RimWorld
Immigrants
146 件のコメント
Grimm_Vatic 7月13日 17時51分 
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 7月11日 16時14分 
Any idea when the slave issue will be fixed?
Azzkal 7月4日 3時05分 
1.6 mod crash game, cant start
dracoix 🐉 6月17日 13時34分 
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  [作成者] 6月16日 13時50分 
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 6月16日 12時21分 
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  [作成者] 6月12日 14時20分 
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 6月12日 14時06分 
how to change max colonists past 100?
TheSordishMan54 6月8日 3時03分 
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 6月2日 2時08分 
I would love some integration with Vanilla Events Expanded so that immigrants have a small chance of betraying the colony
Autumn 4月17日 17時34分 
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 4月7日 14時02分 
I would also add an alert with the message “[immigrantsvalue] of immigrants wishes to join the settlement, accept them?”
Azzkal 4月7日 13時54分 
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 4月7日 13時48分 
Uooy man this is a really good and necessary mod
Duckpower2017 4月5日 22時03分 
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 4月3日 10時34分 
Good mod but kept getting old people with physical disabilities. Gonna wait for an age slider.
Aristarchus 3月30日 5時09分 
I agree, it would be cool if you add age slider.
Arbolito 3月7日 5時24分 
Would you consider adding a slider for age? Great mod btw!
Zaljerem  [作成者] 2月18日 17時17分 
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 2月18日 16時01分 
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  [作成者] 2月18日 6時47分 
What do you mean by "special map"? That would help in my testing. Something that allows impassable settlement, quest maps, something else?
Zaljerem  [作成者] 2月18日 6時35分 
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 2月18日 6時32分 
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~ 2月17日 14時52分 
Lovin it
8BitBoar 2月12日 16時37分 
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 2月8日 16時11分 
They do not yet suspect that mandatory exile to a death outpost awaits them.
MichalPl111 1月31日 10時09分 
this mod allows you to be picky about colonist population. Dont like collonist? EXECUT THEM!!
And wait for better ones
Aristarchus 1月28日 19時35分 
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 1月28日 19時20分 
Yes I am in game when I tried to set it up.
Zaljerem  [作成者] 1月28日 11時37分 
Hmm, custom xenotypes can only be set in the options while in-game, are you in-game when you try?
Aristarchus 1月28日 11時05分 
The mod is unable to detect my custom xenotype for some reason.
Salty Slothy 1月22日 18時31分 
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 1月22日 18時11分 
They took our jerbs!
DarkAgeRush 1月18日 15時06分 
But great mod very fun and thematic especially when I'm city building with rimsential
DarkAgeRush 1月18日 15時06分 
Also, for whatever reason vampires seem to get a bit over represented in the random option.
DarkAgeRush 1月18日 15時05分 
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 2024年12月28日 8時11分 
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 2024年12月27日 17時49分 
It should be every quadrum by default. Check your mod options.
Alaskan Bull Walrus 2024年12月27日 15時23分 
When do they start coming? Fifteen days passed since start and nobody has come.
Salty Slothy 2024年12月26日 4時10分 
Give me your tired, your poor, your huddled masses yearning to breathe free.
MeatyMaid 2024年12月25日 13時55分 
Who else up lifting they lamp beside they golden door?
Mr TeaPot 2024年11月30日 3時22分 
man the the 50 bang bang bang bag bang
RedCloud53 2024年11月21日 13時59分 
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 2024年11月18日 10時47分 
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 2024年11月12日 13時48分 
LETS GOOOO
Zaljerem  [作成者] 2024年11月12日 13時05分 
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 2024年11月11日 19時51分 
Thank you!! :p
Zaljerem  [作成者] 2024年11月11日 15時47分 
Oh yeah, I forgot those are handled somewhat differently. I'll take a look.
ked 2024年11月11日 15時17分 
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 2024年11月10日 7時41分 
@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