RimWorld Mods

Combat Readiness Check Mod

Author of the Combat Readiness Check Mod: mlie

The Combat Readiness Check Mod overhauls RimWorld’s threat point calculation system by focusing raids and storyteller difficulty more heavily on your colony’s actual combat capabilities instead of raw wealth. Weapons, armor, combat-ready colonists, trained animals, and buildings are all evaluated differently compared to vanilla RimWorld, creating raid scaling that better reflects your colony’s military strength.

Combat Readiness Check Mod Features

  • Reworks storyteller threat point calculations.
  • Adjustable combat readiness settings through the in-game Mod Settings menu.
  • Includes debug logging for armoury points, building points, and colonist points.
  • Adds preset difficulty configurations including “Fair”, “This is fine”, “Feels bad man”, and “Pain train”.
  • Expands percentage adjustment ranges up to 800%.
  • Includes “Adaptation and Random Threat Point Multipliers Cap to One” functionality.
  • Adds an option to treat pre-industrial armor the same as pre-industrial weapons.

Wealth calculation changes

  • Weapons and armor count based on market value.
  • Armor is defined as equipment with greater than 29% protection against bullets or arrows.
  • Pre-industrial weapons only count for 25% of market value.
  • Most non-combat items no longer contribute toward raid scaling.
  • Weapons and armor wealth are converted using a custom Combat Readiness wealth curve.
  • Building wealth counts at 25% of value instead of vanilla’s 50%.

Animal calculation changes

  • Animals with release training contribute 9% of their combat strength.
  • Untrained combat-capable animals no longer automatically count toward raid strength.

Colonist calculation changes

  • Colonists count for 45 points by default.
  • Colonists with reduced consciousness, manipulation, or sight count for fewer points.
  • Colonists with poor movement or insufficient combat capability may count as zero points.
  • Colonists in cryptosleep count as zero points.
  • Pacifists and incapable fighters count as zero points.
  • Colonists with untreated infections or diseases requiring bed rest may count as zero points until immunity develops.
  • Enhanced colonists with bionics, mechanites, trauma savant, or drugs can count for slightly more points.
  • Adaptation factors only affect colonist points instead of all threat calculations.

Threat processing changes

  • Total combat readiness points are processed through a custom Combat Readiness curve.
  • Difficulty modifiers still apply after processing.
  • Global threat cap is 10,000 points, or 20,000 on Merciless difficulty.

Compatibility notes

Combat Readiness Check Mod settings persist as long as you continue using the same save game folder.

Current version: 1.2.0.

When troubleshooting the Combat Readiness Check Mod:

  • See if the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader.
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort to sort your mods.

Additional credits: MarvinKosh, Craze.

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