RimWorld

RimWorld

Raid Limiter (Continued)
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
xKamikaze3x 28 Dec, 2024 @ 2:37am 
I play on a shit laptop, so when like 100 pawns spawn my vram can't handle it, is there a way to limit raids on how many pawns spawn? And i still kinda don't quite understand the limiting options now, so i have no idea how to limit it with what i can already adjust. Any help/insight would be appreciated.1 Cheers!
belko 20 Oct, 2024 @ 1:19pm 
oohhhh.... Ok
Mlie  [author] 20 Oct, 2024 @ 1:12pm 
@BK You should probably request that on the rim war mods page
belko 20 Oct, 2024 @ 1:08pm 
Hi, is it possible to idsable raid, but getting raid only with the rim war mod ? Im tired of random raid from no where
Mlie  [author] 22 Jul, 2024 @ 5:30am 
@Neptune No, its just a multiplier for raid strength
Neptune 22 Jul, 2024 @ 4:54am 
just a question does the "Colonist Multiplier" affect the market value of said colonists?
isiarca 25 May, 2024 @ 3:56am 
@Пухляж There's a mod that does what you're requesting called Turtle Friendly Raids.
れPURE い.億KiotheCloud四 15 Apr, 2024 @ 11:46pm 
found a bug with this mod and anomaly it seems its causing error spam when trying to spawn hate chant incident tested this by removing the mod and manually spamming one with and without the mod with the mod error spams but without the mod they spawn with no error

https://gist.github.com/HugsLibRecordKeeper/cc300cd9cb629fa679e6d9f5fb0314cb
ShiaLaBunion5 15 Apr, 2024 @ 8:42pm 
Do you know if this would work with Rimwar?
Пухляж 11 Feb, 2024 @ 3:20pm 
Yes, you're right, there is a similar setting, but it doesn't do what I'm asking you to do.
Mlie  [author] 11 Feb, 2024 @ 11:06am 
@Пухляж Havent done it myself, just heard that they added it in the storyteller settings in 1.4
Пухляж 11 Feb, 2024 @ 11:04am 
@Mlie

I looked through all the settings in the game, but I still couldn’t find where I can disable raids on capsules and clusters of mechanoids.
Can you tell me how to do this
Mlie  [author] 10 Feb, 2024 @ 12:41pm 
@Пухляж I think you can disable drop-pod raids in the game-settings
Пухляж 10 Feb, 2024 @ 12:00pm 
@Mlie
I REALLY ask you to make a mod that disables the landing of enemies in capsules from the sky.
I will be very grateful to you, as will many other people.
Mlie  [author] 29 Jan, 2024 @ 6:22am 
@dingo You should be able to
dingo 29 Jan, 2024 @ 6:21am 
can I use this to make my raids bigger? I'm a masochist and Dire Raids doesn't work with my current mod loadout.
Meo 22 May, 2023 @ 1:23pm 
Apparently either this mod or Epic Sieges caused this map site to bug out and become unable to be deleted, here's the log just in case.

https://gist.github.com/HugsLibRecordKeeper/3212af7e7206742f7c057b4d2c7aae4e
Malanok 22 Nov, 2022 @ 4:11pm 
Will have to give this a go, just had over 200 tribes people droppod into a 15*15 block and my game become a slideshow
Mlie  [author] 22 Oct, 2022 @ 11:22am 
@JustSlightly4 Im updating all my mods, progress posted on the Discord-server
JustSlightly4 22 Oct, 2022 @ 10:56am 
Will you update to 1.4?
Mlie  [author] 31 Jul, 2022 @ 6:26am 
@(=◉‿‿◉=) No, this mod only changes the scaling of raid-points.
You probably want this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2377478084
(≡◉‿‿◉≡) 31 Jul, 2022 @ 5:35am 
Hello question about this mod. I'm a bit confused since I'm not a programmer.

Can it lessen the number of raiding people but increase the level of their equipment? E.g. 10-20 raiders with excellent to legendary items.

If it can do that. Where is the setting or the name of the setting and can I put it on my existing save?

I'm playng a tribal/medieval playthrough btw.
Signal 20 Jun, 2022 @ 9:55am 
A setting to change the game's weighting for slaves for raid points (currently fixed at 0.75) would be nice.

Also, a little finer control of the sliders could be helpful. For instance, the colonist pawn factor increments by tenths, so it's not possible to use exactly 1.25 or 0.75.
fabio.pinhao.mello 28 May, 2022 @ 2:59pm 
If I am raided by more than 100 pawns, my fps drops to 1. How can I set it to a max of 80, for example? By setting RaidCap to 80?
Vodkavsky 10 May, 2022 @ 8:56pm 
The game is actually just unplayable without this mod. Wealth is fundamentally broken in this game as a mechanic, this solves it. Thank you so much for this mod, now its actually possible to play mid and late game without the game just saying "okay so now an infinite number of guys with the most advanced guns will spawn and light everything on fire and blow everything up from every angle". Wealth modifier shouldnt even exist in vanilla, they need a better mechanic, but this mod works to fill that lapse in judgement
Mlie  [author] 9 Mar, 2022 @ 9:19am 
@wakamex Should be
wakamex 9 Mar, 2022 @ 7:57am 
is this save game compatible?
engineer gaming 27 Feb, 2022 @ 7:33pm 
I'm not a wimp - but there just comes a point when you have to ask yourself: 'how the absolute f**k are these guys able to field a veritable legion'? This mod is a godsend, thank you very much.
trmplays 10 Jan, 2022 @ 4:37pm 
@Mlie oops😅updated and tried with the -1 setting, still seems like the mod is flipping adaptation on no matter what setting i use, but thanks anyways for trying! You're a godsend with all these ressurected mods!
Mlie  [author] 10 Jan, 2022 @ 10:00am 
@trmplays Does it say version 1.3.1 in the settings?
trmplays 10 Jan, 2022 @ 9:00am 
@Mlie im not sure if the update went through its still capping at 0 for me
Mlie  [author] 8 Jan, 2022 @ 11:57am 
@trmplays I had missed that when I added the in-game mod-settings. Should be possible to set the adaptation-cap to negative now. Although that is just letting the game take care of the adaptation. To not have any adaptation the value needs to be set to 1.
Thanks for the report!
trmplays 7 Jan, 2022 @ 1:26pm 
@Mlie the mod seems to override my choice of disabling adaptation, unless im messing up somewhere in the settings? Adaptation Cap says to "change to -1 to let the game do what it does normally" but the lowest you can change it to is 0
Mlie  [author] 7 Jan, 2022 @ 7:38am 
@trmplays Not sure how it works tbh. There are a lot of changes done to the threat-scaling in there, it might be that the mod never actually removed the adaptation but minimized it.
trmplays 7 Jan, 2022 @ 6:07am 
@Mlie I tried to do some more testing and I couldn't figure out the issue, it seems like this mod enables adaptation even if I have it disabled in the settings
trmplays 7 Jan, 2022 @ 5:23am 
@mlie thanks for the fast response, ill do a bit more testing
Mlie  [author] 7 Jan, 2022 @ 3:50am 
@trmplays Please follow the steps under ”Reporting Issues” described above
trmplays 7 Jan, 2022 @ 3:33am 
I lose 1 colonist and raid strength drops by half even though adaptation is disabled? i dunno i think settings are off
Mlie  [author] 28 Dec, 2021 @ 12:21pm 
@_DeimoS_ All strings should now be translatable
DeimoS 25 Dec, 2021 @ 7:39pm 
Could you take out the text used in the game from the dll file in order to be able to translate this mod into other languages?