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mainly the option to set how many raid points are generated from each category
I can't wait for 1.4 ^^
ALRIGHT CHUMS TIMES UP LETS dO THIS
disabled the mod and loaded most recent save before the raid.. Raid came in and only 20 guys showed up.
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 thank you so much for taking feedback into consideration
@Xurker I'll try to do some of these changes soon.
I mean, the longer I live. the bigger raids are until I cant handle them at all and die ?
Dude, you just made me wanna raid your freezer.
...And that probably answers the question.
I'm not sure if I'm doing something wrong.
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!
Cheers for the help
No raids, no quests, no events, nothing.
I don't have the "Readiness" mods either so i'm unsure whats happening.
@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.
If you increase above 100% there will be the same amount of events but they will be more dangerous.