RimWorld

RimWorld

162 ratings
Rimsential - Homebound: Continued
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Mod, 1.3, 1.4, 1.5, 1.6
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25.136 MB
21 Dec, 2023 @ 2:47pm
12 Jul @ 7:21pm
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Rimsential - Homebound: Continued

Description
Homebound - a Rimsential mod

An experimental mod offering a variety of ways to tuck away pawns whether they be background characters, essential heroes, or troublesome villains.

This is the continued version of the Rimsential - Homebound mod handed over to the community by Orpheusly and continued with their permission. The packageId has been left unchanged in an effort to ease migration however as the name has changed anything using a PatchOperationFindMod may need to update.



Features
  • Create faux housing for pawns and schedule when they go "home".
  • Pawns will rest while at "home" and leave again when they're scheduled for another task.
  • Includes a number of experimental ways to store pawns. This includes digitizing them, storing them in a magic crystal, or keeping them visible as statues.
  • Can be used to keep larger groups of pawns out of the way, while maintaining their ability to do their jobs when needed. Build a barracks for your army, a neighborhood for your farmers, store a noteworthy pawn for later, and more.



Details
  • Build a pawn door, assign it to a pawn, and schedule when they should be at home.
  • Purchase or craft magical gems or digitizer discs and store noteworthy pawns for later without hogging system resources. (Can be made at the art bench)
  • Create Peculiar Stands or plastinite at an art bench to store colonists, prisoners, animals and entities into statues. (With Outer Rim, the plastinite will be renamed to Carbonite)
  • Create larger populations in your colony and, with a bit of creative scheduling, decide who is active and when.
  • Put animals into farms for their materials or to breed without the ticking costs of having 100 chickens.
  • Stick a bunch of people in a factory, surround it with resources and have them churn out enough dusters to clothe the whole rim.
  • Carry around some single use capture gems which allow you to capture a friend or downed enemy into your inventory without the usual need to make an enclosed prisoner bed on the enemy map first. Act like the raiders do; capture who you can and leave. (Can be made at the art bench)
  • Build capture spheres at the machining table to live out your pocket colonist dreams
  • Trap your colonists in cocoons while they chestburst
  • There is a small anomaly Easter egg, if you have the Anomaly DLC, you can enable a special release all in settings then keep your eyes peeled. It only activates once though. This may be expanded into a proper anomaly in the future.



FAQ
  • "Isn't this a bit unbalanced?" It is, which is why it's marked as an experimental mod. We want to bring great new ways to play to Rimworld and we believe allowing for larger colonies as well as creative pawn storage solutions is a good start. Leave comments with your feedback and ideas!
  • "I've set a pawn to own a storage, why wont they go in?" If the storage has scheduling, make sure scheduling is enabled (there's a button for it) and then set the pawn's schedule to include "Home" time. Even if it's a factory "Home" is their storage to go to. Going to other storages or using them outside of scheduling must be forced. Also some ownership things are just hints to make them select a specific storage for e.g. a prisoner.
  • "Why won't my pawn go home?" To avoid fighting emergency jobs, Pawns will not go home and can't be taken home while badly wounded, they need a hospital! Even if you put them in they'll just be dumped out for medical attention. Once they can walk you can manually command them to go home and they will slowly recover at home but by default will stay out so you can tend them.
  • "If looks like my pawns needs aren't changing at home" Yes. For performance reasons the needs, health, rest etc is all applied in one go when the pawn leaves storage so you can't see how they're doing without pulling them out of storage.
  • "How do I build storages" Doors and hatches are in the structure menu, statues etc are craftable in the art bench and some are only available from traders.
  • "Can I still see my pawns in the bar?" Check settings, there's an option to show them, off by default.
  • "How can I feed the farms?" Hoppers. Note there's a dedicated farm hopper that accepts more food types. The normal ones work fine too if you prefer them for aesthetics but won't allow all food types.
  • "Can I put prisoners in them?" Yes, most storages you can select "for prisoners" then assign a prisoner. If you have an available storage either installed or in some cases (capture crystals) in your pawn's inventory then you can right click to dump them directly into storage.



Attributions:
  • Thanks to Orpheusly for making the original version of this mod!
  • Thanks to Taranchuk for his work in making this possible as well as Maxim for adding some polish!
  • Thanks to Keyz182 for adding support for capturing entities and animals as well as the new farms, carbonite and warrants integration!

[github.com]


Popular Discussions View All (1)
0
13 May @ 10:43am
Rustic Farm Standalone
Vecardi
274 Comments
Damon_Vi 10 hours ago 
definitely both a male a female. i've also tested it with two other animal species, having a male and female, and the breeding progress gets locked at 0-1%.
Taggerung  [author] 14 hours ago 
Most common mistake is just not having a male in the dome. The progress only moves when there's both in there. Not all animals are compatible if they're not using the normal systems, but for devil sheep I wouldn't expect that to be an issue
Damon_Vi 20 hours ago 
i'm trying to breed a pair of devil sheep, but i havent seen any progress towards the animal's breeding. the ewe was already pregnant (middle stage) before putting the animals in the Breeding dome. it's reading that the nutrition is at the level that i set it to, the hopper attached has food in it standing by. but the sheep's breeding progress on the building is stuck at 1%. anything i could be doing wrong?
Taggerung  [author] 16 Jul @ 6:45pm 
1.5 and 1.6 both. Steam reads the same file the game does so if it’s whining at you about being 1.5 that means you don’t have the latest version. Try unsubscribing then resubscribing to give Steam a kick
SKEL 15 Jul @ 8:00pm 
This will be great for performance late game for people with hundreds of mods!
TheLastThrumbo 15 Jul @ 9:04am 
Thank you for the update! I'll get report back any bugs I find. Even though this mod is tagged 1.6, in game it's still marked as 1.5. Same with the total control mod. Thanks again I super appreciate your efforts!
Taggerung  [author] 12 Jul @ 7:22pm 
Beta of 1.6 released
keyz182  [author] 6 Jul @ 2:37am 
1.6 is in development
D9sinc 5 Jul @ 10:54pm 
Looking forward to seeing a possible 1.6 update because more animals just means more need for this mod to host an actual reasonable ranch for people who want one, but don't want 40 extra pawns walking around even with the performance improvements. Plus, storing my people is great.
Evono 5 Jul @ 4:05pm 
is 1.6 planned?