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Raiders of the Wastes

by The AshForge Team · v1.3.0
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raidscombatchallengeevents

Summary

Bandits raid your settlement on their own. Raids start small — a lone raider — and grow as your colony does: the more colonists and goods you accumulate, the bigger the threat. After a grace period, attacks arrive on a randomized timer.

Details

• Automatic raids — no setup; bandits come to you. • Wealth-based scaling: raid size grows with your colonists plus all goods, loose AND stockpiled. • Randomized timing after an early grace period. • Fully tunable in mods/AshRaiders/settings.txt (frequency, size, scaling, on/off). • Raiders that act like raiders: they close on your colonists, fight, break through a wall or door that stands in their way, help themselves to what they can carry, and leave with it. • A raid announces itself before it lands, so you get a warning rather than a surprise. Requires the AshForge Mod Loader — enable it from the AshForge Hub.
Changelog
v1.3.0August 29, 2026
  • NewRaiders decide for themselves. Instead of being pointed at a target, each raider now works through its own priorities: engage whoever is nearest, advance on the colony, break through a wall or door when nothing else can be reached, take what it can carry, and withdraw off the map with it. A raider that has committed to leaving keeps leaving.
  • NewYou are warned before a raid arrives. The warning previously only reached other mods, so anyone without them got no notice at all — raiders simply appeared at the edge of the map. It now posts as an ordinary in-game notification.
  • FixedA raid that survived a save and reload went passive. Raiders were remembered by the save but the raid itself was not, so on loading they were left with nobody directing them and wandered off to do colony work. Raiders are now recognised again after a load.
  • FixedRaiders would not break into a sealed colony. The search for a way in looked around the raider — who starts at the map edge, far from any wall — so a walled-in colony was simply abandoned. It now looks at the structure enclosing the people they came for.
  • FixedRaiders could vanish the moment they arrived. A raider was allowed to give up and leave while still standing on the edge tile it spawned on, so an entire raid could delete itself on arrival.
v1.2.1July 12, 2026
  • FixedThe previous release would not load at all unless your AshForge Hub was fully up to date — including on Linux, where the current Hub is a version behind. It now runs on any recent Hub: if your Hub is too old to offer the in-game settings screen, the mod simply uses its default settings instead of failing.
v1.2.0July 12, 2026
  • FixedPressing K spawned a raid. The key was a leftover development shortcut that was never meant to ship: any player who happened to press K got a full wealth-scaled raid dropped on their colony, with no warning and no way to undo it. It is now developer-only.
  • AddedSettings, under ESC ▸ Mod Settings: turn raids off entirely, set the difficulty, and choose how often they come. Requires AshForge Tools.
v1.1.1July 11, 2026
  • FixedHardened against an outdated mod loader — Raiders stays fully functional even if the loader hasn't caught up yet.
v1.1.0July 11, 2026
  • NewWith Wealth & Trade installed, raid size now scales off your colony's wealth tier through the World-State Broker — richer colonies draw bigger raids, without either mod depending on the other.
  • NewTelegraphs an incoming raid before it lands, so other mods (like Squad Select's garrison order) can react.
  • ImprovedRequires the current AshForge Mod Loader (World-State Broker). Standalone raid scaling is unchanged when Wealth & Trade isn't installed.
v1.0.1June 14, 2026
  • FixedUpdated for the latest AshForge Mod Loader (event-bus integration); internal cleanup.
v1.0.0June 13, 2026
  • NewAutomatic bandit raids that scale with settlement wealth (colonists + loose and stockpiled goods).
  • NewRandomized raid timing after a grace period; every knob tunable in settings.txt.

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