[PC Game] Halforums House: RimWorld Character Creation Thread

GasBandit

Staff member
That reminds me of the other thing that is driving me nuts. That you don't have priorities set manually. I know there's 40+ people, but GD son. (I get it, it just drives me nuts)
My stomach really hurts that I don't have the time and attention to devote to things like that, and even moreso that the division of labor means things like... I don't have one guy who's super excellent at construction that I can use to take the time to make sure everybody has at least a superior quality bed. NOPE too many people, too many beds, not enough skillz. Some of you are just gonna have to put up with crappy beds. 54 colonists means only the squeakiest wheels get the grease. And right now I got this power shortage and heat wave shit to deal with.
 
I didn't get to watch the whole thing, but I like that my muffalo just decided to sleep in the bunk with everyone else.

He thinks he's people!
 

GasBandit

Staff member
I'd also like to point out, because others have made the mistake, that this playthrough is not of a "tribe" :p that was last time. This time, everyone is marooned spacers, so it is a colony, not a tribe.

The game makes a distinction between the two (mostly in how long it takes to do research, but some social mods also make characters of different origins commit faux pas based on tribal/midworld/urbworld/hiveworld/iceworld/glassworld/spacer/glitterworld culture clashes).
 

GasBandit

Staff member
It would be nice to get a melee weapon eventually! :p
You got Wasabi's fennec as a consolation prize :p but yeah, you're on the list. There's a lot of people who need weapons, and I'm thinking an imminent pirate raid will help with that... one way or the other.[DOUBLEPOST=1501613586,1501613506][/DOUBLEPOST]
You have to snap someone's neck and steal their club like someone already has.
That really surprised me when that happened. :confused:

I mean, I expected someone with a knife to come finish off the pirate quick and quiet like, but... daaamn.
 
We also start our colonies really differently. I always start with a slowly expanding wall to keep predators and mad animals out. Watching predators wander into your camp makes me nervous.
 

GasBandit

Staff member
We also start our colonies really differently. I always start with a slowly expanding wall to keep predators and mad animals out. Watching predators wander into your camp makes me nervous.
A wall is usually on my to-do list as well, but I like to get the bedrooms done first. Of course, that's proving difficult this go-round.[DOUBLEPOST=1501614389,1501614207][/DOUBLEPOST]
Legit getting the twitch app so I can watch while at work. NO SHAME!
Hah, well, don't get caught and lose your promotion over me :p

Also the first half hour is basically me checking boxes on forms and doing inventory, so feel free to skip a bit.

Reminder to all - you don't actually have to watch the stream unless you want to, I *will* be making a proper update once I deem myself to have enough content to do so (probably in the next day or two).
 
A wall is usually on my to-do list as well, but I like to get the bedrooms done first. Of course, that's proving difficult this go-round.[DOUBLEPOST=1501614389,1501614207][/DOUBLEPOST]
Hah, well, don't get caught and lose your promotion over me :p

Also the first half hour is basically me checking boxes on forms and doing inventory, so feel free to skip a bit.

Reminder to all - you don't actually have to watch the stream unless you want to, I *will* be making a proper update once I deem myself to have enough content to do so (probably in the next day or two).
LET ME LIVE!

Haha, they're super chill - it's really fine, I promise. I won't get into trouble.

I'd rather have your voice in my earholes so I'm going to keep watching/listening to the stream! :heart:
 
My stomach really hurts that I don't have the time and attention to devote to things like that, and even moreso that the division of labor means things like... I don't have one guy who's super excellent at construction that I can use to take the time to make sure everybody has at least a superior quality bed. NOPE too many people, too many beds, not enough skillz. Some of you are just gonna have to put up with crappy beds. 54 colonists means only the squeakiest wheels get the grease. And right now I got this power shortage and heat wave shit to deal with.
I have 6 in construction and 8 in crafting :3 but I'm guessing my asthma acts up too much to get a lot of stuff done quickly. But hey, at least I like to work with my haaaands
 

GasBandit

Staff member
I'd rather have your voice in my earholes

I have 6 in construction and 8 in crafting :3 but I'm guessing my asthma acts up too much to get a lot of stuff done quickly.
well, you don't really get to make reliably good constructions until you're over 10, preferably 12 or 13.


