Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

USE Dive Into Hell

🚀 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! [hr] 🎮 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. [list] [*] [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 [/list] 🚁 Extraction Sequence When it's time to leave, throw an [b]Extraction Beacon[/b] and survive until your shuttle arrives! [list] [*] [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 [/list] [hr] 📋 How It Works Enemy Reinforcement Flow [list] [*] 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) [/list] Extraction Flow [list] [*] 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! [/list] [hr] ⚙️ 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 [/list] 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 [/list] Difficulty Presets [list] [*] [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 [/list] [hr] 📦 Requirements & Compatibility Required [list] [*] [url=https://steamcommunity.com/workshop/filedetails/?id=2009463077]Harmony[/url] [*] RimWorld 1.5+ [/list] Recommended [list] [*] [b]Royalty DLC[/b] — Enables shuttle arrivals for the authentic Helldivers dropship experience. Without Royalty, the mod falls back to drop pods. [/list] Compatible With [list] [*] Combat Extended [*] Vanilla Expanded series [*] Most faction mods (reinforcements work with modded factions!) [*] Save game compatible — add or remove anytime [/list] [hr] ❓ 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! [hr] 🎯 Recommended Playstyle This mod shines in these scenarios: [list] [*] [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 [/list] Pro Tips [list] [*] 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 [/list] [hr] 📜 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 [/list] [b]License:[/b] MIT — Feel free to use, modify, and learn from this mod. [hr] 🐛 Bug Reports & Feedback Found a bug or have a suggestion? Please report it in the comments. When reporting bugs, please include: [list] [*] Your mod list [*] Steps to reproduce the issue [*] Any error messages from the debug log [/list] [hr] [i]"Calling an Extraction!"[/i] This mod is made for my personal use, but i think it's worth to share.