Have you ever [i][b]wanted[/b][/i] to spawn a raid? This mod adds the [b][i]Comms Hijacker[/i][/b], allowing pawns to hack into the local communications network and manipulate enemies into attacking your colony by broadcasting high-value bait. A raid spawns immediately upon a successful hack.
[b]Think about it like group-texting all the listed felons in your area to let them know you’ll be out of town with your home unattended[/b]
[b]Actually, don’t think about that. No one think about that. Let’s not manifest it.[/b]
Just think about it like broadcasting to the entire Rim that you’ve got [u][i]a lot[/i][/u] of good loot.
[img]https://i.imgur.com/rmMGqMP.png[/img]
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Construction Requirements
[list]
[*] [b]Research Microelectronics[/b]
[*] [b]Costs[/b]: 200 Steel, 4 Components, 1 Advanced Component
[*] [b]Placement:[/b][list]
[*] Must be built indoors (requires a roof).
[*] Must be connected to a powered Comms Console to function.
[*] Only one per map allowed.
[/list]
[/list]
Power Consumption
[list]
[*] [b]Idle[/b]: 50W
[*] [b]Active Hacking[/b]: Scales with raid strength (500W – 15,000W)
[/list]
How To Use
[list]
[*] Build and connect to a powered Comms Console.
[*] Select Hack Strength (higher levels = stronger enemies & more power usage).
[*] Start Hacking – An available colonist with a minimum Intellectual skill of 6 will go and operate the hijacker. If no pawn meets this requirement, the hacking job is canceled, and the raid queue is reset. Pawns with higher Intellectual skill are prioritized.
[*] Raid Spawns – A random enemy faction attacks based on hack level.
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Raid Mechanics
[list]
[*] Enemies vary from small desperate skirmishes to full-scale invasions.
[*] Strength depends on selected hack level (100 - 10,000 raid points).
[*] Raid size varies due to faction differences (many weak or fewer strong units).
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Raid Hack Strength
Power Required (Watts)
Number of Expected Enemies
Raid Description
I
500 W
2-3 Raiders
A minor skirmish - a few desperate raiders.
II
800 W
2-4 Raiders
A light raid - a small group looking for trouble.
III
1300 W
4-8 Raiders
A decent-sized attack - prepare for a proper fight.
IV
2200 W
6-12 Raiders
A serious raid - better have defenses in place.
V
3800 W
9-19 Raiders
A coordinated assault - expect well-armed foes.
VI
6100 W
13-26 Raiders
A deadly incursion - they'll test your limits.
VII
8900 W
18-36 Raiders
A full-scale raid - this is going to hurt.
VIII
11500 W
24-48 Raiders
An all-out war - hope you’re ready for hell.
IX
13800 W
28-57 Raiders
A catastrophic invasion - survival is unlikely.
X
15000 W
30-59 Raiders
A nightmare assault - may the storyteller have mercy.
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[b]Compatibility:[/b] RimWorld 1.5+.
[b]Credits & Disclaimer:[/b] Thanks to the RimWorld community for feature suggestions and balance tweaks. This mod is fan-made and not affiliated with Ludeon Studios.
[b]Thank you for supporting Raid Spawner.[/b]