Rimworld: old west meets sci-fi

Rare Earth Smelter hasn’t been updated since 1.4 but apparently still works.

As I recall, these smelters – of which there are four levels with their own research – output somewhat larger quantities and a few additional resources compared to vanilla smelters.

Since my xenophobes won’t be trading with anyone other than their own species, I look forward to smelting all the weapons which would otherwise pile up.

Went in the options for Vanilla Events Expanded and slid the offset for Trader Caravan Arrival about ¾ the way to the high end, hoping that it will cut down on the number of concurrent visiting caravans. Thus reducing the lag for my trade-friendly colonies.

Just noticed something interesting in the workshop. Fantasy Biotech basically adds Dwemer equivalents for power generation, mechanoids, sanguophages, and gene crafting.

Compact Pawn Storage just got updated for 1.6; I first noticed the mod a year and half ago but never got my mod list stable enough to use it back then.

I think the cabin (grey box in the middle) would be useful for my xenophobes and I figure some in this thread would like to keep their prisoners in the pit (dirty hole on the left). Test subject storage (that contraption on the right) seems perfect for @Babale’s Questionable Ethics experiments.

Doesn’t seem to help any. Let’s see if Trading Options Continue does the trick.

Nope, just can’t seem to figure out how to keep trader caravans from killing my FPS. Fortunately, I only have one active colony that accepts traders so disabling trader caravan arrivals in all my custom scenarios is a viable option. New colonies will have plenty of orbital trading options or send out their own caravans.

Tired of insect hives spawning under your stuff?

Welp, my xenophobe colony is now the only one without a broken map. Oh, well.

I had been messing around with two Android colonies with traits from Rimsec Security (Winter Model droids on an snowy map and Desert Model droids on a desert map). The disappearing rock hit both their maps as well as the colony which started as a lone Android.

Vanilla Landmarks Expanded looks very interesting but, unfortunately, I can’t use it. Enabling it causes my game to hang on loading; I guess it has something to do with all the other mods I use. I tried disabling a few but the result was the same.

More updates for 1.6:

Winter Taiga Biome has been completely rewritten.

ReGrowth: Expanded World Generation (Continued) allows players to set biome commonality as well as various map densities (rivers, mountains, roads, etc.) direct from the world generation dialog. Also gives a world map preview.

My mod list has changed so much – primarily additions, some subtractions – since starting the colony of xenophobes that I’ll likely start a new colony for them, anyway. Even without traders around, that colony is having performance issues; I think a lot of it is a combination of the frequent jungle rains and pathfinding. Still haven’t set up their prison, either, although its exterior walls have been constructed.