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USE Dive Into Hell

🚀 Helldiver Reinforcement System

"They keep coming… Call the extraction!"

Inspired by Helldivers 2, this mod brings dynamic enemy reinforcement mechanics and intense extraction sequences to RimWorld. Experience the thrill of fighting endless waves of enemies while desperately waiting for your shuttle to arrive!


🎮 Core Features

⚔️ Dynamic Enemy Reinforcement System

Enemies don't just raid once and leave. When they spot your colonists, they can call for backup — and reinforcements will arrive via shuttle, drop pod, or tunnel breach depending on their faction's tech level.

  • Detection-Based Triggers — Enemies call reinforcements when they detect your pawns
  • Interruptible Calls — Kill the enemy before they finish calling to cancel reinforcements
  • Faction-Specific Arrivals — Spacer factions use shuttles, industrial use drop pods, insects tunnel up from below, tribals walk in from the edge
  • Destroyable Shuttles — Shoot down incoming shuttles before they land! (Requires Royalty DLC)
  • Weight System — The longer between reinforcements, the bigger the next wave
  • Population Cap — Prevents lag by limiting maximum enemies on map

🚁 Extraction Sequence

When it's time to leave, throw an Extraction Beacon and survive until your shuttle arrives!

  • Craftable Signal Flare — Build extraction beacons at a machining table
  • Countdown Timer — On-screen UI shows exactly how long until extraction arrives
  • Intensified Combat — Enemy reinforcements are multiplied during extraction (default 3x!)
  • Shuttle Arrival — When the timer hits zero, your ride home lands
  • Load and Leave — Get your colonists, items, and wounded aboard before enemies overrun you

📋 How It Works

Enemy Reinforcement Flow

  • Enemy spots your colonist
  • Enemy begins calling reinforcements (visual effect shows the call)
  • You have ~4 seconds to kill them and cancel the call
  • If successful, reinforcement shuttle/drop pod spawns and heads to your location
  • New enemies deploy and join the fight
  • Global cooldown prevents spam (default: 90 seconds)

Extraction Flow

  • Craft an Extraction Beacon at machining table
  • When ready to leave, throw the beacon at your desired extraction point
  • 2-minute countdown begins (customizable)
  • Enemy reinforcements intensify — they know you're trying to escape!
  • Survive until the extraction shuttle arrives
  • Load colonists, prisoners, items, and animals onto the shuttle
  • Fly away to safety!

⚙️ Fully Customizable

Every single feature can be adjusted through Mod Settings!

Reinforcement Settings

  • Enable/disable entire system
  • Detection range and angle
  • Call duration and interruptibility
  • Global and individual cooldowns
  • Reinforcement point multiplier
  • Weight system parameters
  • Population cap
  • Arrival mode (auto/shuttle/drop pod/tunnel/edge)
  • Shuttle health and destroyability
  • Faction exclusions
  • Visual and audio effects toggle

Extraction Settings

  • Enable/disable extraction system
  • Timer duration (30 seconds to 10 minutes)
  • Reinforcement multiplier during extraction
  • Reinforcement spawn interval
  • Shuttle wait time
  • What the shuttle accepts (items, animals, wounded, prisoners)
  • Beacon crafting costs
  • UI position, scale, and flash settings
  • Signal flare effects and colors

Difficulty Presets

  • Easy — Longer cooldowns, weaker reinforcements, more extraction time
  • Normal — Balanced Helldivers 2 experience
  • Hard — Shorter cooldowns, stronger reinforcements, less time
  • Nightmare — For true Helldivers veterans only
  • Custom — Set everything yourself

📦 Requirements & Compatibility

Required

Recommended

  • Royalty DLC — Enables shuttle arrivals for the authentic Helldivers dropship experience. Without Royalty, the mod falls back to drop pods.

Compatible With

  • Combat Extended
  • Vanilla Expanded series
  • Most faction mods (reinforcements work with modded factions!)
  • Save game compatible — add or remove anytime

❓ FAQ

Q: Does this work without Royalty DLC?
A: Yes! Shuttle features will fall back to drop pods or caravan formation spots. Core gameplay remains intact.

Q: Will this make the game too hard?
A: Everything is customizable! Use the Easy preset or adjust individual settings to your preference.

Q: Does it work with modded factions?
A: Yes! Any hostile faction can call reinforcements. The arrival method is determined by their tech level.

Q: Can I add this to an existing save?
A: Yes, it's safe to add mid-game. Removing mid-game may cause minor errors but shouldn't break your save.

Q: The reinforcements are too frequent/infrequent!
A: Adjust the global cooldown in mod settings. Range is 30 seconds to 5 minutes.

Q: Can enemies call reinforcements during my own raids on their bases?
A: Yes! This makes assaulting enemy bases much more intense. Consider bringing extraction beacons!


🎯 Recommended Playstyle

This mod shines in these scenarios:

  • Assault Missions — Raid enemy bases, complete objectives, call extraction under fire
  • Defense Scenarios — Hold your ground against endless waves
  • Nomadic Playthroughs — Quick raids with fast extractions
  • Combat-Focused Colonies — Pair with combat mods for maximum intensity

Pro Tips

  • Kill enemies quickly before they can call reinforcements
  • Destroy incoming shuttles to deny reinforcements (if you have the firepower)
  • Don't throw your extraction beacon too early — the reinforcement surge is brutal
  • Position your extraction point with good defensive cover
  • Have a plan for loading wounded colonists onto the shuttle

📜 Credits & License

Inspired by: Helldivers 2 by Arrowhead Game Studios

Special Thanks:

  • The RimWorld modding community
  • Vanilla Expanded team for modding references
  • Everyone who provided feedback and suggestions

License: MIT — Feel free to use, modify, and learn from this mod.


🐛 Bug Reports & Feedback

Found a bug or have a suggestion? Please report it in the comments.

When reporting bugs, please include:

  • Your mod list
  • Steps to reproduce the issue
  • Any error messages from the debug log

"Calling an Extraction!"

This mod is made for my personal use, but i think it's worth to share.

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