Mixed Manhunter Packs
Mixed Manhunter Packs is a lightweight gameplay mod that reworks RimWorld's vanilla Manhunter Pack incident.
Mixed Manhunter Packs is a lightweight gameplay mod that reworks RimWorld's vanilla Manhunter Pack incident.
This mod was created with the help of AI.
Have you ever felt that vanilla manhunter raids are too repetitive because they almost always consist of only one animal species?
Want to see truly chaotic animal attacks?
This mod allows a single manhunter incident to contain multiple animal species, creating encounters that feel much more like a real stampede of wild animals.
Sometimes you'll be overwhelmed by swarms of small creatures coming from different directions.
Sometimes a few powerful animals will be mixed into a large group of weaker ones, forcing you to rethink your target priorities.
Features:
Animals are generated using the incident's original point budget.
Each animal consumes points based on its own combatPower.
Animals are selected from the current map's biome, just like vanilla. Forests may spawn wolves or deer, deserts may spawn camels or snakes.
Every mixed raid contains at least two animal species.
Configurable maximum number of species.
Option to disable predators.
Option to disable large animals.
Safely falls back to vanilla behavior if generation fails.
Custom incident letter displays the composition of the attacking animals.
Example:
3x Wolf
12x Rat
1x Elephant
Mod Settings
The following settings are available:
Enable Mixed Manhunter Packs
Maximum Animal Species
Point Budget Multiplier
Allow Predators
Allow Large Animals
If you prefer something closer to vanilla, simply lower the maximum number of species.
If you want even more chaotic attacks, increase the maximum species count or the point budget multiplier.
This Mod Will Never Spawn
Insects
Dryads
Humans
If disabled in the settings, predators and large animals will also be excluded.
Compatibility:
This mod only patches the vanilla Manhunter Pack incident using Harmony.
It does not add new animals, buildings, items, or modify any animal definitions, so it should be compatible with most content mods.
If you discover any compatibility issues, please let me know in the comments.
FAQ:
Q: Can I add this mod to an existing save?
A: Yes.
This mod only changes how future manhunter incidents are generated. It does not permanently add any systems or data to your save.
Q: Can I remove it mid-save?
A: Usually yes.
It is recommended to remove the mod only when there is no active manhunter incident and to back up your save beforehand.
Q: Why do I still sometimes get a single-species manhunter pack?
A: If there are not enough valid animals in the current biome, the incident points are too low, no suitable edge spawn location can be found, or another mod interferes with generation, this mod safely falls back to vanilla behavior to avoid breaking the event.
Q: Why are there fewer animals than before?
A: This mod uses each animal's combatPower as its point cost.
Stronger animals consume more of the incident's point budget, so fewer of them will spawn.
Q: Combat Extended (CE)?
A: This mod does not directly modify weapons, armor, or combat mechanics, so it generally does not require a dedicated CE patch.
However, if CE or another combat overhaul changes animal combat power, incident point calculations, or spawning behavior, the resulting balance may differ from vanilla.
If you enjoy this mod, please consider leaving a 👍, ⭐ Favorite, or a comment.
If you encounter any issues, please include your error log, reproduction steps, and mod list whenever possible. That will help me (and Codex 😄) track down and fix problems much faster.