But hey, at least I like to work with my haaaands
Awww yeah girl, you build that bed.. Build it reeeeal good.

:hump:
 

GasBandit

Staff member
Dodge's cat is Masahiro.
Far's Husky is Dolly.
JWhouk's Husky, Putt-Putt, ended up forming a bond with Frank. I'll get JWhouk one of the puppies.
BErt's Husky is named Bront. He's a good dog, Bront.
GenSpec has a Labrador named Uma.
Quining7 has one named Nora.
MindDetective's monkey is named Savanna.
Hylian's arctic fox is Romeo.
NobleHippy's fennec fox is Ichabod.
Wasabi's fennec fox, "Bits," was beyond her ability to master, and ended up bonding to SpecialKO.
Kags is master of a red fox named Count.
Klew's arctic wolf is named Killer.
Krisken's timberwolf is named Elmer. I guess he hunts wabbits.
Zero's rat is named Nanami.
Emry's rat is named Blood.
Sara's iguana is named Dynamite.
Dirona has a lynx named Paddy.
CynKat's spelopede, as mentioned earlier, is named Megumi.
Dei's muffalo is named Juliette.
Celt Z's muffalo is named Silence.

As the animals have babies, other capable colonists will start to get pets to train.
 
(Blows note on harmonica) *Fweee
Ahem
La la la..

♫ WEEELLLLLLLLLL♫

Efficient Light
and Cheaper Components
and Organized Research Tab

There's Stack Manager
and Rimfridge too
and Extended Traits, cause they're fab

Without Prepare Carefully, this whole thing wouldn't work
And Trading Spot's essential to make caravans not jerks

AllowDeadMan'sApparel fixes something that shoulda already been there
And Change Dresser is great for storing clothes and changing hair

Where's the Gravel fixes an annoying artwork flub
And RT Fuse, cause spacers should know circuit breakers, bub

A Dog Said will help keep our pets healthy and super fit
And Hugslib is in there because basically other mods all just need it

See Deep Ores, because it's a QOL issue and no brainer
And Allow Tool just prevents me from going ever more insane-er

Set-up Camp's a must have for all your caravaning guys
I have Refugee stats, but for this, I don't think it applies

(since I'm turning off refugee events)

Balanced Neutroamine Production, so we can grow our meds
And Simple Sidearms so closing to melee doesn't make gunners instantly dead

AC Enhanced Crafting, for managing our crafts
And JTReplace walls is nice because the old way was quite daft

(Also Better Workbench Management)

Hardworking animals will make our pets all haul their weight
And SS Damage indicators makes combat really great

Headgear frame is nice but really purely just for looks
Heat map lets me make sure nobody accidentally cooks (or freezes)

I have Zombie Apocalypse but I don't think I'll use it this time, guys
Ditto for Packed Lunch, not quite as useful as I first surmised

Of course a number of hair mods that aren't important enough to tell
But Colony Manager is super fucking swell

(And I don't think I could do this without it)

RuntimeGC's just for addressing some late game performance probs
And to fix a retarded design decision, Billy's Improved Load Transport Pods

We're gonna lose some limbs and such, it's guaranteed, I'm fearing,
So we definitely will have Expanded Prosthetics and Organ Engineering

LT-Doormat will help keep our compound nice and neat
And from what I understand Additional Joy Objects is a treat.

So now, for Romance Diversified, I wait with baited breath
to figure out if it is workable, or will just fuck us all to death.
Yoink!
 
I use a lot of mods. Here's a generated list. I have a lot more social mods than Gas, and also some kind of cheaty ones, that I have for random things that annoy me.
RimWorld modlist

Author: AnnaDei
Mod count: 45

HugsLib by UnlimitedHugs
Important: This mod should be loaded right after Core to work properly.
HugsLib is a library that provides shared functionality to other mods.
Version: 3.1.2

