RimWorld

RimWorld

Safely Hidden Away
146 Comments
Vivi 22 Jul @ 5:00pm 
o7
General MacMonika 21 Jul @ 4:29pm 
o7
Mrassassin12 21 Jul @ 10:50am 
o7
skelegram 20 Jul @ 7:01pm 
o7
Mr cheburek 19 Jul @ 11:11am 
о7
Sylon 18 Jul @ 4:04pm 
o7
BlackFox 15 Jul @ 5:25am 
o7
BlueTressym 14 Jul @ 9:24pm 
Sincerest condolences to Alex's family and deep appreciation for everything he did for our community. RIP, Uuugggg.
Appokallopps 14 Jul @ 6:22pm 
o7
LordBeef21 14 Jul @ 5:48pm 
Hey guys! Please donate to his ko-fi; his family will be dealing with funeral expenses and everything. {LINK REMOVED}
SHAZBOT 14 Jul @ 9:12am 
from a comment on another thread (CTRL F mod) -
Uuugggg  [author] 3 hours ago 
Sadly my son Alex TD @uuugggg died June 2025. Can anyone tell me if I could/should report this to someone? And I know he made a lot of mods that people used and seemed to depend on. He was very proud of his mods. And his games.. see tdsgames.com Is it possible for someone to take over managing his mods? I’m at catears@me.com thank you Marilyn T (T of TD)
Fuyu 11 Jul @ 11:02am 
Does this still work in 1.6?
Daevinski 27 Jun @ 4:11pm 
This mod is so, so good that I can't believe is not a vanilla behaviour.
Sylon 21 Jun @ 2:21pm 
Hope this gets updated after the release of the 1.6
emihead 16 Apr @ 5:56pm 
i think it'd be better if it worked both ways. living in a remote location increases the time between threats, but living super close to hostile factions actually makes them happen more often than in vanilla. i like the idea of the mod, but it feels a bit overpowered that it can only ever be a benefit
Ġedryht of Wōden 25 Mar @ 12:37pm 
Does this work with the "Realistic Trade" mod?
Francis 9 Mar @ 2:15pm 
Is this multiplayer compatible?
Derplordofdeath 30 Jan @ 3:38pm 
"madman that willingly chose to live in a god forgotten irradiated ice sheet"

me every play through:
deltaplays010 29 Jan @ 12:16pm 
it would be interesting if this was also affected by the biome the base is in, you would much rather attack the guys that are sitting in the middle of the richest forest in the plannet that the madman that willingly chose to live in a god forgotten irradiated ice sheet
Doc 30 Nov, 2024 @ 2:05am 
Thanks for the reply! That clears up what I was wondering!
Uuugggg  [author] 30 Nov, 2024 @ 12:08am 
All or nothing yea it’s not that complicated.

Like even animal man hunters will be delayed because that is just another major treat
Doc 29 Nov, 2024 @ 1:06am 
Quick question if anyone could answer this. Does this mod essentially mean that the further away from a faction you are, the longer it takes for THAT specific faction to raid you? Meaning, like, if I were next to a nudist tribe, but not near the empire, I'd get the tribe showing up often but not the empire?

Basically, just clarifying if there's faction specific delays, or if its "all or nothing".
<color=#FF228F>kad 9 Aug, 2024 @ 8:14am 
Does this include Mechanoids?
Brooks 3 May, 2024 @ 11:13am 
Hey! Any idea if this works with Trading Options? Both modify the pace at which caravans arrive. Thanks in advance!
_baseplate 10 Apr, 2024 @ 2:35am 
"(Do not touch devmode Future Incident button, for it sets raid timer to be a year in the future lol)"

thats why i had no raids... should've read properly
Kolljak 24 Mar, 2024 @ 3:06pm 
Yeah... baby that's what I'm waiting for.
Uuugggg  [author] 23 Mar, 2024 @ 1:10pm 
I mean unless they changed how raids are triggered at some point, there's already a gap between raids in-game, and this mod just increases that gap.
Ionfrigate12345 12 Mar, 2024 @ 2:52pm 
I picked Kassandra and played for a while, the raid and caravan delay work as intended, but it does NOT reduce the total number of raids you receive during a given period, it just delays them.

