RimWorld

RimWorld

173 ratings
Dire Raids (Continued)
2
5
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
507.938 KB
Jun 2, 2024 @ 11:29am
Jun 23, 2025 @ 12:17pm
3 Change Notes ( view )

Subscribe to download
Dire Raids (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 items
Description

Update of Pyrces mod https://steamcommunity.com/sharedfiles/filedetails/?id=1542379675

- Removed the HugsLib dependency
- Added option to ignore mechanoid raids



[discord.gg]
[github.com]


Dire Raids

Creates a mid-to-late game event called a Dire Raid. The new event triggers like a normal Raid, but more rarely, and multiplies the points available for the raid to use in purchasing pawns.

The mod is intended to add more threat to established bases. Many late game bases can feel unthreatened by any events, making late game a bit dull. Thus this mod is to meant to add a potential threat to such bases.

By default the Dire Raid event is rare and can't occur back-to-back. Dire raids can't occur until your base is fairly developed, so no day 20 death balls. The event is limited to augmenting Raid events, not any other events (no Dire Infestations). If any new raids are introduced by other mods they can also become Dire Raid variants.

If you load this module after HugsLib you can configure the difficulty and occurrance of the mod in the Mod Options menu. Changing Danger Multiplier value modifies the multiplier against pawn strength pool used to generate raids.


Required Mods
- Hugs Lib (loaded before DireRaids)



Supported Versions
- 1.0
- 1.1
- 1.2
- 1.3
- 1.4


FAQ

Is this another type of raid?

No. In game terms this is a new Incident like Infestations, Mad Animals, and (formally) Tornados. It triggers independently as a Big Threat and reuses the Raids available while giving them bonus points to pick build enemies.

How can I reduce lag during raids?

For reducing lag in late game raids (not just Dire Raids) you can use:
RuntimeGC: http://steamcommunity.com/sharedfiles/filedetails/?id=962732083 (if/when it updates to 1.1)

Each pawn that gets added adds social interactions between other pawns, making large numbers of pawns a problem for the game. Cleaning these relationships up after pawns are killed or eliminating them entirely can help with the issue. Otherwise it's a core game inefficiency that mods can't always fix.

In the late game it seems to freeze when a Dire Raid happens?

If you wait, it's usually just thinking real hard.

DireRaids never seem to occur. Are they super rare?

Well, remember that they're more rare than regular raids and require a minimum base value / time to pass before triggering. You can adjust these mod settings with HugLib under Options - Mod Settings if you want more frequent occurances. You can also use the debug tools to trial run the next several events and see if it would roll DireRaids once in a while for your setup.


Current (Sometimes Crude) Translations
- English
- Française
- Deutsch
- 中文
- 한국어
- 日本語
- Polskie
- Portuguesa
- Pусский
- Español

Link me translation fixes/additions and I'll add them in.


  • See if the 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[github.com] to sort your mods

| tags: big threat
33 Comments
Jun 1 @ 8:12am 
Common Mlie W. ❤️
May 22 @ 2:05pm 
The mod is very funny! :)
Mlie  [author]
May 15 @ 11:27pm 
@Lemon caro Not really, this mod just increases the raidpoints used in a normal raid, its not a custom raid type
May 15 @ 10:26pm 
can you increase the radius at which the raiders gather when it comes to sieges? they kinda overcrowded to the point of being incapable of building their mortar's
Apr 12 @ 1:18pm 
Experiencing my first dire raid on the progression modpack makes me question why the progression modpack has dire raid. Christ.
Mar 20 @ 7:02pm 
I experienced my first Dire Raid about 30 hours into my current playthrough and hoooo booooy was it a humbling experience. I thought I was doing rather well for myself; Progression modpack, late into the Spacer Era, 12 Pawns all wearing a mixture of Marine and High-Tech Armour, at least one Melee Godpawn tweaked out to ♥♥♥♥ with quality bionics.

Boy was I wrong. Cue 200 Medieval Vikings doing what they do best, viking. The map was lost, it was a mad scramble to load the children into the cargo shuttle and everyone else fought their way to the Gravship, one rushed launch later and I feel like I'm starting fresh lmao.

Though I did have to return to an earlier autosave when I discovered that abandoning a map a Dire Raid is currently on does not end the event, leaving you with a perpetual notification of "Waves remaining"
Mlie  [author]
Feb 6 @ 3:59pm 
@blue No idea, never used that mod
Feb 6 @ 3:53pm 
is this mod compatible with compressed raiders?
Dec 21, 2025 @ 10:02pm 
Is there any way you could add an option to disable specific raid types for dire raids?
Aug 29, 2025 @ 2:01pm 
Just use the compressed raiders mod dude