RimWorld

RimWorld

180 ratings
Immigrants
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Mod, 1.5, 1.6
File Size
Posted
Updated
395.532 KB
30 Oct, 2024 @ 5:33am
11 Jun @ 7:51pm
7 Change Notes ( view )

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Immigrants

In 1 collection by Zaljerem
Zal's Original Mods
104 items
Description
Inspired by Dwarf Fortress and "A Colonist A Day" by WalkingProblem
Preview image: Ellis Island (~1910) - Library of Congress (CN 91482188)

Integrates with: (but not required)
Royalty
Ideology
Biotech
Simple Ogre Race (Continued)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2923822664

Safe to add to a save. Removal is always ill-advised.

Note this well: keep the political stuff under control. I moderate brutally; I'll delete whatever I care to - don't test me.

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Default settings: 1-5 immigrants arrive at your colony every 15 days.
(They instantly join; no option to refuse, a la Dwarf Fortress)
Usually colonists/tribespeople (who can arrive as children with Biotech), but rarely ancient soldiers or pioneers (a colonist with better equipment)
If you run Royalty, sometimes nobles will arrive.
If you run Simple Ogre Race (Continued), sometimes ogres will arrive.

Colonists and tribespeople (and their ogre versions) can arrive with cats and/or livestock (chicken, cow, muffalo)

Mod settings available:
Enable/disable
Minimum immigrants per wave (default 1, max 10)
Maximum immigrants per wave (default 5, max 25)
Individual letter threshold (default 6 - i.e. if more than 5 immigrants, send one bulk letter instead of 6+ separate ones)
Immigrant wave arrival interval (default 15 days, max 60 days)
Chance of immigrant wave (default 100%)
Immigrants use player primary ideology (Ideology only, default, otherwise random)
Immigrants arrive as slaves (Ideology only) CURRENTLY NOT WORKING
Allow children (Biotech only, default)
Chance of child immigrant (Biotech only, default 10%)
Force xenotype (Biotech only - vanilla/modded, allows access to custom/random xenotype options)
Force custom xenotype (Biotech only - this dropdown populates in-game only)
Force random xenotype (Biotech only - can be vanilla/modded or include custom xenotypes)
Allow ancient soldiers (default)
Allow pioneers (default)
Allow nobles (Royalty only, default)
Allow ogres (Simple Ogre Race (Continued) only, default)
Allow cats (default)
Allow cows (default)
Allow muffalos (default)
Allow chickens (default)

To do/ideas:
* Incorporate colony size and wealth into immigrant wave size determination?
* Incorporate colony overall happiness into chance and size of wave? (Not that I have any idea how at the moment :) )
* Expose percentages of pet/livestock/immigrant types to mod settings?
* HAR, faction, pawnkind related options?
* SOS 2 "support" (auto disable on space maps? generate with helmet/spacesuit?)
* Fancy coding to get even more customizable?
Popular Discussions View All (1)
3
10 Nov, 2024 @ 8:08am
Drop down menu is not displayed when "Forced Xenotype" feature toggled on
Lexamenrf45
146 Comments
Grimm_Vatic 15 hours ago 
i would love to see an exclusion list for xenotypes added to this mod. i play with a lot of races added and I would love to setup a filter to not have specific ones appear
Firedog 11 Jul @ 4:14pm 
Any idea when the slave issue will be fixed?
Azzkal 4 Jul @ 3:05am 
1.6 mod crash game, cant start
dracoix 🐉 17 Jun @ 1:34pm 
This changes up my whole gameplay style, I love it. I have like my OG 4 being the high council with the lacky newcomers dealing with threats and menial labor. Classic to always be the tried and true in colony-genre game design. Awesome as always Zal.
Zaljerem  [author] 16 Jun @ 1:50pm 
Thanks, I'll take a look at that and max colonists as soon as I can. I can't duplicate the age-related issues, I checked the code, I'm not doing anything special in that regard. It's a good idea to add techlevel limit options, I'll do that also.
FuzzyLogik114 16 Jun @ 12:21pm 
thank you for this mod, I can finally make a meatgrinder colony without worrying about running out of population. Unfortunately when I set them to be slaves they never show up.
Zaljerem  [author] 12 Jun @ 2:20pm 
I guess I should increase that. I often forget people play huge colonies, I tend to run smaller ones. I'll see if I can batch some of these suggestions into an update, but it's prime mod updating season, so I'm incredibly busy at the moment.
terrorbob238 12 Jun @ 2:06pm 
how to change max colonists past 100?
TheSordishMan54 8 Jun @ 3:03am 
Great mod, just the way I really wanted to find another way for expanding my colonies on multiple saves... but old people remain an issue though that I wished there was a age slider to readjust average age for each immigrant.
Alpharius 2 Jun @ 2:08am 
I would love some integration with Vanilla Events Expanded so that immigrants have a small chance of betraying the colony