RimWorld

RimWorld

606 ratings
Safely Hidden Away
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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347.682 KB
Mar 6, 2018 @ 6:00am
Mar 24, 2024 @ 2:25pm
17 Change Notes ( view )

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Safely Hidden Away

In 1 collection by Uuugggg
Uuugggg's RimWorld mods
29 items
Description
Bases that are in remote locations don't get raided as often. Travel time to islands is determined by nearest coast, plus a few days.

Caravans/visitors also don't visit as often.

High wealth can cancel out the delay though.


Configurable delay times. Check out that graph.

Turn on devmode and you can view/reset the raid timer in the settings

(Do not touch devmode Future Incident button, for it sets raid timer to be a year in the future lol)

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Works with old saves, can be removed (there'll be an error resetting the raid timer though)

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Ludeon forum thread: https://ludeon.com/forums/index.php?topic=39333.0
Source on github: https://github.com/alextd/RimWorld-SafelyHiddenAway
Popular Discussions View All (1)
1
Mar 18, 2020 @ 8:18pm
Bug Reports
Uuugggg
126 Comments
Doc Nov 30, 2024 @ 2:05am 
Thanks for the reply! That clears up what I was wondering!
Uuugggg  [author] Nov 30, 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 Nov 29, 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".
kad Aug 9, 2024 @ 8:14am 
Does this include Mechanoids?
Brooks May 3, 2024 @ 11:13am 
Hey! Any idea if this works with Trading Options? Both modify the pace at which caravans arrive. Thanks in advance!
_baseplate Apr 10, 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 Mar 24, 2024 @ 3:06pm 
Yeah... baby that's what I'm waiting for.
Uuugggg  [author] Mar 23, 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 Mar 12, 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.
PatoPixelado Dec 21, 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.