RimWorld

RimWorld

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Secure Contain Rimworld
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
39.719 MB
22 Jan, 2022 @ 10:34am
20 Jul @ 4:55am
44 Change Notes ( view )

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Secure Contain Rimworld

Description


Adds stuff from the SCP Foundation project. Includes a storyteller, creatures, weapons, apparel, objects, factions, buildings, research projects, furniture, and a containment mechanic. Over 50 SCPs and counting.

Requires Harmony.

Adds a whole bunch of familiar and forgotten SCPs to wander your RimWorld. Traders, ancient ruins, or even other factions are home to SCPs. Some are traded across the Rim as pets, while others are out in the wilderness, waiting to be captured or tamed.

Some anomalous weapons and apparel add all sorts of effects. From a pistol that turns headshots into meals to a katana that makes a pawn crazy with power, you'll be surprised what you'll find in the hands of raiders, for sale, or given as quest rewards.

Adds events and factions so your storyteller keeps you on your toes. From SCP-3199 attacks to Chaos Insurgency SCP-3033 raids, you'll see the weaponized forms of SCPs you'll be tempted to use too.

Adds non-anomalous gear and apparel to help capture SCPs, keep those D-Class in their place, and raid other factions for their SCPs.

Also adds special 'containment procedures' for almost all anomalous entities that can appear. From simple powered shelves that keep an object from degrading to specialized walls and security doodads to lock up the nastiest the Rim has to offer. Don't forget: If it has a will of it's own, it will probably try to escape! Though not all SCPs have to be contained... after all, SCP-5185s are good boys with a little training.

Pay attention to an object's classifications to ensure the safety of your colonists. Or don't. There are three classifications: Containment class, Disruption class, and Risk class. They help indicate what effects the SCP has at a glance, and each one is listed in an object's information menu. A Safe, Dark, Notice-classed SCP doesn't mean it isn't dangerous.

Some of the classifications may have been adjusted thanks to the Rim being quite different than the Foundation's normal stomping grounds. While knowing the SCP's entry can help in some cases, it isn't essential to play this mod.
Please read the information panel info about every SCP you encounter (the I icon), and it will help your colony not die to oversight.

Got one or all of the DLCs? There are some SCPs and factions that get more of their canon features if you have them. Got Anomaly? Scroll down in the Entity Codex and check out all the SCPs! They'll reveal themselves when you see them for the first time.



There are so many SCPs in this mod, so check this GitHub post[github.com] for the whole list of them. Factions are there too.

Are you a modder who wants to make their SCP work with this mod? check out this quick, dirty, unfinished guide on GitHub[github.com]


CREDITS

Content relating to the SCP Foundation, including the SCP Foundation logo and other logos/icons, is licensed under Creative Commons Sharealike 3.0 and all concepts originate from http://www.scpwiki.com and its authors.

SCP-ES-019 sprite, SCP-762 sprite, SCP-939 sprites, SCP-1762 sprites, SCP-1695 sprites, and SCP-131 sprites by Monti (Monti#9691 | Monti's steam page)

SCP-160 sprite, SCP-745 sprite, SCP-1905-1 and 2 sprites, SCP-5185 sprite, SCP-1675 sprite, SCP-154 sprite, SCP-060 sprite, SCP-019 sprites,SCP-123-J sprite, SCP-1079 sprites, SCP-4155 sprites, SCP-2471 sprites, Nobody Storyteller sprite, Chaos Insurgency clothing, SCP Foundation clothing, and GOC Clothing sprites by SydCalaharia ( SydCalaharia's steam page)

Nobody Storyteller Icon by MingoMongo[www.deviantart.com] under CC-BY-SA 3.0

Programming + pretty much the rest of the art (not icons) by DeeMainiac

Check out the GitHub[github.com] for a 'roadmap' and a list of known bugs. (AKA a list of which ones I'm doing next)


MAJOR INCOMPATIBILITY
these mods will straight up not work, throw a ton of errors just by existing, etc.


Combat Extended: This one I am uninterested in supporting, and it conflicts with a few SCPs (Namely gun ones). Play at your own risk.

Other SCP mods: A few of them are just this one but different, way smaller, and outdated, while others don't have patches to support the containment system in this mod.


Help me add incompatibilities to the list! You can post a bug report on the GitHub (above)


MINOR INCOMPATIBILITY
These mods work with each other, though with some caveats (usually specific SCPs cause problems)

RocketMan (and other performance mods): Still testing these, but sometimes it very slightly breaks several events. It doesn't cause errors, but it does cause unintended effects (ex: SCP-3199 event isn't manhunter, Containment Breaches don't always work, etc.).