Haul to Stack by ItsComcastic
Version 0.17
Instead of hauling to random tiles your pawn should always haul to a stack if it has room on it
Features
Haulers will check for an existing stack to add it's item to. Haulers no longer reserve the haul-to tile meaning multiple pawns can haul to the same tile at once.
Issues
You may still see your pawns haul to different stacks, this will happen if there are no stacks, or full stacks in the stockpile and two or more pawns try to haul new items at once or if an animal is hauling. Example: If you get a pod drop with new loot and two pawns pickup some before any is placed, they might pick different spots in the stockpile to haul to. I'm working on a system where they can share with eachother which tile they plan on placing new loot on which should fix that issue and prevent the need for Stack Merger by Fluffy
Conflicts
It looks like there might be a conflict with a wall light mod if your stash runs against the wall light. If you have wall lights against your stash take that tile out of your stockpile zone to prevent pawns from going into a loop of trying to haul over and over. This issue isn't fixable by changing mod order unfortunately, I'll have to work with the mod creater on a solution.
This overwrites the builtin JobDriver_HaulToCell. If any other mods overwrite the JobDriver for hauling this mod will throw tile reservation errors. This mod should be compatible with most other mods but let me know if you have any problems.
* IMPORTANT *
If you want to remove or turn off this mod you need to first make sure no one is performing or going to do a hauling job.
You can force this by pausing, drafting any pawns where their state says they're 'Hauling", save.. turn off the mod, then load that save and undraft the pawns. If you don't do this the pawn and what they were holding will 'disappear' and the game will throw errors. If you reload your 'broken' save with the mod they should reappear.
Recommendations
Install Stack Merger by Fluffy in addition to this mod. On rare occasions pawns could haul items that don't have an existing stock pile to different tiles because both pawns look for a location to place the item at the same time and if nothing exists they may pick different tiles for placing. Fluffy's mod will handle those cases.
Thanks to @Trips for the Haul to Stack preview picture.
Github
https://github.com/jkluch/HaulToStack

RimFridge - A17 by Kiame Vivacity
Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labour from feeding prisoners, or keeping food on hand for cooks.
Comes in 1x1, 1x2, and 2x2 versions.
Thanks to everyone who's helped translate this mod!
Dragomano - Russian
53N4 - Spanish
duduluu - Chinese
phmalu - Portuguese
Breakyt - French
Ɲơɴɑɱɛ - German
Thanks to everyone who's added/edited code!
towhead - Made the fridges hide the uglyness of food
Original Author: Vendan

EdB Prepare Carefully by EdB
Customize your colonists, choose your gear and prepare carefully for your crash landing!
If you get a set of starting colonists that you like, save them as a preset so that you can start your game the same way next time.
[Version 0.17.1.6]

Rumours And Deception by SeveralPuffins
Have you ever wondered why your colonists don't talk about each other? Did no-one wonder about sending that shifty cannibal Alex to bury the dead? How come Ray likes the abrasive psycho that beat up her friend, just because she's never been insulted directly? And why is no-one ever apologetic about anything they've done?
If you want more social complexity, or just plain gossip and intrigue in your stories, then look no further! Rumours and Deception adds several new colonist social interactions, traits and thoughts that largely focus on people talking about people.
New interactions:
- Chat about other colonists: Alice likes Bob. Bob hates Carol. Bob can now tell Alice this!
- Spread rumour: Colonists will tell nasty, unsubstantiated tales to each other, particularly about colonists that neither of them like.
- Share secret: A colonist can trust another enough to reveal something deep and personal, bringing them closer together.
- Reveal secret: There's no guarantee that all trust is well placed! Colonists that have been told a secret can go and gossip about it to their friends!
- Apologise: Colonists can try to make up with others that they've insulted or hurt.
- Make peace: Colonists may try and apologise on behalf of a third party.
- Culture clash: Not all insults are intended! One may insult another due to having a poor understanding of their background culture (for example, Tribal vs GlitterWorld culture clashes).
New traits:
- Compulsive liar: This colonist just can't help it- every conversation is an opportunity to make up some new, snide story about one of the others.
- Gushing: This colonist just cannot judge who to trust with their darkest secrets, exposing themselves to potential embarrassment.
- Gossip: This colonist talks about other people all the time. This extends to secrets, with which they can't be trusted.
- Manipulative: This colonist will use any social trick they know to make other people see things THEIR way. They are great negotiators, but can be divisive and isolating within a colony.
- Trustworthy: This colonist keeps secrets. They rarely spread rumours, and if they do they feel terrible about it.
- Peacemaker: This colonist can't stand to see their friends fighting. They will try to resolve other people's differences, and will get a mood boost if successful.
New events:
- Defection: A socially isolated colonist will suffer mood penalties and very regular mental breaks. If they remain friendless, they may, occasionally, walk off the map and join an ally (currently suspended while HugsLib updates).
- Splinter: In the unlikely event that a clique of friends forms within the colony that is largely hostile to the rest, they may choose to leave together and form a new map faction. They will take some of your colony's belongings with them as they go (currently suspended while HugsLib updates. Will be replaced with leaving caravan).
- Brawl: Even if cliques don't leave, they may still start fights!
Updates:
28/05/17: Updated to A17. Introduced a toggle for brawls for those who don't want them, but by denying this violent outlet for your colonists, they will take a big mood hit for their divided colony!

