RimWorld

RimWorld

Survivalist's Additions-FINAL VERSION, NO 1.0+-
150 Comments
r_v_patrick 11 Sep, 2022 @ 2:01pm 
Can the snare trap be used to catch raiders so you have a higher chance to imprison them? If not can it be modded to do so?
WillowTheWisp 29 Oct, 2018 @ 4:45pm 
Just wanted to thank you for all the amazing mods you've made. Rimworld is a more fun game for you having contributed to it, and the fact that you were so clear about being unable to continue updating your mods means that they were never in limbo: other willing modders were able to take over without fear of stepping on your toes, and those of us who benefit from all your hard work didn't have to worry about when these amazing mods would be viable again. Wish you all the best!
TheWhiteCrayon 29 Oct, 2018 @ 2:50am 
Looks like mantra is on to it :)
mantrasong 28 Oct, 2018 @ 4:16pm 
I've done a port that's located here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1550854139

It's loaded up on GitHub here, for anyone who wants to help test/fix: https://github.com/mantrasong/Survivalists-Additions
Rossol 28 Oct, 2018 @ 3:05pm 
@The White Crayon yes please. And thank you for updating cupro's stones and alloys.
TheWhiteCrayon 28 Oct, 2018 @ 12:35am 
Would anyone like this mod updated to 1.0?
Ecko [GER] 23 Oct, 2018 @ 10:47am 
dude i cant live without these snares
Vazzaroth 1 Oct, 2018 @ 12:00am 
Cupro quit all mods. I really miss the Shemagh specifically. It was key to my primal progression (with the tech-advancing mod) with a tribal desert. Kept us alive in the heat waves.
DarkArtistryNKP 30 Sep, 2018 @ 12:54pm 
Huh, I wonder why Cupro is quiting updating... I wish this was ported for B19, it's kinda essential for any sort of Medieval/primative playthrough.
minicats 8 Sep, 2018 @ 9:18am 
Dear turnip, I miss you so much in b19.
Cries.
Vazzaroth 18 Jul, 2018 @ 4:24pm 
Vinegar has to specifically be "berries" from the bushes though.
Mallrat 18 Jul, 2018 @ 11:00am 
keylocke, you already have plantable strawberries in the original game. Just make a growing zone, click on it, and change the crop to strawberries.
keylocke 1 Jun, 2018 @ 1:14am 
since vinegar can only be made using berries. can you also add plantable berries?
crimson_fluf 30 May, 2018 @ 7:04pm 
Could someone make this compatible with the Rim of Madness bones mod? So us poor tribals can make bone marrow at the crafting table?
Vazzaroth 26 Apr, 2018 @ 9:38am 
cupro shut it down since he isn't making/updating mods :\
ireth92 26 Apr, 2018 @ 2:57am 
The Patreon link is returning a 404 error.
Rocky the Rock 4 Mar, 2018 @ 6:49am 
Didn't this used to be called powerless?
cuproPanda  [author] 12 Feb, 2018 @ 12:36pm 
It is time that I must unfortunately announce the retirement of my mods. I simply don't have the time to dedicate to the mods anymore, and I won't be getting any extra free time in the foreseeable future. It has been a blast making mods for this game, and I really wish I could keep doing it. I hope everyone continues to enjoy this amazing game for a long time to come! I know I have :)
tyriael_soban 10 Feb, 2018 @ 10:15am 
a Hare is a pretty small animal, but they keep breaking free of the snares and going beserk... :(
Birdie 3 Feb, 2018 @ 2:44am 
Hey really enjoying this mod but I find that I keep running out of charcoal or smoked meat, would it be possible to add a "bills" tab to the smoker and charcoal pit so we can better control how it is produced?
ThePlagueBeast 1 Feb, 2018 @ 11:39am 
The camp crafting table seems... less than useless compared to the crafting spot esp with Tribal Essentials, anything you could do to make it more appealing in that respect?
Lugaru 30 Jan, 2018 @ 7:58pm 
You seem really good about integrating this into mods... mind looking at making the snare not hit visitors mounts?

I got a lot of free stuff from people falling off their muffalos and other mounts.
Shift 27 Jan, 2018 @ 4:23pm 
Hey, what exactly do you need to make vinegar? I have the barrel, but the only berry I can find is strawberries, and apparently it doesn't accept those.
[82AD] Ghota 26 Jan, 2018 @ 12:15am 
for some reason i get a message saying i can't place them ..
Omega13 25 Jan, 2018 @ 2:56pm 
The pickling is also really fun and cool, but it's difficult to effectively use to preserve food in a low tech colony since the fruit necessary to make the vinegar spoils in a few days (giving you a somewhat short window to crank out a bunch of vinegar), and the component fruit + cabbage/turnips required to make the vinegar results in a pickle with the same total nutrition. The +2 mood buff is nice but overall it's a lot of crop space and time brewing/waiting/pickling for a pretty small buff. Maybe the yields for these crops could be slightly higher and/or the buff/nutrition from the pickles? Or find a way to let them grow in colder weather as well as not die so they have that niche? Just a suggestion.
Omega13 25 Jan, 2018 @ 2:55pm 
I also had some questions and observations about cabbage and turnips. I like really like the concept of them and love having more crop variety and their textures are really cool but I've been doing tests on various crop yields and compared to everything else in vanilla, cabbage and turnip nutritional yields are *really* low. Like, generally less than 30% at best compared to vanilla crops. While it's nice that they don't die in cold and their long grow time saves farming labor, they don't grow in cold either, so that's not much of an advantage and their low nutrition means you'll have to grow much more of them so that more or less cancels out the labor efficiency. (continued...)
cuproPanda  [author] 25 Jan, 2018 @ 1:26pm 
@Omega13 hmmm I didn't consider that. Burlap is a pretty weak material, so I could do that.