Multiplayer mods aren't 100% compatible as some events (i.e. SCP-3199 raids) trigger desyncs. I've tried to reduce the number of bugs for the multiplayer mods, but I'm sure there are still some out there.

FAQ

Q: How many SCPs are in this mod?
A: check this GitHub post[github.com] for the latest on what's in here.

Q: Where do I find SCPs?
A: Some can only be traded for, others are found in ancient dangers, and others still are found out in the wilds. Some are event exclusive, and others are only found in raids vs the Chaos Insurgency. Depending on what your other mods add, it can greatly limit what SCPs you see (all SCPs, not just creatures). There's a masterlist on the discussion page if you're having trouble (or think there's a bug).

Q: How do I contain an SCP that is an inanimate object?
A: Set them in a designated containment device (see relevant research for them)

Q: How do I contain an SCP that is alive?
A: Using the "containment room marker" building or another containment device (see relevant research for them) will designate a room to be a Containment Room. Put the creature in the room, and you've contained it. It's still 'contained' in rooms not designated a Containment Room, but it can dig to freedom without notifying you. You can also use a Cryptosleep Casket, but they're incredibly OP for this purpose.
If you have Anomaly, you can contain a select few in the Containment Platforms as well.

Q: Is SCP-173 broken?
A: 173 was added as an april fools joke a few years ago, and is just a statue. I never intended for it to do anything, so it's doing exactly what I designed it to haha. Maybe one day I'll make it work properly.

Q: Can you add SCP-(whatever)?
A: idk maybe. Depends on the SCP of course. Right now I'm selecting some SCPs I know I can handle (programming wise, not art wise haha), seeing on how I'm a one-man-band. Check the GitHub for a link to the Trello board (to see what I'm working on right now)

Q: Can you add [SCP made popular from SCP: Containment Breach or other games]?
A: There are a LOT of SCPs that I could add. Don't forget to give the not-as-popular SCPs a chance!

Q: Can you add [group of interest]?
A: Probably. Eventually. Assuming they have enough of a presence as an 'active' opposing force (i.e., Church of the Broken God or Three Moons Initiative) and isn't just a company/individual (i.e., dado or Eric).
Popular Discussions View All (13)
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22 Sep, 2024 @ 6:05pm
how to stop 1905-1 and 2 spawning
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31 Aug, 2024 @ 2:16pm
Contain SCP
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589 Comments
Latex Santa 21 Jul @ 10:48am 
@Nimn
There's a Mal0 anomaly mod !?! SOLD.
Nimn 21 Jul @ 5:27am 
Just a harmless report. One of the masks, i forget the name so i'd have to check but it's got the red eyes on it, has no left facing for me. It has facing up, down, and right facing, but the left facing faces right instead. No issues notable otherwise that other mods aren't also having. The scp box worm looking thing has that red square cross when nothing is in the box, but i use ambition of the cosmos too and it has that same bug with one of the meals. Harmless as far as i've seen. Loving the mod overall, especially when i add the new mal0 anomaly mod.
Jack Konstantine 20 Jul @ 5:00pm 
Removing the alpha gene was enough to get the game to start, but there was still an error message indicating problems related to mods that modify genes. I'll test your patch and if it doesn't work, I'll try to identify the incompatibilities if they are unknown. Thank you for your responsiveness and your incredible work!
Kamikaze_dalek 20 Jul @ 12:49pm 
Rip Blast Doors not being air tight XD
DeeMainiac  [author] 20 Jul @ 5:46am 
@Vulkandrache I don't think there's enough overwhelming SCP content in this mod for it to be its own entire campaign. Selecting the custom storyteller might drown out some others though
Vulkandrache 20 Jul @ 5:08am 
Would you say the scope of this mod is more suitable for its own campaign or can it be thrown into larger modlists without drowning out the competition?
DeeMainiac  [author] 20 Jul @ 4:57am 
I think it was actually a bug with the Framework as opposed to the Alpha Gene mod, but I've fixed it now
DeeMainiac  [author] 20 Jul @ 4:22am 
@Jack Konstantine that's an odd incompatibility, I'll look into it
Jack Konstantine 20 Jul @ 1:02am 
Nvm, that was à compatibilité issue. Alpha gène is not compatible with scr
Jack Konstantine 19 Jul @ 11:31pm 
I think the mod is broken, when I activate it and my game restarts, I have the log window that opens with lots of errors and my mod deactivates indicating that I have activated incompatible or corrupted mods. I have tested all my mods and I confirm that it comes from this one. Is this an error following the last update or does it come from an incompatibility with my modlist?