RimWorld

RimWorld

Calyc Dec 24, 2022 @ 4:17pm
Looking for a mod to generate multiple colonies on the same planet.
Is there a mod that would allow me to start a new game, generating a new colony and a new planet, and then add a new, separate colony onto the same planet?

I'm aware of the caravan mod that allows you to send members of one colony to make another elsewhere on the same planet, but I actually want to add distinct groups that have no relation to one another at the start, and can interact with each other otherwise organically, but you only control whichever colony you loaded.

Personally, I really enjoy pre-making characters and colonies so I can create more personalized scenarios rather than more random play, so being able to create several separate colonies and have them be independent from the game-generated colonies, and eventually meet up "organically" would be super cool. It's not a killer if such a mod doesn't exist, I'm just curious if its even out there.
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Showing 1-6 of 6 comments
boytype Dec 24, 2022 @ 4:21pm 
If you want to run all of the multiple colonies at once, this is included in the base game. In the options, there is a setting that says "max number of settlements".

If you want to only run one of them at once, you can pursue the Archotech ending. When you complete each of the first 2 stages, your colony is taken over by the computer and you start a new one. It is possible to encounter pawns you left behind at the settlements later in the game.

If you want something like Dwarf Fortress, where you can save a world state, kick out to the main menu, and start a new game in the same world with your old settlement as a faction in the world, that does not exist in any mod I have ever seen.
Calyc Dec 24, 2022 @ 6:51pm 
Originally posted by boytype:
If you want to run all of the multiple colonies at once, this is included in the base game. In the options, there is a setting that says "max number of settlements".

If you want to only run one of them at once, you can pursue the Archotech ending. When you complete each of the first 2 stages, your colony is taken over by the computer and you start a new one. It is possible to encounter pawns you left behind at the settlements later in the game.

If you want something like Dwarf Fortress, where you can save a world state, kick out to the main menu, and start a new game in the same world with your old settlement as a faction in the world, that does not exist in any mod I have ever seen.

I think get it, so I would basically have to just create the groups I want to use as colonies in other locations each in their own worlds, have them saved, and then load them in as new factions on the final planet I want to play in, I guess?
Seal Enthusiast Dec 24, 2022 @ 7:31pm 
Originally posted by Reveur Lucide:
Originally posted by boytype:
If you want to run all of the multiple colonies at once, this is included in the base game. In the options, there is a setting that says "max number of settlements".

If you want to only run one of them at once, you can pursue the Archotech ending. When you complete each of the first 2 stages, your colony is taken over by the computer and you start a new one. It is possible to encounter pawns you left behind at the settlements later in the game.

If you want something like Dwarf Fortress, where you can save a world state, kick out to the main menu, and start a new game in the same world with your old settlement as a faction in the world, that does not exist in any mod I have ever seen.

I think get it, so I would basically have to just create the groups I want to use as colonies in other locations each in their own worlds, have them saved, and then load them in as new factions on the final planet I want to play in, I guess?
You can't. The problem with factions in game is that they take from a set of parameters what type of stuff they are going to throw at you. You would have to mod in a new faction created by yourself and then add that to the game via the world faction selection menu.

EDIT: I can suggest some mods though that can help you customize the factions already planted into your game however, those being:

https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564&searchtext=xenotype+

https://steamcommunity.com/sharedfiles/filedetails/?id=2882785581

https://steamcommunity.com/sharedfiles/filedetails/?id=2649548096

https://steamcommunity.com/sharedfiles/filedetails/?id=2637999346

Wait on the total control mod though, it hasn't updated yet, but the other three are fine.
Last edited by Seal Enthusiast; Dec 24, 2022 @ 7:47pm
boytype Dec 24, 2022 @ 7:38pm 
Originally posted by Seal Enthusiast:
You would have to mod in a new faction created by yourself and then add that to the game via the world faction selection menu.

This is exactly right.
All factions except those created by the player (this playthrough) or the quest system are sort of considered globe-spanning empires that have a ton of settlements and with pretty much limitless populations of faceless masses.

There are some mods that give you a little more control over them (their names, the xeno composition of them, making their "important members" actually show up during certain events), but nothing like being able to load in a base from another playthrough and having them appear as an in game faction.
Last edited by boytype; Dec 24, 2022 @ 7:38pm
Limdood Dec 24, 2022 @ 10:33pm 
You only ever control your own faction in the game. And as long as they are your faction, you are in direct control.

So you can make multiple colonies, but they all run at once all the time (like if you sent a raid out to hit an enemy base.... You'll run that fight while still being in direct control of any pawns back at your base). They are always all yours, all direct control. There's no auto manage or anything (other than getting a solid late game base running kinda on it's own, but even then, 1) you still stay in direct control, and 2) they won't respond in any way other than what you've told them to do ahead of time)

That arcotech ending follows the same rules. When you "give up" your base, it's not yours any longer. You have no control of it at all. It becomes a generic base controlled by the faction you gave it to. It won't behave any differently than any other base, and that faction won't behave any differently due to what you gave them... Whether you were super rich tribals or glitter tech mechanized society, they'll still use the same fighters and stock the same stuff they always do.
Calyc Mar 4, 2023 @ 10:56pm 
Thanks, guys. Loading in my own custom faction might be something for the future, it sounds like, but this handful of mods are definitely nice. I like to flip between detailed, customized, easier saves and some harder-core saves. Think these here, and your advice, will help me out a lot.
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Date Posted: Dec 24, 2022 @ 4:17pm
Posts: 6