Rimworld: old west meets sci-fi

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.

How’d I not see this before?

I assume repair capabilities stack with Repair Bed ( which requires VFE - Spacer Module ).

I also recently added BetterSliders Contiuned – 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.

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. 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.

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

For some reason, the cabinet from Nanotech Overpower 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 has a range limiter, along with a setting for working through X number of walls; this should help whenever I have a nanocabinet.

Hey, this is useful!

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.

Here’s another nice texture mod.

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 and Mallorns from LOTR-Elves – here’s a fix. It’s really a texture mod for vanilla trees; changing render order for all trees is an option.

Whatever saves I still had since I started 1.6 are no longer valid.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 doesn’t play nice with my mod list.

Too different from the previous version, anyway.

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

Perfect for Medieval colonies:

Imgur

Imgur

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.

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.

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 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 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.

Aha! Thanks to this tile mutator extension for Cherry Picker, I’ve gone back to Alpha Biomes to see if the mutators I dislike can be disabled.

Loading Progress recently updated to include progress bars for map generation; now landmark density multipliers like Landmark Density Scaler or in the settings for Alpha Biomes don’t work anymore.

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.

Useful for Noah-style animal hoarders.

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.

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

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

Only requires Odyssey & Harmony.

I have a “Retired Pirates” custom scenario which I’ve not attempted to play since 1.4. Those pirates used to rely on Boats ( which requires Vehicle Framework ) but I’ll switch them to 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.

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