Preset Filtered Zones by cuproPanda
Adds six new stockpile zones which are already filtered for storing Meals, Meat, Vegetables, Medicine, Joy, or Animals. Freezer creation is a breeze!

Organized Research Tab by Lazevedo
Organized research projects in the Research Tab.

Hospitality by Orion
Allows you to recruit visitors. At a price, of course.
You can also improve your relationship with visiting factions and sell items to visiting guests. Guests will buy and use things inside of their allowed area.
Errors and bugs: If you get errors, most likely Hospitality is clashing with another mod you're using.
So to help me fix bugs, please describe clearly what happened. Also please upload the output_log.txt file from Rimworld's data folder or enable the developer console and upload a screenshot of the first error you're getting. If you think it might be conflicting with another mod, please list the mods you're using in the order they get loaded.
Hospitality requires the HugsLib mod to be loaded first.

Xeva's Rimhair (A15, A16, A17) by Orion
Adds more hair styles.
Also works for A15 and A16.

Simple sidearms by PeteTimesSix
With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS. Because your snipers are getting really tired of getting shanked.
See forum thread for details.
https://ludeon.com/forums/index.php?topic=32497.0
HugsLib for A17 required. Get it here:
https://github.com/UnlimitedHugs/RimworldHugsLib/releases

Heat Map by Falconne
Adds an overlay toggle button to show a temperature based colour gradient over indoor areas: green for the human comfort zone, getting bluer and redder for colder and hotter rooms respectively.

More Furniture (A17) by Anonemous2
Adds furniture, styled for rimworld. New items can be found in Furniture+ tab when building. (Alpha 17 Release)
Adds;
New tables
Counters
End tables
Dressers
Plant pots
Chairs
And more

Refugee Stats - A17 by Kiame Vivacity
A mod to add a bit more detail to the refugee screen.
Original Author: Shirkie01

ResearchPal by notfood
Making researching a breeze!
Credits:
A17 Update by NotFood
A16 Update by Skyarkhangel
Original mod by Fluffy

Quarry by cuproPanda
Adds a quarry for mining in flat terrain.

Visible Pants by XeoNovaDan
A mod that allows you to see everybody's trousers - for that complete feel. Taken from Vindar's Medieval Times mod with permission.

Better Workbench Management by Falconne
Improves the 'Do until you have X' job target by letting you set quality, hitpoint and material limits for counted items, as well as ignore corpse worn apparel.
Copy and paste bills within and between workshops, optionally linking multiple bills to mirror changes between all bills in the chain.
Restrict bills to a particular pawn, fine tune the "unpause at" level with buttons and rename bills, as the Enhanced Crafting mod does (these two mods are not compatible).
Convenience feature to automatically open Bills tab when a workbench is selected.

Harvest Everything! by Ykara
Lets you harvest every body part you can think about!

RuntimeGC by user19990313
RuntimeGC In-Game Cleaner

How could you salvage your over-sized savegame?
How could you make your game running smoothly as it used to be?
Well,you're lucky because you're using this mod!
You can:
-Remove unnecessary World Pawns to alleviate burden of GameSystem
-Clear AvoidGrids to reduce the size of your savegame
-Remove useless members(dead or of other factions) in an animal family
-Remove filth in HomeArea
-(New)Remove corpses in current map
-Fix some faction relationships error(Those caused by mod conflicts are not included!)
-Re-generate faction leaders to fix some CommTable issues.
-Reclaim Memory used by GameSystem to boost up game performance
Usage:
1.Activate this mod(after Core mod)
2.Load your savegame
3.Find a tab called "RuntimeGC" at the bottom of your screen
4.Click,and do some cleaning with the GUI
Enjoy!
PS. The longer you played(year-in-game),the more effective this cleaning will be.
PS2. Sometimes errors occur like "Tried to remove xxx from RimWorld.WorldPawns,but it's not here."They're unavoidable as I should thouroughly de-register every pawn(to avoid further bugs).But,they're harmless,so just ignore them.
PS3. Post any errors or bugs on my forum page.Your effort contributes to a better mod.Thanks!
PS4. (Too expensive to buy)

Portal Turrets by LazyCocoa
Changes automated turrets to the turrets from portal!

