Skip to content

Incidents Quests and Sites

DESKTOP-5KM6RA3\david edited this page Feb 27, 2026 · 2 revisions

Incidents, Quests, and Sites

This guide explains the major event pressure in Rimgate: random incidents, gate-driven world quests, and special site loops that can snowball if you overextend.

At a Glance

  • Not all incidents are pure RNG; some require specific conditions (for example, having a Dwarfgate on your map).
  • Planet and orbit gate quests are time-limited and can expire if ignored.
  • Many gate-site quests spawn recurring raids after the site map is generated.
  • ZPM usage can start a dedicated defense quest with repeat attacks until the signal stops.
  • Some hostile raids can arrive through your gate and temporarily lock it in incoming mode until the raid ends.

Incident Groups

General incidents

Incident What it does Key notes
Naquadah meteorite Drops naquadah via meteor impact Can trigger a follow-up raid focused on the impact loot. Controlled by mod setting Enable naquadah asteroid incidents.
Marauders Large hostile raid event Uses maraud behavior with roughly double normal raid points.
Mass clone failure Instantly kills all clone pawns Controlled by mod setting Enable clone incidents.
Symbiote-targeted pathogen Infects symbiote hosts with plague Can hit eligible hosts on maps and caravans; immunity can block infection on some pawns.

Gate-arrival raids

Some hostile raids can use your local Dwarfgate as their entry point instead of edge-walking.

  • Treat these as internal breach events, not perimeter-only pressure.
  • If this happens, the gate can be locked in incoming state until the raid is over.
  • Keep your gate room defensible even if your outer walls are strong.

Gate-borne incidents

These only fire if your map has a spawned Dwarfgate.

  • Dwarfgate psychic drone:
    • Duration: about 0.75 to 1.75 days.
    • Applies hostile psychic pressure by gender, scaling with threat points.
  • Dwarfgate toxic fallout:
    • Duration: about 1 to 3 days.
    • Causes outdoor toxic exposure, plant loss, and faster rot for exposed items/corpses.
  • Dwarfgate heat wave:
    • Duration: about 1 to 2 days.
    • Adds up to about +17C local temperature offset.

Important behavior:

  • During these conditions, the local gate is forcibly held open as a receiving gate until the condition ends.

Gate Exploration Quests

Most gate exploration content starts when you decode glyphs (see Gate Network Guide for dialing/unlock flow).

There are two main exploration pools:

  • Planet gate quests
  • Orbit gate quests

Both are auto-accepted scripted quests and share core behavior:

  • Site is generated on the world map with a quest timer.
  • If ignored too long, the site times out and the quest fails.
  • Timeout is 900000 ticks (15 in-game days).
  • Once the site map is generated, recurring detection raids begin.
  • Some remote site maps can hide from normal map view when empty unless gate modification equipment is active.
  • Detection raid cadence:
    • First raid: about 18000 to 36000 ticks (0.3 to 0.6 days) after map generation.
    • Repeat raids: about every 60000 to 90000 ticks (1 to 1.5 days).

Planet site variety

Planet quests can roll many archetypes, including:

  • Tau'ri outposts
  • Goa'uld outposts
  • Wraith sites
  • Mechanoid and insect sites
  • Mixed ruins/ancient complexes
  • Barren gate and bandit-style compounds

Expect optional extra defenders (enemy presence, mechs, replicators, or Tau'ri groups) depending on rolled site parts.

Orbit site variety

Orbit quests can roll:

  • Abandoned platforms
  • Settlement platforms
  • Mechanoid platforms
  • Wrecks
  • Satellites
  • Asteroids

Orbit encounters are generally higher-risk and may include drones/turrets, salvage factions, or mech presence depending on site type.

Note: some orbital settlement variants can require signal-jamming capability before entry.

Treasure Hunters at Sites

Gate-site scripts can also spawn small Treasure Hunter teams when a site map is generated, often near the gate.

Treat them as opportunistic third-party combatants rather than guaranteed allies or neutrals.

Special Quest: Protect the ZPM

This quest loop is tied to your colony's broadcasting ZPM state.

  • Starts when at least one player ZPM is actively broadcasting and raids are not suppressed.
  • First attack warning delay: about 18000 to 30000 ticks (0.3 to 0.5 days).
  • Recurring raids then fire every 90000 to 120000 ticks (1.5 to 2 days).
  • Raiders prioritize your broadcasting ZPM as the target.
  • If your ZPM signal stops, the raid loop stops (for example, uninstalled, destroyed, disconnected, or signal-scrambled states).

Special Quest: Treasure Vault

Treasure Vault is a dedicated gate-site quest with a fixed vault-style site part and a high challenge profile.

  • Also uses a 900000 tick (15 day) world timeout if ignored.

Practical Strategy

  • Treat every fresh gate site as time-sensitive: plan transport, medicine, and extraction before stepping through.
  • For long site operations, expect periodic reinforcement raids rather than a single-clear map.
  • Keep your home gate defenses ready; some quest-driven raids can use gate arrival and temporarily lock your gate while the raid is active.
  • If a site is no longer worth the risk, abandon it early rather than losing a team to stacked raid waves.

Clone this wiki locally