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BananaBread ThreatMeter

Hello again, TL;DR Adds a display that estimates based on the amount of threat points your colony is worth, converted to amount of raiders you should roughly expect if i raid were to happen right now. How often have you found yourself being surprised by the amount of raiders that decide to come for you compared to the previous group? How often have you lost colonies (and perhaps reloaded?) as a result of forgetting how as your colony grows, so do the threats that you will face. Well i have this happen too often, even with my amount of hours playing, i sometimes just forget i should make sure i have enough combat ready pawns, especially during wealth-spiking events like making everyone devilstrand clothing! This mod adds a little window around the time controls that shows a number of "!" 's to help visualise the increasing threat raiders pose! these !'s represent a rough size of a raid 1 ! being 1-2 raiders 2 ! being 3-5 raiders and so on and so forth up to 5! being 26 or more raiders expected. The calculation is based on average raider value of a given tech level, by default displayed as industrial/pirate. The est. does not include specific modifiers that are not known ahead of time (such as entry-method, a center drop raid being 0,5x strength isn't reflected in the threat estimation since a majority of raids don't arrive like that, but you can always just divide the estimate by 2 and have an estimate of how many should land given a center drop raid.) The estimate is by no means concrete! especially on heavily modded games with equipment being added into the mix that changes a lot about how much value each individual pawn brings with them. That's why there's a custom option to set your own average raider value up, if you notice the estimate is always lower than what shows up on NORMAL raids (no siege/smart/breacher/centerdrop modification) then you might want to just set up a custom value and just move it up a bit to account for the higher average pawn values. Lastly, if the !'s are yellow, it means that since the last time the evaluation was done (every 3rd hour in-game, and some other custom hooks that trigger a recalculation) the amount of attackers has STAYED THE SAME. if the !'s have turned red, it means that since the last calculation, the amount of attackers expected HAS INCREASED. Hovering over the module will also show you how many attackers are expected as a number, as well as showcasing what tech level is currently being used for estimation. TO-DO -I want to rework how the amount of !'s is determined, and i want to base it more off of relative strength to your colony rather than raw # of attackers. this would stop the !'s becoming kind of irrelevant information once you are able to easily deal with 25+ attackers of any given faction. -I am considering changing the red-tinting to be persistent until the player hovers over the window (displaying the increased amount of expected raiders) this would be a toggle-able option -I am considering adding sound/blinking to the red-tinted condition (# raiders increased) to alert the user about the changed state, i personally feel that for many things if it happens too often, your mind becomes "blind to it" so if the red tint was always just red, the user eventually might not hover over it ever again removing a core part of the utility of the mod. this is a topic i'm internally debating on a lot as i don't want the user to be "bothered" by having to hover over the menu, or the screen being visually annoying by blinking too often/too fast so i'm still debating a middle ground -I am considering adding the option to add the threat mods (grace etc.) currently in effect to the tool-tip menu, i think this is a bit cheat-y personally but it's useful debug info as well as personal taste, it'd be an option off by default for sure. COMPATIBILITY Actually suspect there should be nigh on 0 incompatibilities. PERFORMANCE I designed this (hopefully) to be lightweight, so not calling updates every gametick or anything like that. i however am inexperienced and do not know my lefts from rights in C# properly. If any performance buffs want to check it out, the source is included. CREDITS I use other mods as guidance on certain features, for this mod i inspected the lovely mod RimCalendar Vanilla-ified to teach me how to place a custom element with the bottom right widgets without overlapping. give it a look, i love that mod it really gives a nice visual of eventful days coming up. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3451620748]https://steamcommunity.com/sharedfiles/filedetails/?id=3451620748[/url] Creator: Bubby AI GENERATION NOTE I did the code myself and had chat gpt help me iron out problems i was finding and assisting me, leading to a healthy blend of AI generated code and human edited code, Just making it known. The art assets (only the preview image, and the "!" texture) were AI generated.