RimWorld

RimWorld

Immigrants
146 Comments
Grimm_Vatic 13 Jul @ 5:51pm 
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
Autumn 17 Apr @ 5:34pm 
I'd love a way to limit this to just tribespeople. It's a bit silly to get a bunch of immigrants in industrial clothing to a medieval castle in the woods.
Azzkal 7 Apr @ 2:02pm 
I would also add an alert with the message “[immigrantsvalue] of immigrants wishes to join the settlement, accept them?”
Azzkal 7 Apr @ 1:54pm 
I'd also like a setting to disable the arrival of black people because I have a white colony, not because I'm racist, it just so happens
Azzkal 7 Apr @ 1:48pm 
Uooy man this is a really good and necessary mod
Duckpower2017 5 Apr @ 10:03pm 
i like this, its a good idea, especially in the context of rimworld, on a dangerous planet, anyone that doesn't have a home will probably try to ask a faction for a place to stay in exchange for joining them, aka immigration, i just hope politics are not going to be a problem for both you and this mod, but with how heated politics can get, i understand your stance on moderating it, i just hope most people understand that its a game. good luck with development and keeping this comment section under control, i hope for you it isn't too hard or annoying
AVNlover67 3 Apr @ 10:34am 
Good mod but kept getting old people with physical disabilities. Gonna wait for an age slider.
Aristarchus 30 Mar @ 5:09am 
I agree, it would be cool if you add age slider.
Arbolito 7 Mar @ 5:24am 
Would you consider adding a slider for age? Great mod btw!
Zaljerem  [author] 18 Feb @ 5:17pm 
Ah I see, yes, using the current map is probably not my best idea. I need to determine the home map if possible. Thanks, I'll look into that ASAP.
Alaskan Bull Walrus 18 Feb @ 4:01pm 
Like with the multifloor if I'm looking underground it spawns them in a cavern, which may take mining to reach them or so or if it was on an island they'd be stuck at sea wouldn't they? If I have multi colonies too it could be odd.
Zaljerem  [author] 18 Feb @ 6:47am 
What do you mean by "special map"? That would help in my testing. Something that allows impassable settlement, quest maps, something else?
Zaljerem  [author] 18 Feb @ 6:35am 
They try to enter from the edge, I suppose I should put some more logic in there to catch ... "edge cases" ... *drum sting*
Alaskan Bull Walrus 18 Feb @ 6:32am 
Can you add it to let us pick the map immigrants arrive to? Or else there are problems when it's a special map where the center may not be accessible.
~Celsus~ 17 Feb @ 2:52pm 
Lovin it
8BitBoar 12 Feb @ 4:37pm 
Thanks for creating this! Been using in all my runs.

I was wondering if it is possible to have it so that you can select a number of xenotypes (like 4 or so) that can be chosen instead of just forcing only one? And when an immigrant arrives they are one of the xenotypes you chose? I can simulate this now by changing the xenotype after an arrival, based on a die, but I figured I'd ask here.
boevabc 8 Feb @ 4:11pm 
They do not yet suspect that mandatory exile to a death outpost awaits them.
MichalPl111 31 Jan @ 10:09am 
this mod allows you to be picky about colonist population. Dont like collonist? EXECUT THEM!!
And wait for better ones
Aristarchus 28 Jan @ 7:35pm 
Okay nevermind, it seems my pawn's Xenotype wasn't defined properly. I suspect it has something to do with Prepare Carefully when I set the Xenotype. I got it fixed using Character Editor.
Aristarchus 28 Jan @ 7:20pm 
Yes I am in game when I tried to set it up.
Zaljerem  [author] 28 Jan @ 11:37am 
Hmm, custom xenotypes can only be set in the options while in-game, are you in-game when you try?
Aristarchus 28 Jan @ 11:05am 
The mod is unable to detect my custom xenotype for some reason.
Salty Slothy 22 Jan @ 6:31pm 
I had an immigrant show up with a double passion in medical, crafting and a passion in cooking. My man took multiple jobs.
Nick "Zorb" Cage 22 Jan @ 6:11pm 
They took our jerbs!
DarkAgeRush 18 Jan @ 3:06pm 
But great mod very fun and thematic especially when I'm city building with rimsential
DarkAgeRush 18 Jan @ 3:06pm 
Also, for whatever reason vampires seem to get a bit over represented in the random option.
DarkAgeRush 18 Jan @ 3:05pm 
Would very much appreciate an option to designated which map people show up at. I see the SoS mod support in the list, annoying that I can only allow gremlins or run the risk of some kids popping up and instantly dying lol
Alaskan Bull Walrus 28 Dec, 2024 @ 8:11am 
I set it to every week, but when I have it at that they won't come. If I restart RimWorld and load a save it works though, but not with a new game.
Salty Slothy 27 Dec, 2024 @ 5:49pm 
It should be every quadrum by default. Check your mod options.
Alaskan Bull Walrus 27 Dec, 2024 @ 3:23pm 
When do they start coming? Fifteen days passed since start and nobody has come.
Salty Slothy 26 Dec, 2024 @ 4:10am 
Give me your tired, your poor, your huddled masses yearning to breathe free.
MeatyMaid 25 Dec, 2024 @ 1:55pm 
Who else up lifting they lamp beside they golden door?
Mr TeaPot 30 Nov, 2024 @ 3:22am 
man the the 50 bang bang bang bag bang
RedCloud53 21 Nov, 2024 @ 1:59pm 
Was playing the game when I started getting pretty severe lag.
Investigated the debug log and found a huge amount of errors being generated extremely fast. I opened them and found this mod mentioned - when I toggled it off, the errors stopped completely.

https://gist.github.com/HugsLibRecordKeeper/e148333f35d64885231e1f45604bfc3f
Power of OxiClean 18 Nov, 2024 @ 10:47am 
Would it be possible to add a toggle for whether the immigrants arrive via caravan, drop pod, or shuttle? Mostly for thematic reasons.

Might also be interesting for a "refugees" toggle where the arrivals are more likely to have injuries, malnutrition, crappy equipment... Maybe an option for them to have a pursuit raid shortly thereafter?
Salty Slothy 12 Nov, 2024 @ 1:48pm 
LETS GOOOO
Zaljerem  [author] 12 Nov, 2024 @ 1:05pm 
Updated: Added support for custom xenotypes. This drop-down populates when in-game only. The random option will also include custom xenotypes if that option is selected.
ked 11 Nov, 2024 @ 7:51pm 
Thank you!! :p
Zaljerem  [author] 11 Nov, 2024 @ 3:47pm 
Oh yeah, I forgot those are handled somewhat differently. I'll take a look.
ked 11 Nov, 2024 @ 3:17pm 
I would love it if the forced xenotype dropdown let you choose player made xenotypes, right now it only lets you choose vanilla/modded xenotypes.
Lexamenrf45 10 Nov, 2024 @ 7:41am 
@Zaljerem,

Thank you very much for helping to resolve the issue

Workaround steps to resolve:

1. Navigate to %\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config%

2. Find and delete Mod file with the %3357184231% in the name

3. Re-launch Rimworld game

Results: should start working just fine