Colony Manager by Fluffy
Colony Manager allows you to make colonists do the more tedious parts of managing a colony, making sure you’re never out of vital resources again*.
Important
Requires a new save game.

Adds a worktype, which is stored in the world, which means you need to start a new game after adding/removing this mod.
BETA VERSION
This is the first release on A17, and there were a lot of changes. For now, the Production and Import & Export tabs have been disabled. The production tab will likely be permanently removed, and migrated to be it’s own mod. Import & Export has been buggy for a while, and needs to be rebuild.
Features
Production Jobs
== removed ==
Hunting jobs
Set a target for meat, and never worry about designating hunting manually again!
Set an area to clear of all predators - keep your home area safe!
Forestry jobs
Set a target for wood, and never worry about designating lumber manually again!
Automatically clear wind turbine catchment areas to ensure they’re working at maximum efficiency.
Set an area to clear of all vegetation - make sure there’s no possible cover or retreat for any hostiles that dare attack you.
Livestock jobs
Set a target for animals (for four separate age/sex combinations), and pawns will auto-butcher and/or tame to manage your herd.
Restrict animals to specific areas (for example to separate male/female animals and prevent breeding).
Auto-butcher, tame and train according to your specifications.
Overview
Clear overview of all jobs
Show stock and designated levels for the last day, month and year
Show pawns capable of a job, and set work status
Prioritize jobs, the manager will handle prioritizing jobs on worktables (however standard priority ordering across worktables still applies).
Import & Export
== disabled ==
How does it work?
You can manually set bills in the new Manager tab on the bottom of the screen. Once set, a colonist with the manager skill and worktype enabled will go to a manager station to figure out the best way to hand out jobs to individual workstations
Periodically, the manager will check if the assigned bills are still up-to-date, and make changes or delete bills where required. The manager will not touch bills that are set manually, nor will managers create jobs. You’re still the overlord.
In theory there is no real limit to the number of global bills that can be set.
Notes
Requires a new save. Adds a worktype, which in my tests gave errors on old savegames.
Should work perfectly fine with other mods that add bills, assuming they do nothing too fancy/weird. (I’ve tested with various modpacks - screenshots were taken with the ModVarietyPack.)
Contributors
KapTaiN KaVerN: Minifiable research benches
Moumix3: Research tweaks
duduluu: Chinese translation
Kirill:
MossieuLeBlanc: French translation
Lauri7x3: German translation
Well-sp: Russian translation (update)
Version
This is version v0.17.1.10

Expanded Prosthetics and Organ Engineering 2.0 by Ykara
Adds the ability to craft tons of prostheses and artificial organs in various forms and shapes. Version 2.0

Medical Tab by Fluffy
Adds a comprehensive medical overview tab, showing your colonists’ health at a glance.
Important
Does not require a new save game
Can safely be enabled/disabled in ongoing saves.
Note
The medical tab was rebuild from the ground up for A17. That means many improvements, but possibly also some new bugs. Please let me know if you found any bugs, weird behaviours, or have a suggestion.
Features
Shows vital medical statistics for Colonists, Animals, Prisoners, Visitors and Hostiles*.
Medical care designation, including mass and default assignments
Overview of bleeding rates, pain and infection/disease/immunity progress
See efficiency on all capabilities
Schedule new operations and see planned operations
Sort by everything
*: The hostile tab will by default only show downed hostiles, as I consider showing all hostiles cheating. There’s a toggle in the mod options to show all hostiles instead.
Powered by Harmony

