// Management · RimWorld Mod

Remote Detonation

Remote Detonation mod preview for RimWorld

Remote Detonation Tired of waiting for a raider to politely step on your IED?

Remote Detonation

Tired of waiting for a raider to politely step on your IED? Remote Detonation turns every IED into a command-detonated charge. Wire in a detonator, then set it off the exact instant your enemies are packed into the kill zone. No more praying the pathing gods send raiders over the right tile. You decide when it blows.

How it works

  1. Build an IED exactly like you always have.
  2. Select the finished IED and press Build Detonator.
  3. A colonist hauls over a little steel and a component and wires it in.
  4. Select the IED again - the Detonate button is now live. Blow it whenever you like.

Features

  • Remote detonation for every IED - build a detonator onto any finished IED and trigger it on command.
  • Realistic two-stage setup - the detonator is a real construction job with a small material cost, not a free instant upgrade.
  • Auto-Rebuild Detonator - an optional per-IED toggle. When on, the IED is automatically rebuilt in place after it detonates and its detonator is re-installed, ready for the next wave. Set your kill box up once and forget it.
  • Works anywhere - the rebuild does not rely on the home-area "auto-rebuild" play setting, so it works for traps out in the field, in a choke point, wherever you place them.
  • Automatic mod detection - any IED-style trap, vanilla or modded, gets the treatment automatically. No per-mod patches to install.
  • Fully configurable - tune the steel cost, component cost, and install work, and switch on an optional "confirm before detonating" prompt, all in the mod settings.
  • No dependencies - completely standalone. No Harmony required.

The three buttons

  • Build Detonator - queues the construction job to install a detonator on a finished IED.
  • Detonate - appears once the detonator is installed. Triggers the IED immediately.
  • Auto-Rebuild Detonator - the toggle described above. Off by default. Turning it on also switches on the trap's vanilla Auto-rearm so the IED comes back after it fires. Deconstructing an IED yourself never triggers a rebuild, so you always stay in control.

Compatibility

Detects IEDs automatically, and is explicitly tuned for:
  • Nukes - nuclear IEDs detonate properly, full warhead payload and all.
  • Grenade Traps
  • Custom Gas Types and Custom Gas Types - Bloat
Mods that already ship their own remote-detonation mechanism are deliberately left alone so they keep using their own system:
  • Gas Traps And Shells
  • Vanilla Factions Expanded - Deserters (remote charges)
  • VFE-Deserters: Remote Deadlife IED

FAQ

Does this hurt performance? No. The impact is negligible. The mod does its one bit of setup work a single time when the game loads (attaching detonator support to IED types). During play there are no Harmony patches and no expensive per-tick work - each IED only runs a tiny check a few times per second, and that check exits immediately unless Auto-Rebuild Detonator is switched on. Construction jobs only exist while a detonator is actually being installed. You can run hundreds of IEDs without noticing a thing. Can I add this to an existing save? Yes. Add it any time - your existing IEDs gain the buttons immediately. Can I remove it from a save? Yes. IEDs simply lose the extra buttons. An IED that was mid-install when you removed the mod may log a single harmless error the first time it loads. How much does a detonator cost? By default a few steel and one component, plus a short construction job. All of it is adjustable in the mod settings. Will colonists blow themselves up installing a detonator? They wire it in from an adjacent tile, exactly like deconstructing a trap in vanilla - the same (very small) risk, no more. The Auto-Rebuild loop needs the vanilla "auto-rebuild structures" play setting, right? No. That setting only rebuilds things inside your home area and does not treat IEDs as structures. This mod handles the rebuild itself, so it works anywhere on the map. An IED from another mod isn't getting the buttons. Why? Either it already has its own remote-detonation system (see the list above, which is intentionally skipped), or its detonation research has not been unlocked yet. Genuine IED traps that don't fit either case should be detected automatically - report it and it can be looked into. Does it work in multiplayer? It is built with standard, deterministic game systems and has no random behavior, but it has not been specifically tested in multiplayer.
Compatible with RimWorld 1.6. Safe to add or remove mid-save.