jul, 2021 @ 6:05am 
I get spammed with this error right after having clicked "Ok" in a new map, until the debug log says stop. https://pastebin.com/yb4agBCA

It could be a mod conflict or so, but what I KNOW is that it only occurs with this mod in the mod list, so here we are!
Sentient_Worm 24 Jul, 2021 @ 5:40pm 
I swear every time there's an update for rimworld I need to unsub and resub every mod >.>
CorpsePuncher 22 Jul, 2021 @ 4:43pm 
It appears to be fixed now, before my last comment there was an update so i assumed it was this but i guess it wasn't because after that attempt there was another rimworld workshop update.

Cheers for the help
Nales  [author] 22 Jul, 2021 @ 12:56pm 
I no longer have errors, are you sure you've downloaded the mod update?
CorpsePuncher 22 Jul, 2021 @ 7:40am 
It is still causing the same errors
CorpsePuncher 22 Jul, 2021 @ 7:33am 
yea i was, endless repeats
Nales  [author] 22 Jul, 2021 @ 7:29am 
Were you getting console errors? I just fixed something related to this, I think it was causing your issue.
CorpsePuncher 22 Jul, 2021 @ 7:16am 
so i'm not sure if this is a mod conflict or its just broken, but after doing a bunch of trial and error this is causing my Storyteller to break and stop working.

No raids, no quests, no events, nothing.
I don't have the "Readiness" mods either so i'm unsure whats happening.
Nales  [author] 20 Jul, 2021 @ 2:50am 
Updated for 1.3
Nales  [author] 17 Jul, 2021 @ 12:56pm 
Hi, I will soon update the mod for 1.3.
@Kiwikyo it affects all events classified as "danger": raids, manhunters, mechanoid attacks, and... whatever was possibly added recently. It won't affect stuff like the volcano ash event, heat waves, etc.
Haruhya 17 Jul, 2021 @ 12:40pm 
Are the events limited to raids or do other events of storytellers factor in as well? I'm looking for a mod that is essentially no/minimal raids and more everything else that could possibly happen. This is till great tho for raid games.
RayBloodyPurchase 12 Jul, 2021 @ 5:41pm 
Has anyone tested if this will work on 1.3?
Nales  [author] 7 May, 2021 @ 2:46pm 
If you have all the settings at 0% I think the events will still happen but always with the minimum amount of danger (like 1 naked opponent per raid).
If you increase above 100% there will be the same amount of events but they will be more dangerous.
frostmare11 7 May, 2021 @ 9:48am 
question for the adjustments so if you have all of the setting to 0% which means none of the events will take place or the events will happen more since there might not be required and also the what would take place after setting time based pass 100%
Nales  [author] 14 Jan, 2021 @ 11:02am 
If you abandon the previous settlement, the time won't change back to zero, since you still have your colonists, items, research, etc.