Spoons Hair Mod by Spoonshortage
Spoonshortage's Rimworld Hairstyles

A Dog Said... by spoonshortage
Adds prosthetics/bionics and surgeries for animals
Following parts are added to the game:
A Dog Said Research Tab: Simple Animal Prosthetics, Animal Bionics, Animal Healing
* animal brain stimulator. Fits all animals.
* bionic animal eyes. Fits all animals.
* bionic animal heart. Fits all animals.
* bionic animal lung. Fits all animals.
* bionic animal kidney. Fits all animals.
* bionic animal liver. Fits all animals.
* bionic animal stomach. Fits all animals.
* simple/bionic animal ears. Fits all animals except those without ears (birds,insects,snakes).
* simple/bionic animal jaw. Fits all animals.
* simple/bionic animal spine. Fits all animals.
* simple/bionic animal arms. Fits monkey and megatherium.
* peglegs. Can be crafted with 1 wood. Fits all animals. Least efficiency.
* simple/bionic animal legs. Fits all animals.
* simple prosthetic tail. Fits all animals with tails.
* simple prosthetic nose. Fits all animals with nose (not birds,insects)
All parts can be obtained from traders, except peglegs.
All parts can be crafted at the animal prosthetics bench, after research of electricity and simple animal prosthetics
Crafting requires a skill of 5-12, depending on part.
Simple parts are slightly lower in efficiency than natural parts. Bionic parts are higher.
All parts need medicine skill and 1 medicine to be installed.
Simple parts need a skill from 4-6. Bionic parts need a skill form 8-10.
Animal Healing of old wounds requires research, min med skill of 10 and 3 normal medicine. (make sure animals are set to receive it)
DMG on bionic parts is non variable from animal to animal. A fully bionic Yorkie will do the same damage as a fully bionic Thrumbo.
So make sure to not replace parts unneccissarily on higher damage animals.

[SS]Lovely Hair Style by BJInternetSupervision
Adding lovely hair styles.

Hardworking animals A17 by Daniledman
As you may have noticed, animals trained to haul things are quite lazy and doing they work from time to time.
This mod makes your animals more hardworking: all animals with hauling skill now haul items and resources a lot more often.
Also hauling skill now requires 9 levels to be learned, instead of vanilla 7. It will take more time to train animals, but will finally repay with increased effectiveness.
Having hauling animals is more profitable, and now they can serve as a real work force.
The mod works on the old saves and doesn't require new game. There're no conflicts with other mods that change animals.
If you already have animals with trained hauling, after installing the mod you will need to additionally train them from 7th to 9th hauling level.
Special thanks: Hrosts

Pawns Play Poker by RimRue
What's the one thing that's been missing from Rimworld? You guessed it. Poker! This mod adds a new poker table joy item. Not only does it give your colonists joy to play poker, but they get a small Social skill boost too.

Efficient Light by Rimfire
Lowers power consumption of standing lamp from 75 to 25.

Set-Up Camp by Nandonalt
v2.1 Set-Up Camp Mod By Nandonalt - Camp while travelling! (A17)

Show Hair With Hats or Hide All Hats by Kiame Vivacity
Show hair for all hats or select which hats do hide hair in Mod Settings.
Hide all hats from Mod Settings.
Thanks to "YouAllJilao" for creating "Headgear Frame" and "Vaniat" for supporting it. That mod gave me the idea to do this mod.

Buildable Terrain A17 by TheIronAngel
Adds various terrain types to be buildable as floors Original mod by FrozenSnowFox. V1.1 Added Water!

[A17]My Cute Ear by ZhaoShi_斯坦石 指导:Vaniat
Adding cute hair ! Like a cosplayer.XD
Update:
- Compatible with A17
- Add rainbowcolor hair

Additional Joy Objects by cuproPanda
Adds new objects and activities that bring joy to colonists.

More Faction Bases by Swenzi
Modifies number of Faction Bases and Factions that are spawned for the Alpha 17 update.
v1.0.0
- Initial Release

Psychology by Linq
Doesn't break saves!
Mod options available!

