79 ratings
Careful Raids
File Size
0.457 MB
Feb 15, 2017 @ 8:51am
Oct 29, 2018 @ 10:21am
21 Change Notes ( view )

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Careful Raids

More careful raiders - Can you handle them?

This mod makes raiders avoid places where one of them died. The memory will hold on for a while and then vanish. This makes it much harder to fool them into traps or killboxes so if you think the current vanilla logic is stupid or if you need a challenge with your base design, this mod is right for you.

Raiders will not go through a death spot and if there are no other way to enter your base they will start attacking the outer perimeter instead.

BUG NOTE: This mod has a bug that converts open areas (like kill zones) into rooms that get roofed. There is a workaround by using the "Remove roof area" tool to mark that zone as open. The bug is triggered when a raider dies in the only opening that makes this zone "open" and the effect disappears when that death spot gets cleared again.

Good luck!

Agreement: When you download and use this mod, you agree to the fact that my mods all connect to a central server to count anonymously how many times you start a game with them. No personal information is transferred in any way, no connection information is stored (the cloud I use does not expose this to me). The purpose is solely for keeping track of which mods are still used and which are popular (subscriptions don’t show that).

If you like this mod, check out my other mods on steam:

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Andreas Pardeike
Email: andreas@pardeike.net
Steam: pardeike
Twitter: @pardeike
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claustro Dec 25, 2018 @ 9:03am 
Would it be possible to add a tool (a simple stick will do!) enemies can use, that trigger traps a tile ahead of them? This way maybe the enemy sappers switch to probing a path carefully, in case
the death spot penalty was caused by a trap.
ScarabParamit Nov 23, 2018 @ 9:53am 
You will never know until you try. He did improvements in AI after all.
Brrainz  [author] Nov 23, 2018 @ 6:15am 
Unfortunately the problem is much more complex and deep buried in the path algorithm. I highly doubt that Tynan will put time on it. From his point of view it certainly is a waste of resources.
ScarabParamit Nov 23, 2018 @ 6:04am 
Why not ask Rimworld Dev to add something that would help you make this mod finally working without problems?
1.0 is made, around 1.1 i think most bugs will be adressed, maybe some tiny new function or even edit in pathfiding?
If "setting the cost of pathing at the death spot to 10000 (max) and that works until *all* entrances are tagged like that" maybe Tynan will just add new option for "blocked" and that will be end of your problem.
400h ...and i though i throw my time around ^^
1stReaper. Nov 16, 2018 @ 3:14pm 
ahhhhhh i see XD,
wondered why i couldn't place em even with god mode XD.

cheers for the heads up,
(if all goes to plan, im hoping i can have a sort of "trapped back entrance" to my base)

want to set something up similiar to how the commandos games played out XD,
(where they'd have a heavly defended entrance, and a unmanned but trapped ,,, broke fortress wall or something XD)
Brrainz  [author] Nov 16, 2018 @ 2:54pm 
That preview is staged to look good. I used dev mode to put everything in place. It is also from a17 I think.
1stReaper. Nov 16, 2018 @ 1:44pm 
hey brrainz,
i was just wondering how did you manage to get all your spike traps to place next to each other ?
( i tried to set up a trapped passage way to test out the mod (so i can make sure ive got everything installed and ordered correctly)

but i keep getting a msg telling me they cant be placed next to each other :<
Brrainz  [author] Oct 29, 2018 @ 10:22am 
Release: v1.7.6 fixes the temperature bug

I missed a part in the code that was using the old way of recalculating room regions. The side effect described below may still happen but you can use the No-Roof-Here tool to compensate for it.
Brrainz  [author] Oct 28, 2018 @ 10:08am 
It's one thing to basically suggest the right path, a completely different thing to *force* a path or block it. I am already setting the cost of pathing at the death spot to 10000 (max) and that works until *all* entrances are tagged like that. At that point, the pathing goes over to use the region system that basically is used by everyone, which means that they start going through that spot anyway unless I block it for real. And herein lies the problem: you want your colonists (and for that matter, other raider factions) to not see that spot as unpassable.
Ledjlale Oct 28, 2018 @ 10:01am 
So you create temporary invisible rooms to block ennemy path? What about https://steamcommunity.com/sharedfiles/filedetails/?id=1180719857 (Path avoid mod)?
Does he use the same method as yours? Maybe his stuff could be applied to ennemies too