RimWorld

RimWorld

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Razuhl  [developer] 15 Sep, 2019 @ 12:01pm
Remnants and Cities FAQ
Post questions, answers discussion here. Answers to question will be consolidated into the first post.
Last edited by Razuhl; 15 Sep, 2019 @ 5:10pm
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Showing 1-15 of 22 comments
Razuhl  [developer] 15 Sep, 2019 @ 12:01pm 
Remnant Colonies

How to create one?

When selecting a player settlement on the world map the option to "Abandon" is presented as a button. This will in vanilla simply destroy the settlement and banish everybody left behind. You can not do this if it would banish all your colonists. With this mod it will instead spawn a remnant colony where the colonists that were left behind are continuing to life.

How to interact with it?

Using the comms console, a new entry should show up "Call [random name] of [player faction name]". Contacting the remnants will also require a powered trade beacon. If the option is not shown, delete the old console and build a new one, since this mod comes with a custom console that can communicate with any world object that is capable instead of only tradeships and faction bases.

After calling it a menu is presented with the buttons "Trade", "Place Order", "Statistics", "Rename Colony" and "Remove Colony".

How to place orders?

Start from the top and work downwards. Select a recipe that creates the desired product. Select the items you wan't to use as ingredients. In the "In Stock" column you see how much of the item the calling settlement has available in its trade beacon range. If the product uses a quality the desired quality can be selected. The product is guranteed to be created in that quality. The available qualities are determined by the work skill of colonists that were left behind in the remnant colony(12 good, 16 excellent, 18 masterwork, 20 legendary). The work skill is determined by the recipe. Finally you see how much the remnants will charge you and how much silver you have under a trade beacon. The price is the normal trader price but can be modified with the setting "Remnants-Order price factor". When buying the item the resources and products are immediately exchanged as if it was bought from a trader.

Are people lost if a colony is removed?

No. You can use the debug tool action "Spawn world pawn" to spawn them back in.

Where do the resources in the trade screen come from?

When abandoning the settlement the map is searched for available items which includes minable resources on the surface and below. That's also the reason that there will be a short pause before gameplay resumes if a settlement is abandoned.

Cities

How to create one?

On the world map, when selecting a player settlement, a buton appears "Found city". When using the button a list of all configured archetypes appears. Selecting an archetype will then open a dialog that shows the valid hexes around the settlement on which a city can be build. Hovering over a hex gives the info data and selecting one spawns an empty city of the selected archetype.

How to interact with it?

Using the comms console, a new entry should show up "Call unnamed". Contacting the city will also require a powered trade beacon. If the option is not shown, delete the old console and build a new one, since this mod comes with a custom console that can communicate with any world object that is capable instead of only tradeships and faction bases.

After calling it the city screen opens. All information here is for the default city screen, a custom city can use a completely different layout and different mechanics.

Where to start?

Hover over icons, everything of relevance has a tooltip.

In the upper left are icons for special actions. The speech-bubble is for trading and the wrench icon opens the settings. The settings allow you to change the name of the city.

Below those icons are the resources. The people icon let's you exchange valid citizens between the city and the calling settlement.

Once citizens are in the city, they will have needs. Which are listed below the resources. A citizen will need food and housing. Not providing it will increase crisis progress which are listed on the right side. Housing is provided by building projects. District projects are built on the world map outside of the city and city projects are built within.

In order to build a bedroom you need wood, but the city isn't producing wood as of yet. Trading wood to the city and then clicking on the wood resource allows activating a booster which will provide the city with wood for a short time.

What can cities do?

Workshops provide new special actions that allow allocating labour to repairing and crafting apparel or weapons. Fully repaired apparel has the dead mans flag removed.

Cities are a great place to store your hit squad since warriors are pointless in times of peace and by exchanging citizens they can be recalled into any settlement.

They allow you to keep people even if they aren't good enough to be managed manually.

Are people lost if a city is removed?

No. You can use the debug tool action "Spawn world pawn" to spawn them back in.

How to solve an impending crisis?

