# Rimworld: old west meets sci-fi

**URL:** <https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244>\
**Category:** The Game Room\
**Tags:** video-games-e-games\
**Created:** [September 7, 2015, 4:17pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244 "2015-09-07T16:17:13Z")\
**Posts on this page:** 20\
**Page:** 31

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [June 15, 2026, 1:33pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/602 "2026-06-15T13:33:52Z")

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> [@Skywatcher](#):
>
> My pawns keep having at least twins! I suspect the default setting of allowing [Children, school and learning](https://steamcommunity.com/sharedfiles/filedetails/?id=1541438230) to handle pregnancies is behind these multiples: one from Biotech and one from CSL.

Yep. No more twins after telling CSL not to handle pregnancies.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [June 15, 2026, 5:02pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/603 "2026-06-15T17:02:21Z")

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> [@Skywatcher](#):
>
> [Red’s](https://steamcommunity.com/workshop/filedetails/?id=2899599896) Big and Small series but disabling all those seems to have helped.

Still can’t use the framework. Tried a genetics mod which has Big and Small as a dependency and no pawns spawned.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [June 26, 2026, 1:23pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/604 "2026-06-26T13:23:46Z")

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Having noticed some pawns asking to join my colonies being of a xenotype other than what is described, I’ve enabled a mod that recently hit the Workshop.

> **[Steam Workshop::\[HAR\]Universal Race and Xeno Fix - 通用种族异种基因修复](https://steamcommunity.com/sharedfiles/filedetails/?id=3748310957)**

Going to start a new Red Sun colony to check it out.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [June 26, 2026, 5:48pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/605 "2026-06-26T17:48:53Z")

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One thing I really like about the Red Suns: some piece of their default apparel includes a firefoam grenade launcher. Draft them, line 'em up at a fire, and they’ll have it knocked down in minutes!

Game minutes, that is. 🙂

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 1, 2026, 4:17pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/606 "2026-07-01T16:17:38Z")

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Thought I would need to rebuild my modlist again when I started getting nothing but black screens upon reaching what should have been the main menu.

Shutting down for a while then rebooting seems to have prompted Steam to update some mods, which fixed whatever was causing that.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 8, 2026, 4:59pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/607 "2026-07-08T16:59:32Z")

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> [@Skywatcher](#):
>
> Going to start a new Red Sun colony to check it out.

Still seeing events pulling from the “baseliner” pool at random. I guess what is needed is a mod to prevent race mods from pulling baseliners from other race mods.

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**Author:** ![Palooka](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/palooka/32/2902_2.png) [@Palooka](https://boards.straightdope.com/u/Palooka)\
**Post date:** [July 9, 2026, 1:55pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/608 "2026-07-09T13:55:12Z")

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I hit 1000 hours on Steam so that seemed like a good time to take a break, especially since I can’t figure out any scenarios that seem amusing. (The rich explorer scenario modified to start with a gravship was the latest fun one.)

I hope they announce the next DLC soon, but I think that’s probably a few months away and then another wait for release.

I’m not sure what I’d even want them to add. More industry besides drug cartel might be nice, but I’m not sure that’d make a big difference to gameplay.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 9, 2026, 5:33pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/609 "2026-07-09T17:33:44Z")

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> [@Palooka](#):
>
> I can’t figure out any scenarios that seem amusing.

These might interest you if/when you feel like playing again.

> **[Steam Workshop::Better Traders Guild](https://steamcommunity.com/sharedfiles/filedetails/?id=3684587591)**

> New Scenarios
> 
> 1. **Independent Traders** - Leave the Guild to strike out on your own. Start with a shuttle, silver, and allied standing with your former employers.
> 
> 2. **Exiled Traders** - A salvage job gone wrong awakens a mechhive. The Guild cuts you loose. Scavenge what you can and survive with mechanoids on your tail. Not for the faint of heart.
> 
> Reusable scenario parts: shuttle arrivals, unique weapons with traits, apparel coloring, faction goodwill, and xenotype pawn slot configuration.

I’ve been using #1 as a jump-off point when creating my own scenarios. The default consists of five pawns, whose xenotype pool can be edited (that’s the “configuration” mentioned above), with 2000 credits, a rusty shuttle, some rusty equipment, two (not rusty) unique weapons of normal quality or better, and not much else.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 17, 2026, 3:05pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/610 "2026-07-17T15:05:09Z")

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Came across a new use for dye yesterday.

> **[Steam Workshop::Oharo's Stained Glass Lamps](https://steamcommunity.com/sharedfiles/filedetails/?id=3229164563)**

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**Author:** ![msmith537](https://avatars.discourse-cdn.com/v4/letter/m/d9b06d/32.png) [@msmith537](https://boards.straightdope.com/u/msmith537)\
**Post date:** [July 19, 2026, 1:45pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/611 "2026-07-19T13:45:01Z")

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I may have to pick up Rimworld again with some of the expansion packs.

One question though. How much exploring of the planet to people actually do? I assume it’s actually practical to explore beyond a few day’s journey as some of the expansion packs provide aircraft / vehicles?

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 19, 2026, 5:55pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/612 "2026-07-19T17:55:39Z")

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> [@msmith537](#):
>
> some of the expansion packs provide aircraft / vehicles?