As an example, if you are supposed to have 10 days per raid, with this mod you can build your base faraway to reduce the raid frequency to 20 days, however after 20 days you will receive 2 raids almost at the same time. You cannot escape the first raid which should have happened 10 days ago.

Whether this behavior makes the game easier or harder depends on your playstyle. For some people it will make the game harder especially in early game, but If you have a heavily defended colony especially with only one entrance (more often a mountain base), or if you play nomad with some mods like Caravan Adventure (for instant caravan formation), delay 1-2 raids to get a mega one will actually make the game eaiser.
sirduck 21 Dec, 2023 @ 6:23am 
https://gist.github.com/HugsLibRecordKeeper/05e5c23044c3a574764241e035f45f4c i having errors and randy custom not sending raids :T i passed 26 days and 2 hours in game.
Darkaxt 9 Nov, 2023 @ 1:35pm 
I had the same experience as @Sc0ut, not sure if it is causality but two different caravans arrived on the same day.
kinngrimm 7 Nov, 2023 @ 5:38am 
would this by chance also affect settlements from the Empire mod?
DeeHasApples 19 Sep, 2023 @ 10:26am 
I'm curious. If I'm using Rimsential Spaceports, would it limit the time in between traders/guests arriving in vehicles via air?
Lurmey 9 Sep, 2023 @ 11:31am 
Does this work with Rim War's more realistic raids (via caravan on the world map)?
RelaxItsJustAGame 17 Nov, 2022 @ 8:38pm 
Should be in base game!
Dyer 29 Aug, 2022 @ 2:00pm 
How do I do that?
Uuugggg  [author] 29 Aug, 2022 @ 10:12am 
The delay will still be there. If you wanna edit your save, you gotta reset lastFireTicks
Dyer 28 Aug, 2022 @ 7:57pm 
If I remove this mid game do I need to change anything with Dev mode?
Uuugggg  [author] 27 Jul, 2022 @ 11:01pm 
I mean also in settings it says "Guests will be delayed X days" and I wonder if that number is 0 or if it's like 5 and they're not being delayed 5 days
Uuugggg  [author] 27 Jul, 2022 @ 10:53pm 
Part of those settings should be the logging of delay times, so I have to imagine you're not seeing a log message for traders ?
Sc0ut 27 Jul, 2022 @ 6:14pm 
This mod does not work at all, if anything it's making more traders show up. Literally 2-4 different faction traders will show up at the exact same time. I tried changing the settings in every conceivable way and it's still not working.
Uuugggg  [author] 7 Jul, 2022 @ 1:16pm 
Nah, hah. There's still wildlife threats.

If this mod were more thorough, it would remove raids if you're not accessible, and maybe only allow drop pod raids, but for now it's just less threats because there's still danger.
Bullet Barrage Spy 7 Jul, 2022 @ 12:26pm 
Is there an option to totally disable raids if you're far enough away? I feel like if you're surrounded by mountains, no one would really know.
Polarbark 22 Apr, 2022 @ 6:39pm 
Seems to be working fine
CrazyOdd 3 Apr, 2022 @ 12:29pm 
Guess I missed its days between raids.
Uuugggg  [author] 3 Apr, 2022 @ 12:08pm 
Re: Randy Random: I would think so. Code seems to check out. Somehow I coded this thing so that the 1.2/1.3 storyteller changes still work this this mod.
Uuugggg  [author] 3 Apr, 2022 @ 11:32am 
Well it's days *between* raids so the first raid is unaffected
CrazyOdd 3 Apr, 2022 @ 7:24am 
Does this mod not work with Randy Random?
Extra days travel time to island is set to 20, got a raid on day 8...
Uuugggg  [author] 30 Mar, 2022 @ 4:04pm 
Traders, no, they're in orbit, your location doesn't matter

Quests, who knows, quests weren't in the game when I made this
CrazyOdd 30 Mar, 2022 @ 2:13pm 
Does this effect orbital traders and quests?