@Ghota You should be able to place them anywhere you can place other furniture. I recommend putting them indoors where the temperature is regulated so they don't get too hot or too cold
[82AD] Ghota 25 Jan, 2018 @ 5:19am 
where can i place Vinegard Barrels ?
Omega13 21 Jan, 2018 @ 3:27am 
So a minor reflection I had on this mod - maybe instead of imposing a debuff, burlap could simply be of such low quality that you wouldn't really want to use it? The reason I suggest this is because raiders frequently drop burlap clothing and then my sneaky colonists put it on without my knowledge and debuff themselves because they are idiots. Unfortunately clothing assignments don't allow you to filter outfits by material, or this wouldn't be an issue (and obviously human leather has this same issue in vanilla, you're just a lot less likely to stumble on manleather hats by accident).
cuproPanda  [author] 19 Jan, 2018 @ 1:47pm 
No it's probably my fault, I probably either didn't set the value, or set it too low
Omega13 17 Jan, 2018 @ 9:21pm 
They were selling for slightly less, yes. Not a huge amount, but given that they have a higher nutrition and require a fair bit of resources and time, I'd have thought they'd be a little higher. Are they supposed to be higher? (Just wondering if it's a conflict on my end.)
cuproPanda  [author] 17 Jan, 2018 @ 1:10pm 
@Omega13 really, less? If anything it should sell for the same amount. That should definitely sell for more.

@mikki that's probably a mod conflict, try moving this mod higher in the mod list. I'll check for any code corrections
mikki 14 Jan, 2018 @ 10:08am 
Wild Cabbage is not harvestable ? my colonist try the whole day until they are to hungry.
how about a camping eating table and chairs
Omega13 12 Jan, 2018 @ 3:58pm 
Small balance note as I am obsessed with the smokers (I really like them) - Smoked meat sells for less per unit than fresh meat, despite being more useful, more nutritious per unit, and requiring a not insignificant amount of effort and resources to create. So if you had dreams of creating your own Rimworld barbecue franchise, you'd be doing it at a loss.
Omega13 4 Jan, 2018 @ 8:53pm 
Another smoker woe - colonists are loading insect meat into the smoker, which causes other colonists to eat the gross smoked insect meat and get a debuff.
cuproPanda  [author] 3 Jan, 2018 @ 8:19am 
Thanks :)
Ulysses 3 Jan, 2018 @ 7:51am 
I love your mods man
cuproPanda  [author] 2 Jan, 2018 @ 10:34am 
@Omega13 I should be able to just remove the time limit and do it like the fermentation barrel handles it. That way you can still get all the food you want into the smoker. An option to dump the stuff is also a good idea
Omega13 1 Jan, 2018 @ 6:11pm 
So as a possible suggestion - maybe some way to dump the stuff out of the smoker early? What I mean is - unlike brewery barrels, if you don't fill the smoker up all the way pretty quickly after you start to fill it, it seems to seal itself off and prevent any more food from being put in. And for some reason, my colonists just love to throw 1 piece of meat in there when I'm not looking and lock the whole stupid thing down for the next 24 hours. It would nice to be able to abort a bad load.
cuproPanda  [author] 1 Jan, 2018 @ 2:13pm 
They shouldn't be trying to chop the cacti down inside the orchard zone.. Maybe I didn't patch the cactus properly
Omega13 31 Dec, 2017 @ 7:25pm 
While I am on this subject - I have an orchard zone of saguaro in the fertile area of my little oasis colony. How do I keep the growers from chopping down the cactus before the pears are ready? Because they keep doing that.
Omega13 31 Dec, 2017 @ 2:54pm 
Oh ok - i think one of my other mods lets me plant saguaro on sand and the game is counting it as a different sort of saguaro. Thank you for the clarification!
cuproPanda  [author] 31 Dec, 2017 @ 4:40am 
@Omega13 I'm pretty sure that is due to sowing limitations not allowing sand normally. I doubt sand has fertility. It is also an intentional restriction since you'd be growing a food crop
Omega13 30 Dec, 2017 @ 6:33pm 
I don't seem to be able to draw an orchard zone on sand (for saguaro cactus). Is this some sort of mod conflict, bug, intentional limitation?
Daniel_USA 30 Dec, 2017 @ 2:02pm 
yes it is. it looks like it is a known issue and the water power guy just doesnt know how to fix it or hasnt gotten around to doing it. o well. i had to remove it sadly.
cuproPanda  [author] 30 Dec, 2017 @ 1:00pm 
@Daniel_USA That would be the fault of the other mod, judging by my stuff being placeable on water. They are changing the Core defs, which will cause problems for a bunch of mods

@Omega13 As funny as that is, I need to fix it! Nice find :)
Omega13 30 Dec, 2017 @ 12:59pm 
Also - one minor compatibility issue with smokers - the fish from Rainbeau's Fishing mod only count as 1 meat when loaded into the smokers, which is a huge loss in nutrition. To make matters worse, my colonists seem to prefer shoving the fish in there before anything else, so I have to watch them like a hawk. Some form of whitelist for materials that are allowed in the smoker would be grand.
Omega13 29 Dec, 2017 @ 11:51pm 
So I swear I didn't mean to do this - but a group of traders showed up and their ostrich caravan critters (Animals Logic Mod) knocked themselves out on my snares and dumped all their gear, but didn't die, so the caravan didn't care and I got a bunch of free stuff.
Daniel_USA 28 Dec, 2017 @ 10:49pm 
okay so there is an issue with the stump chair and log table conflicting with the mod that lets you build water power stuff.
Daniel_USA 28 Dec, 2017 @ 9:41pm 
the log table and log chair are only buildable over water