"This is the absolute best mod for Rimworld. It adds innumerable layers of depth other mods could never hope to achieve. Well done."
"I can't play rimworld without this beautiful mod!"
"This is truly a masterpiece of a mod and I hope the developers see that and include it in the core game :)"
"After trying out Psychology in A16, I can't go back from it."
"This is the mod in my opinion that TRUELY makes Rimworld one of the best games on Steam."
"This mod really enriches the gameplay of Rimworld. I am much less likely to play without it."
"This is the first comment I've made in ages for any mod I absolutely love this mod and can't believe you did it solo."
This is a total overhaul of Rimworld's psychological and social systems. Your colonists, and the stories you can tell about them, are what make Rimworld such a fun game. Unfortunately, besides what they can contribute to the colony, colonists are pretty much interchangeable. Now, everyone you encounter will have a unique and recognizable character archetype, giving them massively increased depth and charm. Their personality traits will affect absolutely every facet of their interactions with other people, which have also been expanded to allow your colonists more ways to get to know each other and express their individuality.
Psyche
Every person on the rimworld now has their own attitude and personality as part of the new psyche system, entirely separate from traits. You can view a rundown of their personality traits in the Psyche tab. A colonist's psyche has a real and noticeable effect on their social interactions and self-expression. Colonists' relationships with each other are now far more realistic, varied, and driven by their persistent identity.
Social
Colonists (and non-colonists) hold conversations with each other about a multitude of topics in order to form opinions on them. Two colonists might briefly remark on something as they pass each other in the hallway, or have a long discussion while working on crafting tables in the same room. Instead of being arbitrarily assigned a compatibility with each other, they will naturally gravitate towards like-minded people and away from those they have strong disagreements with. Colonists will even set aside their differences when the colony is small enough that they have to tolerate each other.
Some colonists may not have an opportunity to get to know each other very well, because they simply don't spend enough time in the same vicinity and never get an opportunity to chat. Parties are a great place for your colonists to get together and make new friends (or enemies). However, they will also now invite each other to hang out when they have free time, and spend a few hours relaxing and talking. Good friends will also hang out to keep their relationship strong, and empathetic colonists might even try to hang out with people they don't like to see if they misjudged them.
If there are relationships in your colony, they will make plans to go on dates when they don't have to work. Unless their schedule changes, they will meet at the scheduled date and time and spend time together to keep their relationship alive. Of course, if they're not meant for each other, a date may also reveal an incompatibility between them.
Sexuality and Romance
Instead of being arbitrarily assigned a slot-hogging Gay trait, everyone's sexuality is now graded on the Kinsey scale, from zero to six. The overwhelming majority of colonists will be straight, but their sexual orientations can have much more variety and their romantic interest in each other will be adjusted accordingly. Everyone also has both a sexual and romantic drive, influencing their interest in that part of a relationship. Depending on their personality, colonists may be more likely to have multiple "flings" rather than a single lover, and how they treat breakups is affected accordingly.
Mayorship
After a settlement's first year, elections will be held at some point every fall. A slate of colonists will announce their candidacy for mayor, and will present a platform to run on that is chosen based on their personality. A few days later, a polling place will be chosen and colonists will go there to cast their votes. They will vote for the candidate whose positions best align with their personality, and their opinion of the candidates may also affect their vote.
The candidate with the plurality of votes becomes the mayor until the next election. They will receive visits from constituents in their room unless their schedule is set to Work during that period, particularly by people who are very unhappy or very content. Complaining colonists can find relief in venting to the mayor, and the mayor of a happy, well-functioning colony will be pleased by the words of support they receive.
Mental Illness and Treatment
The number of mental breaks has been vastly improved, and colonists will break differently depending on their traits. Inhabitants of the rimworld can also develop anxiety (usually in their teenage years), or acquire it after suffering PTSD from a stressful mental break. They will require occasional treatment (and good medicine, if it can be spared) to keep their anxiety in check, but once managed, it won't affect their day-to-day life. Some traits that can make colonists undesirable, like chemical interest and pyromania, can also now be treated to mitigate their effects at the cost of medical upkeep.
Additionally, the drug methadone is now available to help treat addiction. Instead of removing legs or trapping colonists in walled-up rooms, you can put them on a methadone regimen to eliminate the severe mood penalty, though they will still suffer all the physical effects of addiction. Methadone itself is mildly addictive, so be careful!
Support
I do not accept any form of financial support. If you want to support this mod, then please subscribe to it, rate it, and tell everyone about it. If you absolutely must spend money on something, then gift Rimworld to someone who hasn't yet experienced it to support Tynan and the incredible work that he does. This mod would not be possible without the great game he created, and the strenuous effort he has put into supporting mod creators.
Compatibility
Thanks to HugsLib and Harmony, this mod should be compatible with practically everything. However, some features may be automatically disabled if you are using a mod which adds them in a different way. Romance Diversified is one example, which is almost entirely redundant when combined with Psychology. If you wish to use features from other mods instead, then it will not negatively impact your game, however you are encouraged to give all of Psychology's features a chance before disabling them.
Not currently compatible with Zombie Apocalypse or Children and Pregnancy.
Credits
({x}) Disarray: Idea for passionate work mood bonus.
twoski: Ideas for many of the new mental breaks.
Wellech: Name of the new Socialite trait.
AlexDeluxe: Russian translation.
Erazil: French translation.
Ɲơɴɑɱɛ: German translation.
철컹철컹: Korean translation.

