RimWorld

RimWorld

126 ratings
[SR]Raid Extension (fork)
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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703.154 KB
29 Sep, 2024 @ 11:47pm
6 Jul @ 12:13pm
12 Change Notes ( view )

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[SR]Raid Extension (fork)

In 1 collection by llunak
llunak's RimWorld mods
12 items
Description
This mod provides 4 new hostile map incidents. These events expand the ways in which hostile factions interact with colonists, making them not limited to the form of raids.

Description

This is a fork of [SR]Raid Extension, with changes from [SR]Raid Extension Continued incorporated.

See the original mod for the full description.

The continued (now discontinued) version added SOS2 support and some fixes.

This fork includes additional fixes and improvements, such as:
  • Any of the incidents may be a disguised raid, and raiders will stage a surprise attack after a delay.
  • Make loggers and poachers defend themselves better.
  • Loggers and poachers try to avoid trees/animals close to or belonging to the colony, and are less threatening if they attack the colony.
  • Improve/fix pathing and behaviour of loggers and poachers in corner cases, such as when resources are scarce or not reachable.
  • Hostile caravans and hostile travellers try to select a path that avoids the colony if possible.
  • Minor fixes, such as poachers having their weapons visible, hostile caravan being a minor threat event rather than a negative event, hostile travellers using a letter for alerting instead of only a notification.
  • Spelling fixes for English texts.
  • Support for Hide Raid Strategy mod.

Notes

If you use the Cherry Picker mod to disable certain events, note that this mod misspells "hostile" as "hositle" in its internal names.

Related mods:

GitHub: https://github.com/llunak/rimworld-RaidExtension
35 Comments
Leozingameplays 9 Jul @ 11:54am 
Works with RimWar?
llunak  [author] 6 Jul @ 12:18pm 
New feature (1.6 only): Surprise attacks. Any of the incidents added by the mod may actually be a ruse, and raiders will attack the colony after a delay. Watch out for those muffalos :).
sasurai1674 5 Jul @ 8:03am 
This is not the fault of this mod; it's more like the effect of pineapple accidentally landing on pizza. There are customers who may not be expecting to encounter special factions from the "Aya" series or The Crimson Blood Sect from the MoeLotl Faction Expand in the early stages. Occasionally, this can bring about damage similar to that of Nochio-sphere to the settlements, giving you a chance to start over. Conversely, if you can handle it, it can reduce the hassle of summoning items, and enjoying that challenge is one way to play. However, well, if you don't want to end up burying a cold Giver like me, you should understand the risks involved.I apologize for the lengthy text.
llunak  [author] 19 Jun @ 11:26am 
@Kaden Ha: Fixed for 1.6.
Kaden Ha 19 Jun @ 3:51am 
When used along with Mechs and Animals for NPC Factions the mechs and animals will also proceed logging, which is hilarious, but there should be a check that only humans can log.
Head 1 May @ 8:54am 
Awesome mod, ty!
Yefreitor 17 Apr @ 1:00am 
This is a really great mod! Thank you for all your hard work. :steamhappy:
El Cartas 13 Feb @ 2:00pm 
This mod is compatible with VE factions except the mechanoids because i do not use it, if something rare pops up while i play a new colony in the relation with the mod i will comment it
fabio.pinhao.mello 11 Feb @ 10:01am 
It is CE compatible. No bugs so far.
@Trivia Vanille, how is your test with VE so far?
Itsuji Hayashi 9 Feb @ 1:13am 
@Trivia Vanille
very true.