RimWorld

RimWorld

RimVali: Far From Avalon
Unsolicited Tips, Tricks, and Treats (Mods)
I've found useful things to Enhance my avali experience while playing-- full disclosure: I'm in no fan groups or discords (I have read some of the material on the avali.zone) and I really hope suggesting mods for players to use with this mod isn't against any rules or etiquette. I'm just a weirdo who's loved these lil dudes for a very long time, and wanted to add some stuff to my game to give more stuff to my raptors, and Ive also seen some people commenting who've had some issues getting some stuff to work.

This mod is wonderful and was no doubt very hard to make (you had to make a whole dang separate framework!); my intent isn't to imply this mod isn't "good enough"! The creators know more about modding than I do, and everything has bugs! I did all this because I love it!

-As some have said in comments, you can enable the custom storytellers by starting a game with a vanilla storyteller and then switching storytellers in the game settings. (In my experience thus far, Jhin will kick your teeth in even on lower difficulties. I've had a better time with Nesi. Too much of a wuss to play with To'vali, I like to chill.)

- I made my own scenario with avali by opening up the editor on one of the vanilla scenarios and switching the colony type from "New Tribe / New Arrivals" to "Illuminate Colony" (and then you can edit as you like!). There is a part you can add to have all colonists form a pack upon start, too.

-I recommend mods such as:

-There is an "Avali Farmables" mod that adds the crops from some of the avali mods from the Starbound workshop with very cute artwork, but it is sadly out of date. All the crops work except for groou (you can harvest it, but can't sow it for some reason), and all spawn in the world on Stony Soil under a heavy mountain roof. However, they can only be planted at or above 0C, but only grow at -1~C and rapidly lose their growth rate as it gets colder. Optimal temp is about 0C to -1C. You can use coolers/heaters to screw with the temperature until things grow. Comments on that mod suggested "Plant Growth Sync" mod, but that just broke the plants.

"Character Editor:" You can turn colonists into avali by opening up this bad boy, selecting a pawn to avalify, and clicking on where it says "Human" or whatever and switch it! I select "Illuminate colonist" for just a normal lil dude. I think a lot of pawns that start with avali backgrounds and should probably spawn as avali because there are no subtypes for avali (i.e Illuminate Trader) that should spawn in, say, a drop pod crash that would spawn a "Space Refugee"-- as in, avali cannot spawn as "Space Refugee" for some reason. I haven't found a way to use the editor to fix the clipping or missing clothes, though.

"Camping Tent and Camping Stuff"; you can build both placeable, portable tents that are effectively buildings with the latter and get tents and things that replace bedrolls on caravans! If you make these out of Nanofiber, they are pretty low weight and easy for tiny raptor arms to carry.

"Vanilla Apparel Expanded: Accessories": Backpacks for little tiny raptors with arms too little and tiny to carry lots of things. The "Vanilla Expanded Apparels" also have some hats that show up on avali, but the downside is they clip and look a bit silly. The upside is that they look silly.

"Adaptive Storage Framework": Portable storage such as tents, cloth bundles, crates, and jars!

"Colonists Deco (Continued):" In the base "tribal" decorations, you can get little ornaments to hang from your tent ceilings. (I've had some issues with this, but it works sometimes! I blame the tiny raptor arms)

"Regrowth: Core": All of these are good. Read the page for more, but the core mod lets you do things like make temporary camps in caravans as if you had just been raided-- In theory. I have had some issues with this one, but that could just be on my end. Make sure you save before you do it!!!

"Biomes! Caverns": adds new cave biomes that are exclusively caverns filled with nice juicy fungus and imaginary cave moulds, some of which can grow in the cold. Some flavour text and dialogue in the Starbound mods implies or outright says that some of the crops were 'subterranean slime moulds' or fungi, and some other attributes that I've personally taken to imply that they evolved in caves on Avalon. There are crystalline caves which you can get materials to build from and make unpowered crystal lamps that you can take with you if you travel! The crystal caves can be a blistering 20C, though-- A hot summer day for an avali. Or you can go to a glacier!
There's also "Biomes! Boiling" if you're feeling fancy; I pretend it's water that's more chemically appropriate for them or the 'boiling rain' weather is just normal rain that gives them little burns or rashes. (RimVali avali are just resilient or immune to water poisoning idk don't worry about it, I haven't done my undergrad bio yet lol)

"Biomes! Prehistoric": More raptors (and other cool extinct animals). There's also a Regrowth submod for even more raptors.

"Vanilla Ideology Expanded": Can get you a 'lite' version of the Tunneler meme. (I like to use the "Totemic" theme because the vanilla themed statues look like they could be representative of avali, lol). There are precepts to make them get a mood debuff from fire (flammable raptors!) and have a high yield from deconstructing (the avali player in Starbound remarks on how avali are good at recycling)

"RimLanguages": Parlez-Vous avali? (I've had issues with this, too, but it might just affect the avali or edited scenarios. If the languages don't show up on the "Factions" tab, try going back to the menu and reloading the scenario.)

I'm sure I'll collect more mods for my avali colony whenever I get bored and go through the workshop lol.

Thanks for all the work put into this project!!
Last edited by Dweebus Rex; 1 Apr @ 4:22am