Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

[BTD] Incident Control

Incident Control Have you ever wanted to roleplay having a safe haven while you send a group of adventurers off to quest and/or settle new tiles without having to worry about juggling incidents at that safe haven? Now you can disable and re-enable incidents on an individual map at will with 2 new incident control buildings. [list] [*] 2 incident control buildings options: Incident Control Beacon for high tech playthroughs and Mercenary Coffer for lower tech playthroughs [*] Buildings are both located in the Misc architecture menu [*] Mod options allow for disabling power/fuel requirements and managing blocked incident notifications [*] Disable incidents per map [list] [*] Only one incident control building needed/allowed per map [*] Building only blocks selected events on that map [*] Building will only display incidents that the map is eligible for, this can change over time due to population, wealth, adding mods, etc [*] Should not block events related to quests, so if you accept a raid quest but have raids blocked, you should still get raided [/list] [/list] Power/Fuel Costs Power and Fuel costs are dictated by the number of events you have selected for the incident control building to disable, not per event fired and blocked. [b]An example:[/b] Base power cost on the incident control beacon is 50W, you check the options to disable harbinger tree spawns and meteorite impacts, that's an additional 25W each, so the building now requires 100W. You decide you do want to allow harbinger tree events to happen so you enable those, you've reduced your building's power cost by 25W and it should now consume 75W of power. [b]Additional Note: Mercenary Coffer[/b] This building checks to see if there is enough fuel and consumes fuel at midnight. The building will be inactive until the payment is made at midnight and then will be active through the next day until the next check at midnight. How it works Incident Control intercepts game events at multiple points based on what you have enabled in the incident menu on an incident control building: [list] [*] [b]IncidentWorker:[/b] The game's main system for firing event like raids, traders, etc [*] [b]IncidentQueue:[/b] Where the game schedules upcoming events [*] [b]WeatherManager:[/b] Controls in-game weather transitions [*] [b]StyleTracker:[/b] From Ideology for appearance change events [/list] The list generated in the incident menu is what the mod detects as an eligible event from, one of the above mentioned systems, on the map the building is on. If there are events that you think would be good candidates to add to the list of events incident control can block please let me know and I'll see what I can find in the game files to surface those events for detection. [hr] Compatibility & Integrations [b]Known Issues:[/b] None currently - please report any incompatibilities. [hr] Credits [b]Dael (beeteedubs)[/b] - Systems Design, C#, and XML coding. [b]CRESCENT[/b] - Art: Incident Control Beacon & Mercenary Coffer. [list] [*] Art commissions via the RimWorld Mod Market Discord. [/list] [hr] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Fbeeteedubsgaming][img]https://raw.githubusercontent.com/beeteedubs-gaming/workshop_assets/main/brand_assets/kofi_banner_cta.png[/img][/url][ko-fi.com] [url=https://www.youtube.com/@beeteedubsgaming][img]https://raw.githubusercontent.com/beeteedubs-gaming/workshop_assets/main/brand_assets/youtube_banner_cta.png[/img][/url] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.patreon.com%2Fc%2Fbeeteedubsgaming][img]https://raw.githubusercontent.com/beeteedubs-gaming/workshop_assets/main/brand_assets/patreon_banner_cta.png[/img][/url][www.patreon.com] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fbeeteedubs-gaming][img]https://raw.githubusercontent.com/beeteedubs-gaming/workshop_assets/main/brand_assets/github_banner_cta.png[/img][/url][github.com] [hr] License: CC BY 4.0 - Free to use, modify, and redistribute with credit to beeteedubs.