RimWorld

RimWorld

78 ratings
Raid Spawner
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Mod, 1.5
File Size
Posted
Updated
776.470 KB
Feb 12 @ 8:44pm
Feb 13 @ 9:07am
2 Change Notes ( view )

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Raid Spawner

Description
Have you ever wanted to spawn a raid? This mod adds the Comms Hijacker, allowing pawns to hack into the local communications network and manipulate enemies into attacking your colony by broadcasting high-value bait. A raid spawns immediately upon a successful hack.

Think about it like group-texting all the listed felons in your area to let them know you’ll be out of town with your home unattended

Actually, don’t think about that. No one think about that. Let’s not manifest it.

Just think about it like broadcasting to the entire Rim that you’ve got a lot of good loot.





Construction Requirements
  • Research Microelectronics
  • Costs: 200 Steel, 4 Components, 1 Advanced Component
  • Placement:
    • Must be built indoors (requires a roof).
    • Must be connected to a powered Comms Console to function.
    • Only one per map allowed.
Power Consumption
  • Idle: 50W
  • Active Hacking: Scales with raid strength (500W – 15,000W)
How To Use
  • Build and connect to a powered Comms Console.
  • Select Hack Strength (higher levels = stronger enemies & more power usage).
  • Start Hacking – An available colonist with a minimum Intellectual skill of 6 will go and operate the hijacker. If no pawn meets this requirement, the hacking job is canceled, and the raid queue is reset. Pawns with higher Intellectual skill are prioritized.
  • Raid Spawns – A random enemy faction attacks based on hack level.
Raid Mechanics
  • Enemies vary from small desperate skirmishes to full-scale invasions.
  • Strength depends on selected hack level (100 - 10,000 raid points).
  • Raid size varies due to faction differences (many weak or fewer strong units).

Raid Hack Strength
Power Required (Watts)
Number of Expected Enemies
Raid Description
I
500 W
2-3 Raiders
A minor skirmish - a few desperate raiders.
II
800 W
2-4 Raiders
A light raid - a small group looking for trouble.
III
1300 W
4-8 Raiders
A decent-sized attack - prepare for a proper fight.
IV
2200 W
6-12 Raiders
A serious raid - better have defenses in place.
V
3800 W
9-19 Raiders
A coordinated assault - expect well-armed foes.
VI
6100 W
13-26 Raiders
A deadly incursion - they'll test your limits.
VII
8900 W
18-36 Raiders
A full-scale raid - this is going to hurt.
VIII
11500 W
24-48 Raiders
An all-out war - hope you’re ready for hell.
IX
13800 W
28-57 Raiders
A catastrophic invasion - survival is unlikely.
X
15000 W
30-59 Raiders
A nightmare assault - may the storyteller have mercy.



Compatibility: RimWorld 1.5+.
Credits & Disclaimer: Thanks to the RimWorld community for feature suggestions and balance tweaks. This mod is fan-made and not affiliated with Ludeon Studios.

Thank you for supporting Raid Spawner.
19 Comments
TheStrategicRabbit Jun 7 @ 9:48pm 
Only thing that would improve this mod is the ability to choose who raids
giimer Apr 30 @ 11:35am 
I really liked this mod.
But the auto-repeat button is missing.
Pablo Discobar Feb 18 @ 5:40pm 
Sounds like a good deal. DEAL!
Guapo Feb 17 @ 5:22am 
Going straight for the nightmare assault and pray to God, he has mercy on all the raiders souls after my colony is DONE with them ! <3
SilkCircuit  [author] Feb 16 @ 11:45pm 
@MurkyWater – Yes, it is safe to add mid-save, but like all other mods, it is not safe to remove once added to a save.
Scouter Feb 16 @ 11:39pm 
If I may ask, is this okay to add mid-save?
SilkCircuit  [author] Feb 16 @ 11:39pm 
@Pablo Discobar – My man in black, wading through the moral wasteland of the Rim. Always a pleasure.

Favorite mod author? Now you’re just buttering my biscuit, and I can’t tell if I should be flattered or worried, but I'll take it. Either way, stick around—there’s plenty more bad decisions and ethical freefalls on the way.
Pablo Discobar Feb 16 @ 7:48pm 
Fave mod author! You're on a roll!
SilkCircuit  [author] Feb 15 @ 11:04pm 
@Beary – I’m open to adding sieges and sappers as selectable options (potentially that further scale power requirements), but I have zero interest in random drop pods—I fucking hate Randy, and drop pods landing dead center in a base feel like they completely defeat the purpose of a strategic raid hijack. As for the raid hack strength, it’s a set threat point value, capped at 10K points—I’d rather not be responsible for anyone’s PC catching fire.
Beary Feb 15 @ 10:48pm 
@SilkCircuit

Okay thanks! Are random raid types (or specified raid types) something you'd be interested in adding in the future? Perhaps "dang, all of our defenses are down for maintenance" or "all of our guards got the plague" lol

Also, is the Raid Hack Strength a set threat point value? Does it cap at 10000 or go above the default?