Evacuating a city down to a stable population is always an option, ofc you now have to care for the refugees yourself.
Last edited by Razuhl; 15 Sep, 2019 @ 5:09pm
123nick 15 Jan, 2020 @ 3:59am 
is it intended that i can "found a city" next too any settlement on the world map, not just my own? like, i can click on a settlement owned by someone hostile, and found a city nearby.
Razuhl  [developer] 16 Jan, 2020 @ 3:53pm 
Not intended, when I stumbled on it I classified it as a "meh". Changed it, so that it only shows on player settlements.
HalfEnder776 6 Aug, 2020 @ 10:52pm 
Anyway Cites or remnants can be disabled, there interesting but seem like they should be in a separate mod. Also it would be great if you could exchange colonists between cities/remnants via caravan instead of magical insta teleport
HalfEnder776 7 Aug, 2020 @ 9:31am 
Oh sorry it seems i am wrong you can in-fact turn off remnants, i can’t seem to find how to turn of cities though. Honestly i like the remnants part of the mod but creating cities was a bit to much.
Still think you should be able to caravan to the locations tho.
Last edited by HalfEnder776; 7 Aug, 2020 @ 9:51am
Razuhl  [developer] 9 Aug, 2020 @ 3:35am 
By not founding a city it is turned off. So unless you have a combination of mods in which the list of buttons is overflowing you can just ignore the button. I see if I can add a checkbox in the general settings but you should be fine anyhow.

Colonists in cities travel via droppod. Caravans would require the cities to manage food and packanimal supplies. Or the caravans would belong to an AI faction that just magically summons those things, but then all you achieve is a delayed timer for personel transfer. I don't feel that it adds enough for the effort.
HalfEnder776 10 Aug, 2020 @ 12:10am 
what i meant is that you could creat a caravan and make it travel to the city. When they get their it would open up the coms gui allowing players who haven't got comms yet to access their founded city. You do have a very good point though it’s likely not worth the extra effort.

Also thanks for allowing the option to disable it.
Gravefall 30 Sep, 2020 @ 11:53am 
I do agree with @HalfEnder776, forming a caravan would be more realistic or detlay based on travel time... because it doesn't make much sense when your technology is not really that advanced but neighbor cities are using dropods lol
Razuhl  [developer] 9 Oct, 2020 @ 2:49am 
I agree that it would be more realistic I made a note about delayed tasks like trading or migration and will look at caravan interactions in the future.
Razuhl  [developer] 17 Nov, 2020 @ 9:41pm 
Caravan interactions have been added, as well as the ability to manage the city via the worldmap. Trade and migration are only available if contacted with a "negotiator"(Colonist that can do social tasks).
Razuhl  [developer] 11 Feb, 2021 @ 10:22am 
Expanded on caravan interactions. Cities can now form caravans and entire caravans can join a city. Joining is only allowed if all pawns and items in the caravan are allowed in the city.
Razuhl  [developer] 24 Feb, 2021 @ 12:28pm 
Added ability to send animals into cities.

Food requirements for pawns, both flesh and mechanical, is now based on their individual hunger rate and not a static number. That means health conditions and traits can change how much food a pawn needs inside a city. The baseline for a human is 1. Animals consume a fifth of their normal hunger rate.

Removed the "Lawform" indicator since it was only a proof of concept.
Last edited by Razuhl; 24 Feb, 2021 @ 12:32pm
Matsay 19 Mar, 2021 @ 11:08am 
Hey man, would it be possible to have an action that could actually spawn raw ressources in the city's inventory? I'm looking to create a mining outpost that would generate chunks that could then be processed into bricks, or a farming colony that would grow psychite and then refine it into drugs, that kind of stuff.

So far I've managed with the craft action and custom recipes, but I'd likie to expand the idea and my Csharp skills are way below that sort of stuff.
Razuhl  [developer] 19 Mar, 2021 @ 5:22pm 
Added the ability to use things in city contributions. Just like needs, resources and indicators. An entry contains the defName of the thing an optional quality, flat and factor. This placed in the outputPerCycle part of a kitchens action would spawn actual meals in the city inventory.

<things>
<li>
<def>MealSimple</def>
<quality>Normal</quality>
<flat>1</flat>
<factor>1</factor>
</li>
</things>

The spawning/despawning occurs right before the ConsumeContributions event. So in theory a mine could create stone and a stonecarver could create stone statues in the same cycle. I haven't tested much with it so it might be wonky to use things as costs outside of recipes.
Razuhl  [developer] 13 Jul, 2021 @ 1:32pm 
Would need to be a city, remnants are abandoned settlements and you can't exchange pawns with them.
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