TLDR - people move around.
Ever felt that Rimworld runs get a bit predictable after 4000 hours? Same. So I decided to spend some time bullying ChatGPT by forcing it to make arbitrary changes to code from [SR]Raid Extension by llunak, Ionfrigate12345 and Shadowrabbit. The end result - this, a mod that will turn your lovely colony into an absolute mess by spawning random strangers 24/7. Will they just go through your territory or launch a quick raid? Who knows.
Are there any cooldowns or warning letters or storyteller limitations? No, just people moving from point A to point B through your map.
Strangers will attack each other from time to time, chance can be increased if you are using RunAndGun as pawns will shoot each other while moving and trigger combat.
Mod optionally (on by default) makes names of both friendly and hostile pawns have same color because it's not a stranger if you can instantly identify who they are. Optional Name Display mod can be used to hide non player pawn names and make game even more immersive.
Performance impact: CHATGPT ASSURED ME THAT IT'S VERY SMOOTH AND QUICK CODE SO ANY PERFORMANCE ISSUES ARE CLEARLY ON YOUR SIDE.
But really enemy spawn process will cause stutters. Groups are small so that should not be a major problem.
Also groups of strangers can fight each other, meaning that corpses will be everywhere after a bit of time.
To avoid performance issues mod has a corpse and filth cleanup system that will quickly destroy blood, corpses and items near them unless the corpse is in or next to player home zone. No way to make this system optional because testing showed that after several days of stranger skirmishes performance can get fairly bad.
Best paired with Real Fog of War mod with raid letters turned off. It was easy to ID enemy raid by stutters but with this mod pawns will be spawning all the time, nerfing that. Also even Numbers won't be that good to spot raids as Numbers doesn't show where enemies are headed.
I am literally a cat, my ideology does not allow intellectual work type, so this mod is 100% pure AI slop. Actually, not, because some parts of code come from [SR]Raid Extension. Or not, maybe AI replaced that code at some point, how would I know.