RimWorld

RimWorld

Immigrants
146 kommenttia
Grimm_Vatic 13.7. klo 17.51 
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 11.7. klo 16.14 
Any idea when the slave issue will be fixed?
Azzkal 4.7. klo 3.05 
1.6 mod crash game, cant start
dracoix 🐉 17.6. klo 13.34 
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  [tekijä] 16.6. klo 13.50 
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 16.6. klo 12.21 
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  [tekijä] 12.6. klo 14.20 
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 12.6. klo 14.06 
how to change max colonists past 100?
TheSordishMan54 8.6. klo 3.03 
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 2.6. klo 2.08 
I would love some integration with Vanilla Events Expanded so that immigrants have a small chance of betraying the colony
Autumn 17.4. klo 17.34 
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 7.4. klo 14.02 
I would also add an alert with the message “[immigrantsvalue] of immigrants wishes to join the settlement, accept them?”
Azzkal 7.4. klo 13.54 
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 7.4. klo 13.48 
Uooy man this is a really good and necessary mod
Duckpower2017 5.4. klo 22.03 
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 3.4. klo 10.34 
Good mod but kept getting old people with physical disabilities. Gonna wait for an age slider.
Aristarchus 30.3. klo 5.09 
I agree, it would be cool if you add age slider.
Arbolito 7.3. klo 5.24 
Would you consider adding a slider for age? Great mod btw!
Zaljerem  [tekijä] 18.2. klo 17.17 
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 18.2. klo 16.01 
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  [tekijä] 18.2. klo 6.47 
What do you mean by "special map"? That would help in my testing. Something that allows impassable settlement, quest maps, something else?
Zaljerem  [tekijä] 18.2. klo 6.35 
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 18.2. klo 6.32 
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~ 17.2. klo 14.52 
Lovin it
8BitBoar 12.2. klo 16.37 
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 8.2. klo 16.11 
They do not yet suspect that mandatory exile to a death outpost awaits them.
MichalPl111 31.1. klo 10.09 
this mod allows you to be picky about colonist population. Dont like collonist? EXECUT THEM!!
And wait for better ones
Aristarchus 28.1. klo 19.35 
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 28.1. klo 19.20 
Yes I am in game when I tried to set it up.
Zaljerem  [tekijä] 28.1. klo 11.37 
Hmm, custom xenotypes can only be set in the options while in-game, are you in-game when you try?
Aristarchus 28.1. klo 11.05 
The mod is unable to detect my custom xenotype for some reason.
Salty Slothy 22.1. klo 18.31 
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 22.1. klo 18.11 
They took our jerbs!
DarkAgeRush 18.1. klo 15.06 
But great mod very fun and thematic especially when I'm city building with rimsential
DarkAgeRush 18.1. klo 15.06 
Also, for whatever reason vampires seem to get a bit over represented in the random option.
DarkAgeRush 18.1. klo 15.05 
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 28.12.2024 klo 8.11 
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 27.12.2024 klo 17.49 
It should be every quadrum by default. Check your mod options.
Alaskan Bull Walrus 27.12.2024 klo 15.23 
When do they start coming? Fifteen days passed since start and nobody has come.
Salty Slothy 26.12.2024 klo 4.10 
Give me your tired, your poor, your huddled masses yearning to breathe free.
MeatyMaid 25.12.2024 klo 13.55 
Who else up lifting they lamp beside they golden door?
Mr TeaPot 30.11.2024 klo 3.22 
man the the 50 bang bang bang bag bang
RedCloud53 21.11.2024 klo 13.59 
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 18.11.2024 klo 10.47 
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 12.11.2024 klo 13.48 
LETS GOOOO
Zaljerem  [tekijä] 12.11.2024 klo 13.05 
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 11.11.2024 klo 19.51 
Thank you!! :p
Zaljerem  [tekijä] 11.11.2024 klo 15.47 
Oh yeah, I forgot those are handled somewhat differently. I'll take a look.
ked 11.11.2024 klo 15.17 
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 10.11.2024 klo 7.41 
@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