Yes, Odyssey adds small shuttles plus constructable ships (research for which is obtained via an early quest) which function as mobile bases. These ships are capable of reaching orbit and exploring there.

There are also vehicle mods, such as Vanilla Vehicles Expanded (linked somewhere above), for caravanning and multiple mods which add shuttles, such as SRTS and LWOP (both also linked somewhere above). Be advised that LWOP stuff is definitely overpowered; I only use the shuttle, rifle, and flooring.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 20, 2026, 3:08am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/613 "2026-07-20T03:08:17Z")

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I wanted to try experimenting with a different colony group and noticed something wrong with worldgen again. Population has been down to one settlement per faction. Having tried different ways to solve this, I can only figure that some faction mod recently updated and screwed up worldgen.

Worldgen does work properly with about a quarter of the factions I had been using so now I’m readding factions to see if any one in particular interferes with the spawn amount.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 21, 2026, 1:50pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/614 "2026-07-21T13:50:58Z")

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> [@Skywatcher](#):
>
> I can only figure that some faction mod recently updated and screwed up worldgen.

> [@Skywatcher](#):
>
> one in particular interferes with the spawn amount.

Yep. [This submod adds two factions;](https://steamcommunity.com/sharedfiles/filedetails/?id=2961683592) having either one spawn messes up population generation.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 22, 2026, 7:45pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/615 "2026-07-22T19:45:12Z")

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Not only was I having population issues, I couldn’t advance from “Choose your ideoligion”; validating files solved both problems. Should’ve tried that first.

Still can’t advance to pawn generation in [a custom scenario based on those independent traders,](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/609) though. I assume it has something to do with being able to specify xenotypes.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 30, 2026, 11:42am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/616 "2026-07-30T11:42:20Z")

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Some alternate starting locations I recently noticed:

[Asteroid Starting Scenarios](https://steamcommunity.com/sharedfiles/filedetails/?id=3549786583) adds four. Start on either a large or small asteroid, with a gravship or without.

[Orbital Station Start](https://steamcommunity.com/sharedfiles/filedetails/?id=3773528576) just hit the Workshop a couple days ago. Again, either start with a gravship or without.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 30, 2026, 4:22pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/617 "2026-07-30T16:22:08Z")

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Very useful for creating/editing scenarios with a large mod library. Particularly useful for screens that are in mod order rather than alphabetical – i.e.: animals and research – you get sent to a search screen in the style of [Character Editor’s](https://steamcommunity.com/workshop/filedetails/?id=1874644848) inventory tab rather than a huge wall o’ text.

> **[Steam Workshop::Scenario Editor UI Overhaul](https://steamcommunity.com/sharedfiles/filedetails/?id=3547456746)**

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 31, 2026, 5:16pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/618 "2026-07-31T17:16:56Z")

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> [@Skywatcher](#):
>
> [Intimacy - A Lovin’ Expansion](https://steamcommunity.com/workshop/filedetails/?id=3498422643)

I now see that I mentioned this earlier, when it apparently was causing problems. I guess [they’ve](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/243) since been fixed?

Anyway, Intimacy and its submods finally got me to start an Ideology colony. In hopes of having better control over pregnancies, lovin’ has been set for partners only and with less frequency.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [August 3, 2026, 2:27pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/619 "2026-08-03T14:27:01Z")

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> [@Skywatcher](#):
>
> [Orbital Station Start](https://steamcommunity.com/sharedfiles/filedetails/?id=3773528576) just hit the Workshop a couple days ago. Again, either start with a gravship or without.

I’ve been experimenting with an altered form of the gravship version. Some thoughts:

- Give your pawns some vacsuits or equivalent if not using the standard Gravship Crew.
- Each life support unit acts as a generator.
- Stations are _cold!_
- Stations contain deactivated hunter traps and wasp traps, which can be safely dismantled.
- Stations are randomly generated. Which means:
- 
  - The electrical grid will most likely be incomplete when your pawns first arrive.

- 
  - You might end up with some wasted space, which can be quite large. I like to use Dev Mode to fill those in.

- 
  - Likewise, some rooms can be quite large. Which will be difficult to bring up to a comfortable temperature.

- 
  - There will be at least one hydroponics room. One hopes it won’t one of those large rooms.

In short, if you want something different and have a race which _likes_ to be cold – such as the [Nivarians](https://steamcommunity.com/sharedfiles/filedetails/?id=3624805128) I mentioned earlier – try starting them on an orbital station. And don’t forget to build a grav anchor before taking off for elsewhere.

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [August 9, 2026, 3:10pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/620 "2026-08-09T15:10:45Z")

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I finally solved my disappearing rock issue! Use Dev Mode to unfog the map then have it smooth all the walls; smooth walls don’t disappear and can be done on any unfogged rock.

Yeah, it’s cheating, but totally necessary to keep all my rock.

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<div class="post-metadata">

**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [August 11, 2026, 4:31am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/621 "2026-08-11T04:31:09Z")

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> [@Skywatcher](#):
>
> Still seeing events pulling from the “baseliner” pool at random. I guess what is needed is a mod to prevent race mods from pulling baseliners from other race mods.

I might have found one.

> **[Steam Workshop::Faction Race Diversity](https://steamcommunity.com/sharedfiles/filedetails/?id=3772776643)**

Hit the Workshop a couple weeks ago.

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