Roofless by Rakeki
Allows you to remove mountain roofs using the No Roof Area tool

QualityBuilder by Hatti

RT Fuse by Ratys
Adds electric fuses to mitigate the short circuit incident.
Chinese translation by duduluu.

[A17] Trading Spot by Kiame Vivacity
A designated spot for traders to stop at.
Thank you to the translators!
-Ɲơɴɑɱɛ for German
Original Author: TheUbie

[RF] Basic Bridges (and Fishing) [a17] by Rainbeau Flambe
(Last update: 07/23/2017)
"Basic Bridges," as the name so subtly suggests, allows you to build bridges. (Well, technically, you could also create piers or even a boardwalk. It's really up to you.) No special research is required. All you need is wood or stone. And a bit of steel for reinforcement if you're building over deep water.
All bridges support light construction, so you can, for example, use a bridge to run a power conduit across a river. Additionally, stone bridges will support heavy construction, so you can actually place walls on them.
It's also possible to create "fishing spots" on bridges or piers where pawns can relax and catch fish, and to build "shellfish traps" that might net you shellfish, shrimp, snails or small fish. And, if they're so inclined, your pawns can now prepare various seafood dishes.
(Is it ironic that this mod was created by someone who finds fishing to be mind-numbingly dull, and who hates seafood in any form? I think it's a bit ironic.)
- Rainbeau Flambe (dburgdorf)

How Fishing Works:
Fishing is a hunting work type, prioritized just below regular hunting, and as such, relies on shooting and/or melee skill. Pawns with higher skill will fish faster, and have a higher chance of successfully catching something. Fishing spots can become depleted if overfished, and will need to be allowed to "recharge." Regular fish, tiny fish and eels can be caught at any fishing location, though eels are more common in marshes. Squid can only be caught in ocean tiles. Fish can be cleaned for meat, while squid and eels can be butchered for both meat and leather.


Compatibility:
"Basic Bridges" can safely be added to a game in progress, but if you try to remove it from a game in which you've actually built any bridges, you will of course make the map unplayable.
This mod shouldn't conflict with any other mods.

If you have any (helpful) suggestions for improvement, please let me know!

Apparello 2 by Shinzy
Tingle your colonists' sense of fashion with mix of clothing and armour!

Outfitter 0.17.1.4 by Killface
Allows pawns to factor in all kinds of gear stat offsets other than just armor.
- Defaults to sensible priorities based on work types assigned and map seasonal temperatures.
- Allows you to finetune, add and/or remove priorities.
- Takes personal traits like temperature preference or mental states into account.
- No naked pawns!
Original version of 'Outfitter™' by Fluffy. Original version of 'AutoEquip™' by soulkata.
This is a fusion of both mods.
Patch for the Infused mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=818051679
or
https://github.com/Killface1980/RWOutfitterInfused/releases

Allow Tool by UnlimitedHugs
Version: 3.2.3
A set of tools to make your life on the Rim a bit easier.
Easily forbid and unforbid items, select similar things, have things hauled urgently and affect the entire map with powerful new tool extensions.
All tools are found in the Architect > Orders menu. Right-click tools with the small mouse icon to access their whole-map function.
Pressing the Context Action key ("Equals" by default) will activate the whole-map function of the tool you are holding.
All tools are accessible from anywhere by pressing their shortcut key without opening the menu. See the Keyboard configuration panel in the options menu to customize the hotkeys.

Relations Tab by Fluffy
Replaces the faction tab with a relations tab. The relations tab shows, in a very graphical way, relations between your colonists and with other factions.
Contributors
MossieurLeBlanc: French translation
Jozay:
duduluu:
tag:Fluffylicious
 

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