Okay, that worked; RNG wasn’t nearly as nice this time.
At least there is a bunch of royal silver flooring that can be removed.
Sent another caravan to an encounter map; left one of my negotiators home this time. Got a warning saying the location is too dangerous to enter for the next 24 hours; didn’t get any warnings last night. Just went in and couldn’t see a thing.
I guess all I had to do was put HugsLib higher in the load order?
No, that wasn’t it but it probably helped. The encounter maps which were having issues, at least the ones displayed on the map, were either in or next to a GRiNDterra biome. No problems so far after disabling that, except now my colony has no mineable rock.
There wasn’t all that much rock to begin with and I have a quarry so that’s not really a problem for this colony.
My favorite militaristic cat people are back!
In my Rick and Morty game, I had a spaceship crash on a nearby tile, and went over to find some mechanoids and a bunch of downed Ancients. Partway through disassembling the hull for scrap parts and removing the armor from downed characters, I thought: would Rick and Morty really do this? Is this in character?
And then I saw that one of the episodes in the current season involved Rick and Morty looting a cryosleep ship that wasn’t even crashed and I realized that yes, yes it is.
Wanna fight Smaug (or at least a reasonable facsimile)? Lord of the Rims - Dwarves adds a possible quest to an ancient dwarven stronghold with a huge, angry fire drake at its center. And a correspondingly huge amount of silver nearby, if your pawns can manage to beat it.
Alright, I’ve been hovering with my finger over the download button for a long time, but I finally pulled the trigger and picked up the Big and Small mod. But it adds so many xenotypes and factions (some of which I’m not really interested In at all, like the Little People faery faction). It’s just a bit more fantasy themed than the sci-fi theme I’m aiming for.
However, with Xenotype Spawn Control and Faction Customizer, I can use these as slots to create a bunch of custom factions at different tech levels with my own mix of xenotypes that will give them their own lore. And I can make, for example, the “Nudist Tribe” into apes with the monkey xenotype mod and the “Gentle Tribe” into another neglected xenotype, or make a “Rough” and “Civil” Kingdoms from VE Medieval feel much more different from one another with various xenotypes like the Brawnum. Or I will likely make the Feral Rimsenal faction spawn Venators instead of Baseliners. Etc…
NB: make sure you don’t send a solo pawn to a dungeon; you’ll want at least a second pawn to rescue the first if they get caught in a snare trap.
I’m thinking I should have disabled the Militaires Sans Frontieres faction for my Roomba Lord game. He keeps getting called to rescue their members from renegades; they’re starting to outnumber his helper droids!
The purpose when I created that scenario in 1.3 was to start with one sentient android and some drones, which aren’t exactly sentient but count as colonists, then see who wants to move in. So, I don’t mind pawns wanting to move in but now there’s so many of 'em.
OTOH, maybe the “Turn In” service listed on the mod page can be used to get rid of the prisoner who somehow managed to not get killed while breaching an ancient danger. That old gal’s backstories gave her high medical but zero social skills; we have enough doctors already so she would not be an asset.
That’s why I did not get that RH mod when adding a bunch of factions for my world building recently.
I did get the Bounty Hunters, Rangers, and the Russian PMC factions, and kitted them out with xenotypes (using Xenotype Spawn Control) to make them more unique. I am hoping they are “generic” enough that this works well, but we shall see.
You’ll recall that part of what originally turned me off about RimWorld is that it didn’t have Z levels.
I started looking into options for giving my Rick and Morty run a basement. Obviously, Rick needs a massive underground lab.
I found that I could do this with an Ancient Stockpile with vanilla Odyssey, but they only spawn on certain tiles. There’s a mod to make them buildable… But there’s also the full on Multifloor mod. And apparently I already have a partial version of Multifloor through the Urban Ruins mod… And apparently there’s a Progression: Verticality mod that seemlessly merges the two somewhat orthogonal Z level systems.
So I’ve got Multifloor now. Rimworld is everything I could possibly imagine.
And more… Apparently there’s an absolutely nuts mod from 1.5 called Pawnmorpher that lets you transform people into animals (and makes enemies do it to you) using Mutagenic Somethingorother… I hope it updates to 1.6, that sounds amazing.
It is. Not only can pawns be transformed into various animals, or different body parts on any given pawn into parts of different animals, animals which used to be humanoid can appear around your colony. I posted an image up in post 145 showing a formerly human firefly who is somehow still alive despite missing her head.
Yes, these formerly humanoid pawns can be changed back – if they haven’t gone too feral.
It’s been less than a year in-game and my Lord is not only crowded but also overwhelmed by supplies, primarily plant scraps and generic wood. Plant Fiber should help with the former but I need to start a new colony to really use it.
Want to try settling in a desert? Desert Grass ( requires Expandable Plants ) can help. Hot, dry areas such as deserts and arid shrublands are supposed to have wild grass with these enabled but I’ve not seen any while testing my mod list; growing areas can be designated for desert grass, though.
Just noticed something that would benefit Medieval players. Famine Food adds very basic food recipes from Medieval times; does not require Medieval Overhaul but benefits from it.
ETA:
Mlie just posted Incident Disabler (continued) a couple days ago; I’m guessing that can be used to disable those. Just subscribed to it myself.
I mean, Rimworld natively has a famine food.