On a timer
First wave after 5 days, then one every 2 days. Points follow a curve scaled by your difficulty.
Mod
RimWorld 1.6 / 1.7No HarmonyStoryteller
A rebuild of Wave Survival [Game Mode] by Justin C, with Philbro's storyteller art. Random events are off. Raids arrive on a timer, each wave stronger than the last, and a supply pod lands at your orbital trade beacon every day.
Every fourth wave is special and every tenth is a boss. The next wave is decided ahead of time, so the alert and a small HUD tell you what is coming and from whom.

First wave after 5 days, then one every 2 days. Points follow a curve scaled by your difficulty.
Sieges, sappers, breachers, mechanoids, manhunter packs and mass animal insanity. Royalty adds mech clusters; Anomaly adds shamblers, fleshbeasts and sightstealers.
Every 10th wave: a great siege, a warband or a mechanoid hive at one and a half times the strength.
The next wave is rolled when it is scheduled. The alert and HUD name its type, faction and strength, and a report follows each wave.
Steel, wood, stone blocks, silver, components and medicine by chance, survival meals when food runs low, and sometimes a weapon.
Each item stops dropping once you hold enough, counting what still lies near the beacon.
After 3 days without a beacon, a smaller drop lands near the colony.
Casual, Standard, Brutal or Custom. A run keeps the preset it started with.
When your colony falls, the run goes on a local best-runs list with its waves, kills and days.
The screen edges glow as a wave gets close. Can be turned off.
WaveTypeDefs in Defs/WaveTypes.xml with pool (Normal / Special / Boss), kind (Raid / Incident), strategy, arrival mode, faction filter, minWave, weight, pointsFactor, bonusPoints, canSplit. New: drop pod raids, drops in the base, breachers, mechanoids; Royalty mech clusters; Anomaly shamblers, fleshbeasts, sightstealers; boss waves every 10th wave. Game defs are resolved by name without errors, so a missing one turns that type off.pointsByWave SimpleCurve, optional wealthBlend toward StorytellerUtility.DefaultThreatPointsNow, breatherDays after special and boss waves, range checks for every config value in ConfigErrors.WaveTracker sends a wave report (killed, downed, fled).RunSettings). Covers wave strength, first-wave and between-wave days, special interval, supply chances, the still-alive mood, wanderer chances. The Wave Survival scenario locks the storyteller.RunStats; on colony loss a letter and a local top-10 list in the mod settings.WSR_WaveVignette in 1.7/Shaders, ramps over the last 6000 ticks and flashes on arrival, coloured by pool. Settings toggle.noBeaconFallbackDays (3) a half-size drop, no weapon, near the colony.WaveSurvivalReforgedBuildInfo.BuildStamp, log prefix [WaveSurvivalReforged] for the Azrael hub.1.6/Assemblies (net472). 1.7 loads 1.7/Assemblies, a.NET 10 build against Krafs.Rimworld.Ref 1.7.4998-unstable. Released through the normal workflow and docs-site zip.maxStockpile; weapon weight is commonality × √price; the beacon is cached.CanFireNow.saveVersion 2. A 1.0 save loads with the Standard preset, the same wave number and countdown, stats seeded from the wave number, and the next wave pre-rolled on the first check.Multiplayer is not supported.