RimWorld

RimWorld

367 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, 2024 @ 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
50 Comments
plaerjilion_RUS 18 Jul @ 9:38am 
1.6?
Taco'sTodayz 17 Jul @ 7:31pm 
yeah, not mindlessly repeat but is there any clue as to whether this will be updated?
JerryTheCultist 11 Jul @ 11:31pm 
1.6? or any mod that replaces this one?
HighFlyer96 13 Apr @ 12:51pm 
You can literally set the cooldowns yourself. Both the maximum cooldown and the cooldown per kill.

If it's not fun for you, adjust it for fun.
Narlindir 10 Aug, 2024 @ 3:37pm 
eventually you dont get any raids at all
kinda not fun
artaszx 26 Jun, 2024 @ 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, 2024 @ 3:56pm 
there is none
Anon 3 Jun, 2024 @ 3:55pm 
It ends up with just manhunter packs, what is the point
Murmur  [author] 31 May, 2024 @ 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, 2024 @ 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".