# 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:** 32

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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 11, 2026, 8:24pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/622 "2026-08-11T20:24:18Z")

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> [@Skywatcher](#):
>
> I might have found one.

And I think I have too many races for that to be useful to me; big wall o’ sliders, some of which have default settings that make no sense. Such as 100% cheetahpeople for all bandit-type factions.

Oh, well.

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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 12, 2026, 2:46pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/623 "2026-08-12T14:46:35Z")

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How’d I not see this before?

> **[Steam Workshop::\[Og\] Repair Your Gear](https://steamcommunity.com/sharedfiles/filedetails/?id=3513376486)**

I assume repair capabilities stack with [Repair Bed](https://steamcommunity.com/sharedfiles/filedetails/?id=2656590581) ( which requires [VFE - Spacer Module](https://steamcommunity.com/workshop/filedetails/?id=2028381079) ).

I also recently added [BetterSliders Contiuned](https://steamcommunity.com/sharedfiles/filedetails/?id=3663410182) – if that allows direct entry of numbers rather than messing around with all of Faction Race Diversity’s sliders, I’ll give FRD another try. After taking notes regarding race distribution without FRD enabled.

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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 14, 2026, 4:50am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/624 "2026-08-14T04:50:56Z")

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> [@Skywatcher](#):
>
> After taking notes regarding race distribution without FRD enabled.

I put all that into a spreadsheet, only to discover that FRD isn’t capable of even coming close to that. Several columns have no equivalent slider.

Meh. I kinda like having unexpected xenotypes showing up in visitor groups. If only there was a way to keep other xenotypes from showing up as [Vigils.](https://steamcommunity.com/sharedfiles/filedetails/?id=3473101740) One of those always shows up, requesting lodging, shortly after establishing a new colony; they’re supposed to have a specific backstory and xenotype but I keep getting random ones for both.

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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 16, 2026, 2:27am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/625 "2026-08-16T02:27:30Z")

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Here’s another way to add landmarks without bothering with Vanilla Expanded.

> **[Steam Workshop::Landmark Density Scaler](https://steamcommunity.com/sharedfiles/filedetails/?id=3708730692)**

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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 17, 2026, 8:27pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/626 "2026-08-17T20:27:12Z")

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For some reason, the cabinet from [Nanotech Overpower](https://steamcommunity.com/sharedfiles/filedetails/?id=3533473917) influences benches quite a ways from said cabinet. I don’t mind my cooks operating at superspeed but I find researching technology almost instantaneously to be game-breaking, which is why I don’t use the power armor from LWOP. The occasional “instant research” scroll, whatever it’s called, is good enough.

[Linkable Settings](https://steamcommunity.com/sharedfiles/filedetails/?id=2739581441) has a range limiter, along with a setting for working through X number of walls; this should help whenever I have a nanocabinet.

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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 20, 2026, 3:39am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/627 "2026-08-20T03:39:21Z")

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Hey, this is useful!

> **[Steam Workshop::MultiConstruction](https://steamcommunity.com/sharedfiles/filedetails/?id=3562530209)**

Just make sure you turn off multi-repair or you’ll waste resources. I don’t know how many components my construction bots wasted repairing refrigerators before I noticed.

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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 20, 2026, 4:54pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/628 "2026-08-20T16:54:27Z")

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Here’s another nice texture mod.

> **[Steam Workshop::Clean Textures](https://steamcommunity.com/sharedfiles/filedetails/?id=2865361569)**

Place toward the bottom of the load order.

Oh, and if you have modded trees that get rendered behind objects – such as redwoods from [Nature’s Pretty Sweet](https://steamcommunity.com/sharedfiles/filedetails/?id=3542949511) and Mallorns from [LOTR-Elves](https://steamcommunity.com/sharedfiles/filedetails/?id=3548255064) – here’s a fix. It’s really a texture mod for vanilla trees; changing render order for all trees is an option.

> **[Steam Workshop::Better Trees](https://steamcommunity.com/sharedfiles/filedetails/?id=3539609975)**

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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 24, 2026, 1:46am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/629 "2026-08-24T01:46:01Z")

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Whatever saves I still had since I started 1.6 are no longer valid. Had been using a forked version of a race mod, which is no longer forked, and [the current version](https://steamcommunity.com/sharedfiles/filedetails/?id=3756132017) doesn’t play nice with my mod list.

Too different from the previous version, anyway.

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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 25, 2026, 2:22pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/630 "2026-08-25T14:22:48Z")

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Some new prison-related stuff hit the Workshop on Friday.

> **[Steam Workshop::Capture Expansion](https://steamcommunity.com/sharedfiles/filedetails/?id=3787736781)**

Perfect for Medieval colonies:

[![Imgur](https://i.imgur.com/Bw9JoxX.png "imgur.com") ](https://imgur.com/Bw9JoxX)

[![Imgur](https://i.imgur.com/7BpHHCL.png "imgur.com") ](https://imgur.com/7BpHHCL)

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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 27, 2026, 1:02am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/631 "2026-08-27T01:02:25Z")

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> [@Skywatcher](#):
>
> [Vigils.](https://steamcommunity.com/sharedfiles/filedetails/?id=3473101740) One of those always shows up, requesting lodging, shortly after establishing a new colony; they’re supposed to have a specific backstory and xenotype but I keep getting random ones for both.

