RimWorld

RimWorld

Early Spacer Colonists
16 Comments
Farbott 10 Apr, 2024 @ 11:26am 
assume already functional and just needs a tag due to being scenario?
Bitbyte  [author] 11 Nov, 2023 @ 7:01am 
Working on that and some more mod compat stuff now
Farbott 6 Nov, 2023 @ 1:58pm 
It does work, scenario itself just doesnt reedit to give us starting supplies, an easy fix but i almost landed with four guns and no bullets
Bitbyte  [author] 6 Nov, 2023 @ 8:05am 
I see no reason CE wouldn't work. If you try it out and run into any issues, be sure to share them :)
Farbott 6 Nov, 2023 @ 12:03am 
here to ask the age old question plagueing mods since the dawn of their creation


ce compatible too?
Kowhaifan 23 Oct, 2022 @ 6:59pm 
1.fart
VelxraTV 23 Oct, 2022 @ 3:54pm 
Thank you!
Bitbyte  [author] 23 Oct, 2022 @ 2:47pm 
1.4 is out now
Bitbyte  [author] 23 Oct, 2022 @ 10:56am 
Working on 1.4 now!
VelxraTV 21 Oct, 2022 @ 1:12pm 
Please update to 1.4
Kowhaifan 13 Jun, 2022 @ 6:37pm 
booooooooo play naked brutality and spend a year micro managing a single colonist because randy wont give you another one booooo /s
Thundercraft 21 Sep, 2021 @ 12:13am 
If you have plans to eventually expand the faction to be like a faction mod, then, may I suggest either releasing it as a separate mod or having an option in your mod settings menu to disable adding it as a faction? While I like playing a scenario as Spacer Colonists with Spacer Tech, I'm always hesitant to add new factions to the game. Though, I'm not actually against faction mods.
Bitbyte  [author] 20 Sep, 2021 @ 11:55pm 
It is currently limited to the player.
Thundercraft 20 Sep, 2021 @ 6:41pm 
Quote, "New faction and scenario! The Early Spacer Colonists"

Is the new faction that is added limited to the player? Or is it a faction that can appear on the world map as a potential trade partner and potential ally/enemy?
Bitbyte  [author] 18 Aug, 2021 @ 9:25am 
Yeah I think that would make sense. I'm thinking of implementing a mod settings menu, and I will add tech level to that menu along with some other things
Tegaric 18 Aug, 2021 @ 9:18am 
Love this mod, I always felt like it was odd that spacer starts were never implemented. The only thing I noticed was that the tech level is still Industrial. Should this be spacer instead?

I don't know if it would be as simple as editing the xml:

<techLevel>Spacer</techLevel>