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.

Looks like I need to rebuild my modlist from scratch again. No longer able to load the game, not even with lists that had been working.

At least now I can incorporate Vanilla Landmarks Expanded! Also this neat mod, which apparently utilizes a dev mode script to modify the chosen tile before landing, like changing the biome or maybe placing a specific landmark (landmark placement has some limitations).

I think @Raza would be primarily interested in this:

That looks very deep! I’ll check it out; thanks!

:+1:
 

Oh, this is way cool!

Since the loading bar is the only reason I’m still using RimThemes, I’m switching to that for 1.6 onward.

I may have found a solution to my FPS drops without turning off all trader caravans.

Destroyed City has been rewritten for 1.6. Those ruins + an Odyssey Ruins landmark should be very interesting.

Last time I was able to play, my pawns were in risk of having a roof fall on them when deconstructing ruined walls. Smarter Deconstruction and Mining is supposed to prevent that; there should not have been roofs to fall, anyway, so I subscribed to No Roof Collapse.

ETA: Come to think of it, No Roof Collapse should also somewhat mitigate disappearing rock. I could use Dev Mode to place walls where rock should be without mountaintops falling where the rock used to be.

I decided to not use that; the landmarks which most interest me apparently are not valid for placing via that mod. So I’m sticking with RNG with the hope that the gods are kind.