// Management · RimWorld Mod

Raiders Will Never Be Satisfied

Made this mod as so far I don't think anyone has done this yet.

Made this mod as so far I don't think anyone has done this yet.

V3 Update:


Raiders when kidnapping and stealing will put stolen items into their inventory alongside the previous haul job.
If nothing of value is available, raiders will carry up dead comrades and colonists away from the map to honour/eat them (or both?).
Performance was massively improved from V2 (now 0.031ms during post raid scavengin').



Ever wanted to watch your colony really go down fighting?



Colony in ruins, turrets all destroyed, nobody standing except two survivors out of your original city of 40. That raid is still here, its tribals, and bearing down on the survivors, on any other day, you'd just toss them into the killbox and remark on how well the colony will be eating tonight.


But not today. Today is the day you die.


"Tribals are satisfied with the damage done and are leaving"

Despite all the pawns they lost, they left you alive, even though they'll be back next tuesday to do it all over again. Why?




Description


With this mod, raiders will never preemptively end raids and will patrol around your base making sure that the rest of the survivors bleed out or starve until they get bored, afterwards, they'll kidnap anyone who's still alive and steal anything not bolted to the ground. This patrol pattern is the same as mechanoids but raiders will leave after roughly 12 hours (vanilla timeout lordtoil for "given up and leaving").

Separately, Vanilla raids do not play well with sudden player owned reinforcements as ColonyDamageTaken's limit is set when the raid is initially spawned, so a raid may preemptively "leave" even though the colony's wealth has been updated with reinforcements (this a very fringe case in vanilla). This mod fixes that.

Tested on a modlist of 891 mods with no issues


Works with CAI5000 and should work with CE as well (also savegame compatible)

Performance?


One check when any humanoid raid is first spawned, and roughly 0.031ms~ when raiders are leaving, nothing else

Final words


This mod is best for massive, chaotic battle royales which last days, spawning raid after raid and watching them tear each other to shreds for your entertainment.

If you wish to have raiders NOT flee when they go below 40-70% of their original strength, you'll have to look for a different mod, I currently use Tweaks which allows me to change flee thresholds halfway through games.