🚀 Helldiver Reinforcement System
[i]"They keep coming... Call the extraction!"[/i]
Inspired by [b]Helldivers 2[/b], 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!
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🎮 Core Features
⚔️ Dynamic Enemy Reinforcement System
Enemies don't just raid once and leave. When they spot your colonists, they can [b]call for backup[/b] — and reinforcements will arrive via shuttle, drop pod, or tunnel breach depending on their faction's tech level.
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[*] [b]Detection-Based Triggers[/b] — Enemies call reinforcements when they detect your pawns
[*] [b]Interruptible Calls[/b] — Kill the enemy before they finish calling to cancel reinforcements
[*] [b]Faction-Specific Arrivals[/b] — Spacer factions use shuttles, industrial use drop pods, insects tunnel up from below, tribals walk in from the edge
[*] [b]Destroyable Shuttles[/b] — Shoot down incoming shuttles before they land! (Requires Royalty DLC)
[*] [b]Weight System[/b] — The longer between reinforcements, the bigger the next wave
[*] [b]Population Cap[/b] — Prevents lag by limiting maximum enemies on map
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🚁 Extraction Sequence
When it's time to leave, throw an [b]Extraction Beacon[/b] and survive until your shuttle arrives!
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[*] [b]Craftable Signal Flare[/b] — Build extraction beacons at a machining table
[*] [b]Countdown Timer[/b] — On-screen UI shows exactly how long until extraction arrives
[*] [b]Intensified Combat[/b] — Enemy reinforcements are multiplied during extraction (default 3x!)
[*] [b]Shuttle Arrival[/b] — When the timer hits zero, your ride home lands
[*] [b]Load and Leave[/b] — Get your colonists, items, and wounded aboard before enemies overrun you
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📋 How It Works
Enemy Reinforcement Flow
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[*] 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)
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Extraction Flow
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[*] 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!
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⚙️ Fully Customizable
[b]Every single feature can be adjusted through Mod Settings![/b]
Reinforcement Settings
[list]
[*] 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
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Extraction Settings
[list]
[*] 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
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Difficulty Presets
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[*] [b]Easy[/b] — Longer cooldowns, weaker reinforcements, more extraction time
[*] [b]Normal[/b] — Balanced Helldivers 2 experience
[*] [b]Hard[/b] — Shorter cooldowns, stronger reinforcements, less time
[*] [b]Nightmare[/b] — For true Helldivers veterans only
[*] [b]Custom[/b] — Set everything yourself
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📦 Requirements & Compatibility
Required
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[*] [url=https://steamcommunity.com/workshop/filedetails/?id=2009463077]Harmony[/url]
[*] RimWorld 1.5+
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Recommended
[list]
[*] [b]Royalty DLC[/b] — Enables shuttle arrivals for the authentic Helldivers dropship experience. Without Royalty, the mod falls back to drop pods.
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Compatible With
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[*] Combat Extended
[*] Vanilla Expanded series
[*] Most faction mods (reinforcements work with modded factions!)
[*] Save game compatible — add or remove anytime
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❓ FAQ
[b]Q: Does this work without Royalty DLC?[/b]
A: Yes! Shuttle features will fall back to drop pods or caravan formation spots. Core gameplay remains intact.
[b]Q: Will this make the game too hard?[/b]
A: Everything is customizable! Use the Easy preset or adjust individual settings to your preference.
[b]Q: Does it work with modded factions?[/b]
A: Yes! Any hostile faction can call reinforcements. The arrival method is determined by their tech level.
[b]Q: Can I add this to an existing save?[/b]
A: Yes, it's safe to add mid-game. Removing mid-game may cause minor errors but shouldn't break your save.
[b]Q: The reinforcements are too frequent/infrequent![/b]
A: Adjust the global cooldown in mod settings. Range is 30 seconds to 5 minutes.
[b]Q: Can enemies call reinforcements during my own raids on their bases?[/b]
A: Yes! This makes assaulting enemy bases much more intense. Consider bringing extraction beacons!
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🎯 Recommended Playstyle
This mod shines in these scenarios:
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[*] [b]Assault Missions[/b] — Raid enemy bases, complete objectives, call extraction under fire
[*] [b]Defense Scenarios[/b] — Hold your ground against endless waves
[*] [b]Nomadic Playthroughs[/b] — Quick raids with fast extractions
[*] [b]Combat-Focused Colonies[/b] — Pair with combat mods for maximum intensity
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Pro Tips
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[*] 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
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📜 Credits & License
[b]Inspired by:[/b] Helldivers 2 by Arrowhead Game Studios
[b]Special Thanks:[/b]
[list]
[*] The RimWorld modding community
[*] Vanilla Expanded team for modding references
[*] Everyone who provided feedback and suggestions
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[b]License:[/b] MIT — Feel free to use, modify, and learn from this mod.
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🐛 Bug Reports & Feedback
Found a bug or have a suggestion? Please report it in the comments.
When reporting bugs, please include:
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[*] Your mod list
[*] Steps to reproduce the issue
[*] Any error messages from the debug log
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[i]"Calling an Extraction!"[/i]
This mod is made for my personal use, but i think it's worth to share.