RimWorld

RimWorld

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Rimsential - Homebound: Continued
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Mod, 1.3, 1.4, 1.5
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2.861 MB
Dec 21, 2023 @ 2:47pm
Mar 21 @ 5:41am
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Rimsential - Homebound: Continued

Description
Homebound - a Rimsential mod

An experimental mod offering a variety of ways to tuck away pawns whether they be background characters, essential heroes, or troublesome villains.

This is the continued version of the Rimsential - Homebound mod handed over to the community by Orpheusly and continued with their permission. The packageId has been left unchanged in an effort to ease migration however as the name has changed anything using a PatchOperationFindMod may need to update.



Features
  • Create faux housing for pawns and schedule when they go "home".
  • Pawns will rest while at "home" and leave again when they're scheduled for another task.
  • Includes a number of experimental ways to store pawns. This includes digitizing them, storing them in a magic crystal, or keeping them visible as statues.
  • Can be used to keep larger groups of pawns out of the way, while maintaining their ability to do their jobs when needed. Build a barracks for your army, a neighborhood for your farmers, store a noteworthy pawn for later, and more.



Details
  • Build a pawn door, assign it to a pawn, and schedule when they should be at home.
  • Purchase or craft magical gems or digitizer discs and store noteworthy pawns for later without hogging system resources. (Can be made at the art bench)
  • Create Peculiar Stands or plastinite at an art bench to store colonists, prisoners, animals and entities into statues. (With Outer Rim, the plastinite will be renamed to Carbonite)
  • Create larger populations in your colony and, with a bit of creative scheduling, decide who is active and when.
  • Put animals into farms for their materials or to breed without the ticking costs of having 100 chickens.
  • Stick a bunch of people in a factory, surround it with resources and have them churn out enough dusters to clothe the whole rim.
  • Carry around some single use capture gems which allow you to capture a friend or downed enemy into your inventory without the usual need to make an enclosed prisoner bed on the enemy map first. Act like the raiders do; capture who you can and leave. (Can be made at the art bench)
  • Build capture spheres at the machining table to live out your pocket colonist dreams
  • Trap your colonists in cocoons while they chestburst
  • There is a small anomaly Easter egg, if you have the Anomaly DLC, you can enable a special release all in settings then keep your eyes peeled. It only activates once though. This may be expanded into a proper anomaly in the future.



FAQ
  • "Isn't this a bit unbalanced?" It is, which is why it's marked as an experimental mod. We want to bring great new ways to play to Rimworld and we believe allowing for larger colonies as well as creative pawn storage solutions is a good start. Leave comments with your feedback and ideas!
  • "I've set a pawn to own a storage, why wont they go in?" If the storage has scheduling, make sure scheduling is enabled (there's a button for it) and then set the pawn's schedule to include "Home" time. Even if it's a factory "Home" is their storage to go to. Going to other storages or using them outside of scheduling must be forced. Also some ownership things are just hints to make them select a specific storage for e.g. a prisoner.
  • "Why won't my pawn go home?" To avoid fighting emergency jobs, Pawns will not go home and can't be taken home while badly wounded, they need a hospital! Even if you put them in they'll just be dumped out for medical attention. Once they can walk you can manually command them to go home and they will slowly recover at home but by default will stay out so you can tend them.
  • "If looks like my pawns needs aren't changing at home" Yes. For performance reasons the needs, health, rest etc is all applied in one go when the pawn leaves storage so you can't see how they're doing without pulling them out of storage.
  • "How do I build storages" Doors and hatches are in the structure menu, statues etc are craftable in the art bench and some are only available from traders.
  • "Can I still see my pawns in the bar?" Check settings, there's an option to show them, off by default.
  • "How can I feed the farms?" Hoppers. Note there's a dedicated farm hopper that accepts more food types. The normal ones work fine too if you prefer them for aesthetics but won't allow all food types.
  • "Can I put prisoners in them?" Yes, most storages you can select "for prisoners" then assign a prisoner. If you have an available storage either installed or in some cases (capture crystals) in your pawn's inventory then you can right click to dump them directly into storage.



Attributions:
  • Thanks to Orpheusly for making the original version of this mod!
  • Thanks to Taranchuk for his work in making this possible as well as Maxim for adding some polish!
  • Thanks to Keyz182 for adding support for capturing entities and animals as well as the new farms, carbonite and warrants integration!

[github.com]


Popular Discussions View All (1)
0
May 13 @ 10:43am
Rustic Farm Standalone
Vecardi
260 Comments
Grace Scarlett May 21 @ 4:58pm 
My hoppers aren't working at all for the farms and not even god mode inputs allow me to fill the nutrients for them. I don't know what I need to do to fix this.
DeathKnight. May 21 @ 1:57pm 
So which job type is moving the animals into battery / breeden building is? I assign the animals to the building but colonist do not move them inside and i need to force them with right click to move them inside
Taggerung  [author] May 16 @ 2:14pm 
the github link at the bottom of the mod page links you to github. Make an account if you don't have one, click on issues and you can report a trackable issue that any of the contributors can help fix. In this specific case there's already a ticket for this issue or something like it at least so you could add to the existing one instead https://github.com/feldoh/PawnStorages/issues/75 if you add the mod and animal there as a comment I can test it and won't forget when I have time to work on it and you can have it send you an email when the ticket is closed / commented on, I can ask for logs or whatever without them all getting lost here
Lance Axiom May 14 @ 9:35am 
i have no idea how to note things on github
care to explain?
Taggerung  [author] May 13 @ 11:39pm 
It’ll be using a non standard production mechanism they all need explicit support if you note it on github I’ll work it out eventually
Lance Axiom May 13 @ 3:59pm 
so im not quite sure if this is a issue with biomes caverns or user error but i put dendoria in and the farm is saying nothing to produce?
Taggerung  [author] Apr 23 @ 5:05pm 
How strange, I can’t see how that would have any effect. If you wouldn’t mind, make a github issue and include your modlist and I’ll have a noodle around
OhBrod Apr 22 @ 7:20pm 
Removing Kill for Me fixed it, bit of an odd interaction though as both slaughter and euthanize by cut worked fine only the auto-slaughter didn't.
Taggerung  [author] Apr 22 @ 6:01pm 
It does 999 damage to whatever the animal claims would kill it, same code as execute by cut. But if that doesn’t kill it there’s then a hard call to the kill function to force kill the thing. So there’s no reasonable way it can survive. Totally independent of this mod though I’ve seen cases where things can’t die before even with no head when the entity is so broken that the kill function crashes before managing to kill something. Usually a broken relationship or something like that
OhBrod Apr 22 @ 5:20pm 
Any known issues with auto-slaughtering ? My blood scarab come out with a cut on the neck but very much alive...