Hamez101 Posted November 26, 2025 Posted November 26, 2025 (edited) RaidTakeover 0.0.1.zip Alternative - GitHub On Hold Due to Life, Planning still going on in the background Description If every colonist is incapacitated during a raid, the raiders will take over your colony. The raiders become the new colonists, and your original colonists are converted into slaves. This is designed primarily for roleplay and narrative-driven runs and may be highly unbalanced for standard playthroughs. Status This is an early test version. I welcome feedback, suggestions, and critique I am still learning. The core mechanic is functioning, but I need players to test edge cases and unexpected scenarios. Hostile takeover conditions A takeover triggers when all colony pawns are incapacitated by either: • Injuries • Sedation Known issue The Man in Black event can prevent the takeover from triggering, effectively giving you a single chance to avoid enslavement. Perhaps disabling him would suit more hardcore players. Basic Demo Pics Edited February 10 by Hamez101 update 3
whateverdontcare Posted November 27, 2025 Posted November 27, 2025 That notification says "Plan your uprising or submit to your masters" Is there any uprising possibility? I think in the normal game the most slaves do is try to escape. What if they killed everybody else? Would they transfer back to being the colony? It's a very interesting idea for a mod. I kind of like it though I'm unsure how I'd actually make use of it. 1
Hamez101 Posted November 27, 2025 Author Posted November 27, 2025 18 hours ago, whateverdontcare said: That notification says "Plan your uprising or submit to your masters" Is there any uprising possibility? I think in the normal game the most slaves do is try to escape. What if they killed everybody else? Would they transfer back to being the colony? It's a very interesting idea for a mod. I kind of like it though I'm unsure how I'd actually make use of it. That's a good idea! Right now its quite bare bones. I'd quite like to get it to a stage where I can start changing how rebellions work. Maybe can be integrated with certain ideologies as well. For example an ideology that has low tolerance for diverse thoughts once they become the primary ideology could enslave the other colonists. This could tie into Rimjobworlds submissive features where you could have more dominantly minded beliefs overrun colonies that are less aggressive, either through raiding or ahem* conversion. I'm putting together a roadmap at the moment, hope to share that sometime next week.
ghostfalll Posted January 8 Posted January 8 Interesting idea for a mod, how does it work when losing to ancient humans? Did a solo/rich explorer start and lost to an ancient human, was very surprised by how the game magically transported my pawn halfway across the map randomly (maybe because pawns can crawl now?). Pretty sure that was vanilla behavior, since don't have any other mods that should handle that sort of situation (nor yours yet).
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