RimWorld

RimWorld

278 ratings
Faction Raid Cooldown
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Mod, 1.2, 1.3, 1.4, 1.5
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955.889 KB
1 Jan, 2021 @ 6:47pm
10 Apr @ 8:01am
6 Change Notes ( view )

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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


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45 Comments
artaszx 26 Jun @ 5:26am 
Shame it's not include mechanoids, i really bored getting raided by tons of blaster centepides and warqueens every few days. It's not difficult, it's just irritating that you as player can't do anything to reduce danger. Still, great mod, i like to reduce amount of dead raiders.
Murmur  [author] 3 Jun @ 3:56pm 
there is none
Anon 3 Jun @ 3:55pm 
It ends up with just manhunter packs, what is the point
Murmur  [author] 31 May @ 2:41pm 
Oh and I don't have any plans on adding anything to this mod, it does what the name says it does, adding anything else would be out of scope. I had plans to make a Faction Resources 2 which would have been a lot more complicated and dynamic, but I haven't played Rimworld in awhile so I've had no desire to work on it. Maybe whenever I get back into Rimworld, who knows.
Murmur  [author] 31 May @ 2:38pm 
You're pretty much right, when the game wants to send a raid it keeps trying to until it finds a faction that can. This mod just tells it "no" if it's on cooldown.

If all factions are on cooldown it will send a Mechanoid raid which are considered "hidden" by the game as they don't show up on the faction screen normally. I'm not sure if any of the DLC adds any other hidden factions that can raid, if so they will also be a candidate when all non hidden factions are on cooldown, same with any other mod added hidden factions, since this mod does not restrict the hidden factions.

It doesn't really override the storyteller's cooldown, all this does is say "no", it doesn't turn a "no" into a "yes".
Daimyo 31 May @ 1:42pm 
First off, thanks for this mod and love the idea without going full RimWar (I'm playing 1.4 multiplayer so this is a great in-between while hopefully being compatible).

My questions:

When the story teller decides to trigger a normal raid (based on storyteller cooldown), will the story teller cycle through each faction and when it sees your cooldown restriction, it will skip to the next faction?

If all factions happen to be on cooldowns, what will happen?

Is your mods cooldown overriding the cooldown from the storyteller?

Do you have plans to add in a threat pool similar to what I think you were trying to do with Faction Resources (so factions feel strong/weaker when they attack/get attacked)?

Thanks!
T_GabiUel 1 May @ 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 3 Apr, 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] 17 Nov, 2022 @ 9:45am 
It doesn't affect the default mechanoid or insectoid faction.
pickpickpickpickpickpickpickpick 17 Nov, 2022 @ 7:39am 
Im assuming this doesnt affect mechanoids or insectoids? Especially using Vanilla Factions expanded insectiods?