RimWorld

RimWorld

269 ratings
Faction Raid Cooldown
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
955.889 KB
Jan 1, 2021 @ 6:47pm
Apr 10 @ 8:01am
6 Change Notes ( view )

Subscribe to download
Faction Raid Cooldown

Description
When a pawn from an enemy faction dies it adds to a cooldown timer for the faction to be able to raid again. By default, each death adds 12 hours, up to a maximum of 360 hours (15 days). The amount of time per death and maximum cooldown are configurable through the mod settings menu. This is essentially a light-weight version of my older mod: Faction Resources.


Extra Features
  • Maximum cooldown time and time added per death are configurable.
  • Option to display a faction's current cooldown on the faction screen.

Recommended Mods
Highly recommended to use with Enemy Self Preservation. Without it, enemy factions will take greater losses during raids and lead to higher average cooldown times.


Mod Compatibility


Feeling generous?
[ko-fi.com]
39 Comments
T_GabiUel May 1 @ 5:43am 
It appears that factions don't respect the cooldown when it comes to pollution retaliation. I'm wondering if it is a bug or an intended feature. Thanks for the mod anyways.
JRobs3930 Apr 3, 2023 @ 11:06am 
Thanks so much for this one and for keeping it updated. It really helps solve the problem of factions feeling like infinite enemy spawners. I've currently got it combined with several mods that change faction & pawn behavior giving me a bit of a RimWar lite setup and so far haven't noticed any issues.

I'm wondering if it would be possible to make pawns killed on caravan or event maps count for less? As is deaths during Dynamic Diplomacy's simulated battles count towards the cooldown which is a neat interaction between the mods that I want to keep but the effect is a bit stronger than I'd like. I think it also makes sense thematically since a failed raid should scare the faction off more than a battle in the field that cost manpower/resources or a player raid that would incite revenge.
Murmur  [author] Nov 17, 2022 @ 9:45am 
It doesn't affect the default mechanoid or insectoid faction.
pickpickpickpickpickpickpickpick Nov 17, 2022 @ 7:39am 
Im assuming this doesnt affect mechanoids or insectoids? Especially using Vanilla Factions expanded insectiods?
dawg Sep 17, 2022 @ 4:49pm 
after so long my 1000000000 wealth colony doesnt have to worry about a raid happening every second
kongkim Aug 6, 2022 @ 5:03am 
Ok maybe there aint any yet. :D just startet.
Murmur  [author] Aug 6, 2022 @ 4:15am 
It's on the faction screen when there is an active cooldown.
kongkim Aug 6, 2022 @ 2:04am 
And i have been in the faction screen to look.
kongkim Aug 6, 2022 @ 2:04am 
I turned on the display cooldown option, but i can't see it anywere?
Xeonzs Sep 27, 2021 @ 4:21am 
Gotcha, that makes sense, thank you for taking the time and patience to explain.

In that case I'll indeed use both, since the illusion that humans are limited is pretty lore-friendly :)