That mod recently updated and a Vigil with the correct xenotype plus appropriate backstories has joined my new colony.

I suppose I could enable FRD again when I feel like messing around with all those sliders.

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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 28, 2026, 4:43pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/632 "2026-08-28T16:43:46Z")

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> [@Skywatcher](#):
>
> I also recently added [BetterSliders Contiuned](https://steamcommunity.com/sharedfiles/filedetails/?id=3663410182) – if that allows direct entry of numbers rather than messing around with all of Faction Race Diversity’s sliders…

BetterSliders does help! Still have to manually edit each slider but editing the number in BetterSliders’ field tries to get the slider as close to that number as possible. The numbers in the sliders still want to total 100.

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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:** [September 16, 2026, 7:02pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/633 "2026-09-16T19:02:20Z")

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Finally finished messing with all of Faction Race Diversity’s sliders a couple days ago but haven’t got 'round to playing again.

Did get as far as worldgen when I noticed [Alpha Biomes](https://steamcommunity.com/workshop/filedetails/?id=1841354677) had taken a direction which I don’t care for and can’t disable. So I’ve disabled the entire mod and enabled [Biomes! Caverns](https://steamcommunity.com/workshop/filedetails/?id=2969748433) instead; trying to have both was causing my loading screen to hang before it got to the main menu.

Part of the reason it took so long is that I completed transitioning from an 8-year-old Windows 10 box to my almost three-year-old Win 11 box. All the old internal drives now live in an external drive case.

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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:** [September 19, 2026, 4:59am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/634 "2026-09-19T04:59:19Z")

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Aha! Thanks to [this tile mutator extension](https://steamcommunity.com/sharedfiles/filedetails/?id=3773922864) for [Cherry Picker,](https://steamcommunity.com/workshop/filedetails/?id=3521312241) I’ve gone back to Alpha Biomes to see if the mutators I dislike can be disabled.

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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:** [September 22, 2026, 3:28am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/635 "2026-09-22T03:28:40Z")

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[Loading Progress](https://steamcommunity.com/sharedfiles/filedetails/?id=3535481557) recently updated to include progress bars for map generation; now landmark density multipliers like [Landmark Density Scaler](https://steamcommunity.com/sharedfiles/filedetails/?id=3708730692) or in the settings for Alpha Biomes don’t work anymore.

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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:** [September 23, 2026, 4:59am UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/636 "2026-09-23T04:59:01Z")

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The author of Loading Progress wasn’t able to duplicate my issue with landmark density but, for some reason, it’s now working properly, anyway.

Recently noticed this neat little mod in the Workshop. Lets pets share beds with pawns; doesn’t apply to livestock.

> **[Steam Workshop::Sleeping Buddies](https://steamcommunity.com/sharedfiles/filedetails/?id=3774741768)**

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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:** [September 28, 2026, 2:25pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/637 "2026-09-28T14:25:09Z")

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Useful for Noah-style animal hoarders.

> **[Steam Workshop::Menagerist - Mort's Ideologies: Memes and Precepts](https://steamcommunity.com/sharedfiles/filedetails/?id=3514363516)**

This precept emphasizes the number of different species rather than the number of animals and, unlike other animal-related precepts, does not require vegetarianism.

ETA: Now I’m wondering how many animals can fit on a [RimShip.](https://steamcommunity.com/sharedfiles/filedetails/?id=3689132119)

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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:** [September 28, 2026, 2:48pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/638 "2026-09-28T14:48:15Z")

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While looking for that ship mod, I came across a new use for Gravships.

> **[Steam Workshop::GravTide](https://steamcommunity.com/sharedfiles/filedetails/?id=3779600989)**

Also adds shipyards, seafaring vessels, seabed survey arrays, offshore platforms, etc.

[![](https://images.steamusercontent.com/ugc/9660496780315573604/6F88C1F23C2022D4FF6B10B7B5B212F5A701DDC9/) ](https://images.steamusercontent.com/ugc/9660496780315573604/6F88C1F23C2022D4FF6B10B7B5B212F5A701DDC9/)

Only requires Odyssey & Harmony.

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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:** [September 28, 2026, 3:59pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/639 "2026-09-28T15:59:42Z")

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I have a “Retired Pirates” custom scenario which I’ve not attempted to play since 1.4. Those pirates used to rely on [Boats](https://steamcommunity.com/sharedfiles/filedetails/?id=3017479589) ( which requires [Vehicle Framework](https://steamcommunity.com/workshop/filedetails/?id=3014915404) ) but I’ll switch them to GravTide if it works with my current modlist.

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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:** [September 28, 2026, 7:42pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/640 "2026-09-28T19:42:58Z")

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> [@Skywatcher](#):
>
> GravTide if it works with my current modlist.

No such luck. Stops loading at ~15 minutes and aborts to Vanilla and I don’t feel like rebuilding the list again.

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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:** [October 2, 2026, 8:04pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/641 "2026-10-02T20:04:17Z")

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Human leather walls (plus furniture, etc.) for your cannibalistic pawns!

> **[Steam Workshop::The Build With Anything Mod (Continued)](https://steamcommunity.com/sharedfiles/filedetails/?id=2118025145)**

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