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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.
- 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 | 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. |
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.
These only fire if your map has a spawned Dwarfgate.
-
Dwarfgate psychic drone:- Duration: about
0.75 to 1.75days. - Applies hostile psychic pressure by gender, scaling with threat points.
- Duration: about
-
Dwarfgate toxic fallout:- Duration: about
1 to 3days. - Causes outdoor toxic exposure, plant loss, and faster rot for exposed items/corpses.
- Duration: about
-
Dwarfgate heat wave:- Duration: about
1 to 2days. - Adds up to about
+17Clocal temperature offset.
- Duration: about
Important behavior:
- During these conditions, the local gate is forcibly held open as a receiving gate until the condition ends.
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 questsOrbit 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
900000ticks (15in-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 36000ticks (0.3 to 0.6days) after map generation. - Repeat raids: about every
60000 to 90000ticks (1 to 1.5days).
- First raid: about
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 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.
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.
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 30000ticks (0.3 to 0.5days). - Recurring raids then fire every
90000 to 120000ticks (1.5 to 2days). - 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).
Treasure Vault is a dedicated gate-site quest with a fixed vault-style site part and a high challenge profile.
- Also uses a
900000tick (15day) world timeout if ignored.
- 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.